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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
279 lines
9 KiB
C++
279 lines
9 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Mesh object with texture and skinning information
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*/
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#ifndef INCLUDED_MODEL
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#define INCLUDED_MODEL
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#include "graphics/Material.h"
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#include "graphics/MeshManager.h"
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#include "graphics/ModelAbstract.h"
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#include <vector>
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struct SPropPoint;
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class CObjectEntry;
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class CSkeletonAnim;
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class CSkeletonAnimDef;
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class CSimulation2;
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#define MODELFLAG_CASTSHADOWS (1<<0)
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#define MODELFLAG_NOLOOPANIMATION (1<<1)
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#define MODELFLAG_SILHOUETTE_DISPLAY (1<<2)
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#define MODELFLAG_SILHOUETTE_OCCLUDER (1<<3)
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#define MODELFLAG_IGNORE_LOS (1<<4)
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#define MODELFLAG_FLOATONWATER (1<<5)
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///////////////////////////////////////////////////////////////////////////////
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// CModel: basically, a mesh object - holds the texturing and skinning
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// information for a model in game
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class CModel : public CModelAbstract
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{
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NONCOPYABLE(CModel);
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public:
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struct Prop
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{
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Prop() : m_MinHeight(0.f), m_MaxHeight(0.f), m_Point(0), m_Model(0), m_ObjectEntry(0), m_Hidden(false), m_Selectable(true) {}
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float m_MinHeight;
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float m_MaxHeight;
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/**
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* Location of the prop point within its parent model, relative to either a bone in the parent model or to the
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* parent model's origin. See the documentation for @ref SPropPoint for more details.
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* @see SPropPoint
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*/
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const SPropPoint* m_Point;
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/**
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* Pointer to the model associated with this prop. Note that the transform matrix held by this model is the full object-to-world
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* space transform, taking into account all parent model positioning (see @ref CModel::ValidatePosition for positioning logic).
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* @see CModel::ValidatePosition
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*/
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CModelAbstract* m_Model;
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CObjectEntry* m_ObjectEntry;
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bool m_Hidden; ///< Should this prop be temporarily removed from rendering?
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bool m_Selectable; /// < should this prop count in the selection size?
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};
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public:
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// constructor
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CModel(CSimulation2& simulation);
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// destructor
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~CModel();
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/// Dynamic cast
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virtual CModel* ToCModel()
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{
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return this;
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}
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// setup model from given geometry
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bool InitModel(const CModelDefPtr& modeldef);
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// update this model's state; 'time' is the absolute time since the start of the animation, in MS
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void UpdateTo(float time);
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// get the model's geometry data
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const CModelDefPtr& GetModelDef() { return m_pModelDef; }
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// set the model's material
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void SetMaterial(const CMaterial &material);
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// set the model's player ID, recursively through props
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void SetPlayerID(player_id_t id);
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// set the models mod color
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virtual void SetShadingColor(const CColor& color);
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// get the model's material
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CMaterial& GetMaterial() { return m_Material; }
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// set the given animation as the current animation on this model
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bool SetAnimation(CSkeletonAnim* anim, bool once = false);
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// get the currently playing animation, if any
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CSkeletonAnim* GetAnimation() const { return m_Anim; }
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// set the animation state to be the same as from another; both models should
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// be compatible types (same type of skeleton)
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void CopyAnimationFrom(CModel* source);
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// set object flags
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void SetFlags(int flags) { m_Flags=flags; }
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// get object flags
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int GetFlags() const { return m_Flags; }
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// add object flags, recursively through props
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void AddFlagsRec(int flags);
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// remove shadow casting and receiving, recursively through props
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// TODO: replace with more generic shader define + flags setting
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void RemoveShadowsRec();
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virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
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{
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for (size_t i = 0; i < m_Props.size(); ++i)
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m_Props[i].m_Model->SetTerrainDirty(i0, j0, i1, j1);
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}
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virtual void SetEntityVariable(const std::string& name, float value)
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{
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for (size_t i = 0; i < m_Props.size(); ++i)
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m_Props[i].m_Model->SetEntityVariable(name, value);
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}
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// --- WORLD/OBJECT SPACE BOUNDS -----------------------------------------------------------------
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/// Overridden to calculate both the world-space and object-space bounds of this model, and stores the result in
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/// m_Bounds and m_ObjectBounds, respectively.
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virtual void CalcBounds();
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/// Returns the object-space bounds for this model, excluding its children.
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const CBoundingBoxAligned& GetObjectBounds()
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{
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RecalculateBoundsIfNecessary(); // recalculates both object-space and world-space bounds if necessary
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return m_ObjectBounds;
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}
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virtual const CBoundingBoxAligned GetWorldBoundsRec(); // reimplemented here
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/// Auxiliary method; calculates object space bounds of this model, based solely on vertex positions, and stores
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/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcAnimatedObjectBounds) if it has been determined
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/// that the object-space bounds are static.
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void CalcStaticObjectBounds();
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/// Auxiliary method; calculate object-space bounds encompassing all vertex positions for given animation, and stores
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/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcStaticBounds) if it has been determined that the
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/// object-space bounds need to take animations into account.
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void CalcAnimatedObjectBounds(CSkeletonAnimDef* anim,CBoundingBoxAligned& result);
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// --- SELECTION BOX/BOUNDS ----------------------------------------------------------------------
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/// Reimplemented here since proper models should participate in selection boxes.
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virtual const CBoundingBoxAligned GetObjectSelectionBoundsRec();
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/**
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* Set transform of this object.
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*
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* @note In order to ensure that all child props are updated properly,
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* you must call ValidatePosition().
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*/
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virtual void SetTransform(const CMatrix3D& transform);
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/**
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* Return whether this is a skinned/skeletal model. If it is, Get*BoneMatrices()
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* will return valid non-NULL arrays.
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*/
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bool IsSkinned() { return (m_BoneMatrices != NULL); }
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// return the models bone matrices; 16-byte aligned for SSE reads
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const CMatrix3D* GetAnimatedBoneMatrices() {
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ENSURE(m_PositionValid);
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return m_BoneMatrices;
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}
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/**
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* Add a prop to the model on the given point.
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*/
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void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true);
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/**
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* Add a prop to the model on the given point, and treat it as the ammo prop.
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* The prop will be hidden by default.
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*/
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void AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry);
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/**
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* Show the ammo prop (if any), and hide any other props on that prop point.
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*/
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void ShowAmmoProp();
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/**
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* Hide the ammo prop (if any), and show any other props on that prop point.
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*/
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void HideAmmoProp();
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/**
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* Find the first prop used for ammo, by this model or its own props.
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*/
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CModelAbstract* FindFirstAmmoProp();
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// return prop list
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std::vector<Prop>& GetProps() { return m_Props; }
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const std::vector<Prop>& GetProps() const { return m_Props; }
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// return a clone of this model
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virtual CModelAbstract* Clone() const;
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/**
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* Ensure that both the transformation and the bone
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* matrices are correct for this model and all its props.
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*/
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virtual void ValidatePosition();
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/**
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* Mark this model's position and bone matrices,
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* and all props' positions as invalid.
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*/
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virtual void InvalidatePosition();
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private:
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// delete anything allocated by the model
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void ReleaseData();
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// Needed for terrain aligned props
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CSimulation2& m_Simulation;
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// object flags
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int m_Flags;
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// model's material
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CMaterial m_Material;
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// pointer to the model's raw 3d data
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CModelDefPtr m_pModelDef;
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// object space bounds of model - accounts for bounds of all possible animations
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// that can play on a model. Not always up-to-date - currently CalcBounds()
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// updates it when necessary.
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CBoundingBoxAligned m_ObjectBounds;
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// animation currently playing on this model, if any
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CSkeletonAnim* m_Anim;
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// time (in MS) into the current animation
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float m_AnimTime;
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/**
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* Current state of all bones on this model; null if associated modeldef isn't skeletal.
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* Props may attach to these bones by means of the SPropPoint::m_BoneIndex field; in this case their
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* transformation matrix held is relative to the bone transformation (see @ref SPropPoint and
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* @ref CModel::ValidatePosition).
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*
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* @see SPropPoint
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*/
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CMatrix3D* m_BoneMatrices;
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// list of current props on model
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std::vector<Prop> m_Props;
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/**
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* The prop point to which the ammo prop is attached, or NULL if none
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*/
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const SPropPoint* m_AmmoPropPoint;
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/**
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* If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop
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*/
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size_t m_AmmoLoadedProp;
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};
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#endif
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