/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
* Mesh object with texture and skinning information
*/
#ifndef INCLUDED_MODEL
#define INCLUDED_MODEL
#include
#include "graphics/Texture.h"
#include "graphics/Material.h"
#include "graphics/MeshManager.h"
#include "graphics/ModelAbstract.h"
struct SPropPoint;
class CObjectEntry;
class CSkeletonAnim;
class CSkeletonAnimDef;
class CSkeletonAnimManager;
class CSimulation2;
#define MODELFLAG_CASTSHADOWS (1<<0)
#define MODELFLAG_NOLOOPANIMATION (1<<1)
#define MODELFLAG_SILHOUETTE_DISPLAY (1<<2)
#define MODELFLAG_SILHOUETTE_OCCLUDER (1<<3)
#define MODELFLAG_IGNORE_LOS (1<<4)
///////////////////////////////////////////////////////////////////////////////
// CModel: basically, a mesh object - holds the texturing and skinning
// information for a model in game
class CModel : public CModelAbstract
{
NONCOPYABLE(CModel);
public:
struct Prop
{
Prop() : m_MinHeight(0.f), m_MaxHeight(0.f), m_Point(0), m_Model(0), m_ObjectEntry(0), m_Hidden(false), m_Selectable(true) {}
float m_MinHeight;
float m_MaxHeight;
/**
* Location of the prop point within its parent model, relative to either a bone in the parent model or to the
* parent model's origin. See the documentation for @ref SPropPoint for more details.
* @see SPropPoint
*/
const SPropPoint* m_Point;
/**
* Pointer to the model associated with this prop. Note that the transform matrix held by this model is the full object-to-world
* space transform, taking into account all parent model positioning (see @ref CModel::ValidatePosition for positioning logic).
* @see CModel::ValidatePosition
*/
CModelAbstract* m_Model;
CObjectEntry* m_ObjectEntry;
bool m_Hidden; ///< Should this prop be temporarily removed from rendering?
bool m_Selectable; /// < should this prop count in the selection size?
};
public:
// constructor
CModel(CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation);
// destructor
~CModel();
/// Dynamic cast
virtual CModel* ToCModel()
{
return this;
}
// setup model from given geometry
bool InitModel(const CModelDefPtr& modeldef);
// update this model's state; 'time' is the absolute time since the start of the animation, in MS
void UpdateTo(float time);
// get the model's geometry data
const CModelDefPtr& GetModelDef() { return m_pModelDef; }
// set the model's material
void SetMaterial(const CMaterial &material);
// set the model's player ID, recursively through props
void SetPlayerID(player_id_t id);
// set the models mod color
virtual void SetShadingColor(const CColor& color);
// get the model's material
CMaterial& GetMaterial() { return m_Material; }
// set the given animation as the current animation on this model
bool SetAnimation(CSkeletonAnim* anim, bool once = false);
// get the currently playing animation, if any
CSkeletonAnim* GetAnimation() const { return m_Anim; }
// set the animation state to be the same as from another; both models should
// be compatible types (same type of skeleton)
void CopyAnimationFrom(CModel* source);
// set object flags
void SetFlags(int flags) { m_Flags=flags; }
// get object flags
int GetFlags() const { return m_Flags; }
// add object flags, recursively through props
void AddFlagsRec(int flags);
// remove shadow casting and receiving, recursively through props
// TODO: replace with more generic shader define + flags setting
void RemoveShadowsRec();
// recurse down tree setting dirty bits
virtual void SetDirtyRec(int dirtyflags) {
SetDirty(dirtyflags);
for (size_t i=0;iSetDirtyRec(dirtyflags);
}
}
virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
{
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->SetTerrainDirty(i0, j0, i1, j1);
}
virtual void SetEntityVariable(const std::string& name, float value)
{
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->SetEntityVariable(name, value);
}
// --- WORLD/OBJECT SPACE BOUNDS -----------------------------------------------------------------
/// Overridden to calculate both the world-space and object-space bounds of this model, and stores the result in
/// m_Bounds and m_ObjectBounds, respectively.
virtual void CalcBounds();
/// Returns the object-space bounds for this model, excluding its children.
const CBoundingBoxAligned& GetObjectBounds()
{
RecalculateBoundsIfNecessary(); // recalculates both object-space and world-space bounds if necessary
return m_ObjectBounds;
}
virtual const CBoundingBoxAligned GetWorldBoundsRec(); // reimplemented here
/// Auxiliary method; calculates object space bounds of this model, based solely on vertex positions, and stores
/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcAnimatedObjectBounds) if it has been determined
/// that the object-space bounds are static.
void CalcStaticObjectBounds();
/// Auxiliary method; calculate object-space bounds encompassing all vertex positions for given animation, and stores
/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcStaticBounds) if it has been determined that the
/// object-space bounds need to take animations into account.
void CalcAnimatedObjectBounds(CSkeletonAnimDef* anim,CBoundingBoxAligned& result);
// --- SELECTION BOX/BOUNDS ----------------------------------------------------------------------
/// Reimplemented here since proper models should participate in selection boxes.
virtual const CBoundingBoxAligned GetObjectSelectionBoundsRec();
/**
* Set transform of this object.
*
* @note In order to ensure that all child props are updated properly,
* you must call ValidatePosition().
*/
virtual void SetTransform(const CMatrix3D& transform);
/**
* Return whether this is a skinned/skeletal model. If it is, Get*BoneMatrices()
* will return valid non-NULL arrays.
*/
bool IsSkinned() { return (m_BoneMatrices != NULL); }
// return the models bone matrices; 16-byte aligned for SSE reads
const CMatrix3D* GetAnimatedBoneMatrices() {
ENSURE(m_PositionValid);
return m_BoneMatrices;
}
/**
* Load raw animation frame animation from given file, and build an
* animation specific to this model.
* @param pathname animation file to load
* @param name animation name (e.g. "idle")
* @param speed animation speed as a factor of the default animation speed
* @param actionpos offset of 'action' event, in range [0, 1]
* @param actionpos2 offset of 'action2' event, in range [0, 1]
* @param sound offset of 'sound' event, in range [0, 1]
* @return new animation, or NULL on error
*/
CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2, float soundpos);
/**
* Add a prop to the model on the given point.
*/
void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true);
/**
* Add a prop to the model on the given point, and treat it as the ammo prop.
* The prop will be hidden by default.
*/
void AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry);
/**
* Show the ammo prop (if any), and hide any other props on that prop point.
*/
void ShowAmmoProp();
/**
* Hide the ammo prop (if any), and show any other props on that prop point.
*/
void HideAmmoProp();
/**
* Find the first prop used for ammo, by this model or its own props.
*/
CModelAbstract* FindFirstAmmoProp();
// return prop list
std::vector& GetProps() { return m_Props; }
const std::vector& GetProps() const { return m_Props; }
// return a clone of this model
virtual CModelAbstract* Clone() const;
/**
* Ensure that both the transformation and the bone
* matrices are correct for this model and all its props.
*/
virtual void ValidatePosition();
/**
* Mark this model's position and bone matrices,
* and all props' positions as invalid.
*/
virtual void InvalidatePosition();
private:
// delete anything allocated by the model
void ReleaseData();
// Needed for terrain aligned props
CSimulation2& m_Simulation;
// object flags
int m_Flags;
// model's material
CMaterial m_Material;
// pointer to the model's raw 3d data
CModelDefPtr m_pModelDef;
// object space bounds of model - accounts for bounds of all possible animations
// that can play on a model. Not always up-to-date - currently CalcBounds()
// updates it when necessary.
CBoundingBoxAligned m_ObjectBounds;
// animation currently playing on this model, if any
CSkeletonAnim* m_Anim;
// time (in MS) into the current animation
float m_AnimTime;
/**
* Current state of all bones on this model; null if associated modeldef isn't skeletal.
* Props may attach to these bones by means of the SPropPoint::m_BoneIndex field; in this case their
* transformation matrix held is relative to the bone transformation (see @ref SPropPoint and
* @ref CModel::ValidatePosition).
*
* @see SPropPoint
*/
CMatrix3D* m_BoneMatrices;
// list of current props on model
std::vector m_Props;
/**
* The prop point to which the ammo prop is attached, or NULL if none
*/
const SPropPoint* m_AmmoPropPoint;
/**
* If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop
*/
size_t m_AmmoLoadedProp;
// manager object which can load animations for us
CSkeletonAnimManager& m_SkeletonAnimManager;
};
#endif