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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TETRAEDGE_TE_TE_MODEL_H
#define TETRAEDGE_TE_TE_MODEL_H
#include "common/array.h"
#include "common/ptr.h"
#include "common/stream.h"
#include "tetraedge/te/te_timer.h"
#include "tetraedge/te/te_trs.h"
#include "tetraedge/te/te_mesh.h"
#include "tetraedge/te/te_model_animation.h"
#include "tetraedge/te/te_model_vertex_animation.h"
#include "tetraedge/te/te_tiled_texture.h"
#include "tetraedge/te/te_intrusive_ptr.h"
#include "tetraedge/te/te_quaternion.h"
namespace Tetraedge {
class TeModelVertexAnimation;
class TeModelAnimation;
class TeMesh;
class TeModel : public Te3DObject2, public TeResource {
public:
class BonesBlender {
public:
// Note: original takes a TeModel & but ignores it.
BonesBlender(TeIntrusivePtr<TeModelAnimation> anim, float seconds);
float coef();
TeIntrusivePtr<TeModelAnimation> _anim;
TeTimer _timer;
float _seconds;
};
class MeshBlender {
public:
MeshBlender(const Common::String &s1, const Common::String &s2, float amount, TeModel *model);
Common::String _name;
uint _meshNo;
float _amount;
TeTimer _timer;
};
struct bone {
Common::String _name;
short _parentBone;
TeTRS _trs;
};
struct weightElement {
float _weight;
unsigned short _x;
};
TeModel();
virtual ~TeModel();
void addMesh(Common::SharedPtr<TeMesh> mesh) {
_meshes.push_back(mesh);
}
TeIntrusivePtr<TeModelAnimation> anim() {
return _modelAnim;
}
void blendAnim(TeIntrusivePtr<TeModelAnimation>& anim, float amount, bool repeat);
void blendMesh(const Common::String &s1, const Common::String &s2, float amount);
int checkFileType(Common::SeekableReadStream &instream) const;
void create();
void destroy();
void draw() override;
int findModelBone(const Common::String &bname);
int findOrAddWeights(const Common::Array<weightElement> &weights);
void forceMatrix(const TeMatrix4x4 &matrix);
TeTRS getBone(TeIntrusivePtr<TeModelAnimation> anim, uint num);
/* Align the stream to the nearest 4 byte boudary*/
static void loadAlign(Common::SeekableReadStream &stream);
static void saveAlign(Common::SeekableWriteStream &stream);
bool load(const Common::Path &path);
bool load(Common::SeekableReadStream &stream);
bool loadWeights(Common::ReadStream &stream, Common::Array<weightElement> &weights);
bool loadMesh(Common::SeekableReadStream &stream, TeMesh &mesh);
void removeAnim();
void update();
void saveBone(Common::SeekableWriteStream &stream, unsigned long boneno);
void saveMesh(Common::SeekableWriteStream &stream, const TeMesh &mesh);
void saveModel(Common::SeekableWriteStream &stream, uint num);
void saveWeights(Common::SeekableWriteStream &stream, const Common::Array<weightElement> weights);
void setAnim(TeIntrusivePtr<TeModelAnimation> &anim, bool repeat);
virtual void setColor(const TeColor &col) override;
void setQuad(const TeIntrusivePtr<Te3DTexture> &tex, const Common::Array<TeVector3f32> &verts, const TeColor &col);
void setVertexAnim(TeIntrusivePtr<TeModelVertexAnimation> &anim, bool repeat);
void setVisibleByName(const Common::String &mname, bool vis);
TeMatrix4x4 skinOffset(unsigned long boneno) const;
static Common::SeekableReadStream *tryLoadZlibStream(Common::SeekableReadStream &instr);
TeSignal2Param<const Common::String &, TeMatrix4x4 &> &bonesUpdatedSignal() { return _bonesUpdatedSignal; }
Common::Array<BonesBlender *> &boneBlenders() { return _boneBlenders; }
Common::Array<Common::SharedPtr<TeMesh>> &meshes() { return _meshes; }
TeIntrusivePtr<TeTiledTexture> tiledTexture() { return _tiledTexture; }
void setEnableLights(bool val) { _enableLights = val; }
void setTexturePath(const Common::Path &path) { _texturePath = path; }
protected:
TeMatrix4x4 lerpElementsMatrix(uint weightNum, const Common::Array<TeMatrix4x4> &matricies);
void optimize();
Common::Path _texturePath;
TeIntrusivePtr<TeTiledTexture> _tiledTexture;
bool _enableLights;
bool _matrixForced;
bool _skipSkinOffsets;
TeMatrix4x4 _forcedMatrix;
Common::Array<BonesBlender *> _boneBlenders;
Common::Array<MeshBlender *> _meshBlenders;
Common::Array<bone> _bones;
Common::Array<TeMatrix4x4> _skinOffsets;
Common::Array<TeMatrix4x4> _boneMatricies;
Common::Array<TeMatrix4x4> _lerpedElements;
Common::Array<Common::Array<weightElement>> _weightElements;
Common::Array<Common::SharedPtr<TeMesh>> _meshes;
TeQuaternion _boneRotation;
TeIntrusivePtr<TeModelAnimation> _modelAnim;
TeIntrusivePtr<TeModelVertexAnimation> _modelVertexAnim;
TeSignal2Param<const Common::String &, TeMatrix4x4 &> _bonesUpdatedSignal;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_MODEL_H
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