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94 lines
2.9 KiB
94 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Dme version of a skeletal model (gets compiled into a MDL)
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//
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//===========================================================================//
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#ifndef DMEMODEL_H
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#define DMEMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlstack.h"
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#include "movieobjects/dmejoint.h"
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#include "movieobjects/dmetransformlist.h"
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class CDmeDrawSettings;
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//-----------------------------------------------------------------------------
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// A class representing a skeletal model
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//-----------------------------------------------------------------------------
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class CDmeModel : public CDmeDag
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{
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DEFINE_ELEMENT( CDmeModel, CDmeDag );
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public:
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// Add joint
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CDmeJoint *AddJoint( const char *pJointName, CDmeDag *pParent = NULL );
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int AddJoint( CDmeDag *pJoint );
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// Returns the number of joint transforms we know about
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int GetJointTransformCount() const;
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// Determines joint transform index given a joint name
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int GetJointTransformIndex( CDmeTransform *pTransform ) const;
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// Determines joint transform index given a joint
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int GetJointTransformIndex( CDmeDag *pJoint ) const;
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// Determines joint transform index given a joint name
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CDmeTransform *GetJointTransform( int nIndex );
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const CDmeTransform *GetJointTransform( int nIndex ) const;
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// Captures the current joint transforms into a base state
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void CaptureJointsToBaseState( const char *pBaseStateName );
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// Finds a base state by name, returns NULL if not found
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CDmeTransformList *FindBaseState( const char *pBaseStateName );
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// Recursively render the Dag hierarchy
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virtual void Draw( CDmeDrawSettings *pDrawSettings = NULL );
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// Set if Z is the up axis of the model
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void ZUp( bool bYUp );
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// Returns true if the DmeModel is Z Up.
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bool IsZUp() const;
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protected:
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// The order in which the joint transform names appear in this list
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// indicates the joint index for each dag
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CDmaElementArray<CDmeTransform> m_JointTransforms;
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// Stores a list of base poses for all the joint transforms
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CDmaElementArray<CDmeTransformList> m_BaseStates;
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private:
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enum SetupBoneRetval_t
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{
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NO_SKIN_DATA = 0,
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TOO_MANY_BONES,
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BONES_SET_UP
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};
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// Sets up the render state for the model
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SetupBoneRetval_t SetupBoneMatrixState( const matrix3x4_t& shapeToWorld, bool bForceSoftwareSkin );
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// Loads up joint transforms for this model
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void LoadJointTransform( CDmeDag *pJoint, CDmeTransformList *pBindPose, const matrix3x4_t &parentToWorld, const matrix3x4_t &parentToBindPose, bool bSetHardwareState );
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// Sets up the render state for the model
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static matrix3x4_t *SetupModelRenderState( const matrix3x4_t& shapeToWorld, bool bHasSkinningData, bool bForceSoftwareSkin );
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static void CleanupModelRenderState();
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// Stack of DmeModels currently being rendered. Used to set up render state
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static CUtlStack< CDmeModel * > s_ModelStack;
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friend class CDmeMesh;
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};
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#endif // DMEMODEL_H
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