Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing a mesh
//
//=============================================================================
#ifndef DMETESTMESH_H
#define DMETESTMESH_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmeshape.h"
#include "datacache/imdlcache.h"
#include "mathlib/vector.h"
#include <string>
#include <vector>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeTransform;
class IMorph;
class IMaterial;
struct SubdivMesh_t;
class IMesh;
class CDmeDrawSettings;
//-----------------------------------------------------------------------------
// First attempt at making a hacky SMD loader - clean this up later
//-----------------------------------------------------------------------------
struct skinning_info_t
{
skinning_info_t() : index( -1 ), weight( 0.0f )
{
}
skinning_info_t( int i, float w ) : index( i ), weight( w )
{
}
int index;
float weight;
bool operator<( const skinning_info_t &info )
{
return weight < info.weight;
}
};
struct vertex_t
{
Vector coord;
Vector normal;
Vector2D texcoord;
std::vector< skinning_info_t > skinning;
static float normal_tolerance;
bool operator==( const vertex_t &vert )
{
return
// skinning == vert.skinning && // TODO - the original studiomdl doesn't do this, but...
coord == vert.coord &&
texcoord == vert.texcoord &&
DotProduct( normal, vert.normal ) > normal_tolerance;
}
};
struct submesh_t
{
submesh_t( const std::string &texture_name ) : texname( texture_name )
{
}
std::string texname;
std::vector< int > indices;
std::vector< vertex_t > vertices;
std::vector< CDmeTransform* > bones;
};
//-----------------------------------------------------------------------------
// A class representing a mesh
//-----------------------------------------------------------------------------
class CDmeTestMesh : public CDmeShape
{
DEFINE_ELEMENT( CDmeTestMesh, CDmeShape );
public:
virtual void Draw( const matrix3x4_t& shapeToWorld, CDmeDrawSettings *pDrawSettings = NULL );
static CDmeTestMesh *ReadMeshFromSMD( char *pFilename, DmFileId_t fileid );
virtual void Resolve();
private:
// Addref/Release the MDL handle
void ReferenceMDL( const char *pMDLName );
void UnreferenceMDL();
// Returns a mask indicating which bones to set up
int BoneMask( );
// Sets up the bones
void SetUpBones( CDmeTransform *pTransform, int nMaxBoneCount, matrix3x4_t *pBoneToWorld );
// For testing vertex textures
void LoadMorphData( const char *pMorphFile, int nVertexCount );
void UnloadMorphData();
void LoadModelMatrix( CDmeTransform *pTransform );
void DrawBox( CDmeTransform *pTransform );
// Draws a subdivided box
void DrawSubdivMesh( const SubdivMesh_t &mesh );
void DrawSubdividedBox();
// Creates/destroys the subdiv control cage
void CreateControlCage( );
void DestroyControlCage( );
// Creates/destroys the morphed mesh
void CreateMesh( );
void DestroyMesh( );
MDLHandle_t m_MDLHandle;
IMaterial *m_pMaterial;
IMesh *m_pMesh;
IMorph *m_pMorph;
SubdivMesh_t *m_pControlCage;
//-----------------------------------------------------------------------------
// First attempt at making a hacky SMD loader - clean this up later
//-----------------------------------------------------------------------------
std::vector< submesh_t* > m_submeshes;
std::vector< CDmeTransform* > m_bones;
};
#endif // DMETESTMESH_H