Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a skeletal model (gets compiled into a MDL)
//
//===========================================================================//
#ifndef DMEMODEL_H
#define DMEMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlstack.h"
#include "movieobjects/dmejoint.h"
#include "movieobjects/dmetransformlist.h"
class CDmeDrawSettings;
//-----------------------------------------------------------------------------
// A class representing a skeletal model
//-----------------------------------------------------------------------------
class CDmeModel : public CDmeDag
{
DEFINE_ELEMENT( CDmeModel, CDmeDag );
public:
// Add joint
CDmeJoint *AddJoint( const char *pJointName, CDmeDag *pParent = NULL );
int AddJoint( CDmeDag *pJoint );
// Returns the number of joint transforms we know about
int GetJointTransformCount() const;
// Determines joint transform index given a joint name
int GetJointTransformIndex( CDmeTransform *pTransform ) const;
// Determines joint transform index given a joint
int GetJointTransformIndex( CDmeDag *pJoint ) const;
// Determines joint transform index given a joint name
CDmeTransform *GetJointTransform( int nIndex );
const CDmeTransform *GetJointTransform( int nIndex ) const;
// Captures the current joint transforms into a base state
void CaptureJointsToBaseState( const char *pBaseStateName );
// Finds a base state by name, returns NULL if not found
CDmeTransformList *FindBaseState( const char *pBaseStateName );
// Recursively render the Dag hierarchy
virtual void Draw( CDmeDrawSettings *pDrawSettings = NULL );
// Set if Z is the up axis of the model
void ZUp( bool bYUp );
// Returns true if the DmeModel is Z Up.
bool IsZUp() const;
protected:
// The order in which the joint transform names appear in this list
// indicates the joint index for each dag
CDmaElementArray<CDmeTransform> m_JointTransforms;
// Stores a list of base poses for all the joint transforms
CDmaElementArray<CDmeTransformList> m_BaseStates;
private:
enum SetupBoneRetval_t
{
NO_SKIN_DATA = 0,
TOO_MANY_BONES,
BONES_SET_UP
};
// Sets up the render state for the model
SetupBoneRetval_t SetupBoneMatrixState( const matrix3x4_t& shapeToWorld, bool bForceSoftwareSkin );
// Loads up joint transforms for this model
void LoadJointTransform( CDmeDag *pJoint, CDmeTransformList *pBindPose, const matrix3x4_t &parentToWorld, const matrix3x4_t &parentToBindPose, bool bSetHardwareState );
// Sets up the render state for the model
static matrix3x4_t *SetupModelRenderState( const matrix3x4_t& shapeToWorld, bool bHasSkinningData, bool bForceSoftwareSkin );
static void CleanupModelRenderState();
// Stack of DmeModels currently being rendered. Used to set up render state
static CUtlStack< CDmeModel * > s_ModelStack;
friend class CDmeMesh;
};
#endif // DMEMODEL_H