Added support for skeletal models (WIP)

Former-commit-id: 6a6c2d9f2c68267df79dc48fa56450d2a563e323
This commit is contained in:
Lynix
2014-12-17 13:56:33 +01:00
parent 58fbed1dbd
commit e55c521e96
3 changed files with 508 additions and 0 deletions

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// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SKELETALMODEL_HPP
#define NAZARA_SKELETALMODEL_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/Updatable.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/Buffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <vector>
struct NAZARA_API NzSkeletalModelParameters : public NzModelParameters
{
bool loadAnimation = true;
NzAnimationParams animation;
bool IsValid() const;
};
class NzSkeletalModel;
using NzSkeletalModelLoader = NzResourceLoader<NzSkeletalModel, NzSkeletalModelParameters>;
class NAZARA_API NzSkeletalModel : public NzModel, NzUpdatable
{
friend NzSkeletalModelLoader;
//friend class NzScene;
public:
NzSkeletalModel();
NzSkeletalModel(const NzSkeletalModel& model);
NzSkeletalModel(NzSkeletalModel&& model);
~NzSkeletalModel();
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void AdvanceAnimation(float elapsedTime);
void EnableAnimation(bool animation);
NzAnimation* GetAnimation() const;
NzSkeleton* GetSkeleton();
const NzSkeleton* GetSkeleton() const;
bool HasAnimation() const;
bool IsAnimated() const;
bool IsAnimationEnabled() const;
bool IsDrawable() const;
bool LoadFromFile(const NzString& filePath, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
bool LoadFromMemory(const void* data, std::size_t size, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
bool LoadFromStream(NzInputStream& stream, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
void Reset();
bool SetAnimation(NzAnimation* animation);
void SetMesh(NzMesh* mesh) override;
bool SetSequence(const NzString& sequenceName);
void SetSequence(unsigned int sequenceIndex);
NzSkeletalModel& operator=(const NzSkeletalModel& node);
NzSkeletalModel& operator=(NzSkeletalModel&& node);
private:
void Register() override;
void Unregister() override;
void Update() override;
void UpdateBoundingVolume() const;
NzAnimationRef m_animation;
NzSkeleton m_skeleton;
const NzSequence* m_currentSequence;
bool m_animationEnabled;
float m_interpolation;
unsigned int m_currentFrame;
unsigned int m_nextFrame;
static NzSkeletalModelLoader::LoaderList s_loaders;
};
#endif // NAZARA_SKELETALMODEL_HPP