Added support for skeletal models (WIP)
Former-commit-id: 6a6c2d9f2c68267df79dc48fa56450d2a563e323
This commit is contained in:
88
include/Nazara/Graphics/SkeletalModel.hpp
Normal file
88
include/Nazara/Graphics/SkeletalModel.hpp
Normal file
@@ -0,0 +1,88 @@
|
||||
// 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
|
||||
Reference in New Issue
Block a user