// Copyright (C) 2013 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_MODEL_HPP #define NAZARA_MODEL_HPP #include #include #include #include #include #include #include struct NAZARA_API NzModelParameters { bool loadAnimation = true; bool loadMaterials = true; NzAnimationParams animation; NzMaterialParams material; NzMeshParams mesh; bool IsValid() const; }; class NzModel; using NzModelLoader = NzResourceLoader; class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable { friend NzModelLoader; friend class NzScene; public: NzModel(); NzModel(const NzModel& model); NzModel(NzModel&& model); ~NzModel(); void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override; void AdvanceAnimation(float elapsedTime); void EnableAnimation(bool animation); NzAnimation* GetAnimation() const; const NzBoundingVolumef& GetBoundingVolume() const; NzMaterial* GetMaterial(const NzString& subMeshName) const; NzMaterial* GetMaterial(unsigned int matIndex) const; NzMaterial* GetMaterial(unsigned int skinIndex, const NzString& subMeshName) const; NzMaterial* GetMaterial(unsigned int skinIndex, unsigned int matIndex) const; unsigned int GetMaterialCount() const; unsigned int GetSkin() const; unsigned int GetSkinCount() const; NzMesh* GetMesh() const; nzSceneNodeType GetSceneNodeType() const override; NzSkeleton* GetSkeleton(); const NzSkeleton* GetSkeleton() const; bool HasAnimation() const; bool IsAnimationEnabled() const; bool IsDrawable() const; bool LoadFromFile(const NzString& filePath, const NzModelParameters& params = NzModelParameters()); bool LoadFromMemory(const void* data, std::size_t size, const NzModelParameters& params = NzModelParameters()); bool LoadFromStream(NzInputStream& stream, const NzModelParameters& params = NzModelParameters()); void Reset(); bool SetAnimation(NzAnimation* animation); bool SetMaterial(const NzString& subMeshName, NzMaterial* material); void SetMaterial(unsigned int matIndex, NzMaterial* material); bool SetMaterial(unsigned int skinIndex, const NzString& subMeshName, NzMaterial* material); void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material); void SetMesh(NzMesh* mesh); bool SetSequence(const NzString& sequenceName); void SetSequence(unsigned int sequenceIndex); void SetSkin(unsigned int skin); void SetSkinCount(unsigned int skinCount); NzModel& operator=(const NzModel& node); NzModel& operator=(NzModel&& node); private: bool FrustumCull(const NzFrustumf& frustum) override; void Invalidate() override; void Register() override; void Unregister() override; void Update() override; void UpdateBoundingVolume() const; std::vector m_materials; NzAnimationRef m_animation; mutable NzBoundingVolumef m_boundingVolume; NzMeshRef m_mesh; NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques const NzSequence* m_currentSequence; bool m_animationEnabled; mutable bool m_boundingVolumeUpdated; float m_interpolation; unsigned int m_currentFrame; unsigned int m_matCount; unsigned int m_nextFrame; unsigned int m_skin; unsigned int m_skinCount; static NzModelLoader::LoaderList s_loaders; }; #endif // NAZARA_MODEL_HPP