// Copyright (C) 2012 Jérôme Leclercq // This file is part of the "Nazara Engine - 3D 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 struct NzModelParameters { bool loadAnimation = true; bool loadMaterials = true; NzAnimationParams animationParams; NzMaterialParams materialParams; }; class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable { friend class NzScene; public: NzModel(); NzModel(const NzModel& model); ~NzModel(); void AddToRenderQueue(NzRenderQueue& renderQueue) const; void AdvanceAnimation(float elapsedTime); void EnableAnimation(bool animation); void EnableDraw(bool draw); NzAnimation* GetAnimation() const; const NzBoundingBoxf& GetBoundingBox() const; NzMaterial* GetMaterial(unsigned int matIndex) 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 IsDrawEnabled() const; bool IsVisible(const NzFrustumf& frustum) const override; bool LoadFromFile(const NzString& meshPath, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters()); bool LoadFromMemory(const void* data, std::size_t size, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters()); bool LoadFromStream(NzInputStream& stream, const NzMeshParams& meshParameters = NzMeshParams(), const NzModelParameters& modelParameters = NzModelParameters()); void Reset(); bool SetAnimation(NzAnimation* animation); void SetMaterial(unsigned int matIndex, NzMaterial* material); void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material); void SetMesh(NzMesh* mesh, const NzModelParameters& parameters = NzModelParameters()); void SetSkin(unsigned int skin); void SetSkinCount(unsigned int skinCount); bool SetSequence(const NzString& sequenceName); void SetSequence(unsigned int sequenceIndex); private: void Invalidate() override; void Register() override; void Unregister() override; void Update() override; void UpdateBoundingBox() const; std::vector m_materials; mutable NzBoundingBoxf m_boundingBox; NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques NzAnimation* m_animation; NzMesh* m_mesh; const NzSequence* m_currentSequence; bool m_animationEnabled; mutable bool m_boundingBoxUpdated; bool m_drawEnabled; float m_interpolation; unsigned int m_currentFrame; unsigned int m_matCount; unsigned int m_nextFrame; unsigned int m_skin; unsigned int m_skinCount; }; #endif // NAZARA_MODEL_HPP