117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_MODEL_HPP
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#define NAZARA_MODEL_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/ResourceLoader.hpp>
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#include <Nazara/Core/Updatable.hpp>
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#include <Nazara/Graphics/SceneNode.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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struct NAZARA_API NzModelParameters
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{
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bool loadAnimation = true;
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bool loadMaterials = true;
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NzAnimationParams animation;
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NzMaterialParams material;
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NzMeshParams mesh;
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bool IsValid() const;
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};
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class NzModel;
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using NzModelLoader = NzResourceLoader<NzModel, NzModelParameters>;
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class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
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{
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friend NzModelLoader;
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friend class NzScene;
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public:
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NzModel();
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NzModel(const NzModel& model);
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NzModel(NzModel&& model);
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~NzModel();
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void AddToRenderQueue(NzRenderQueue& renderQueue) const;
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void AdvanceAnimation(float elapsedTime);
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void EnableAnimation(bool animation);
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void EnableDraw(bool draw);
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NzAnimation* GetAnimation() const;
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const NzBoundingBoxf& GetBoundingBox() const;
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NzMaterial* GetMaterial(const NzString& subMeshName) const;
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NzMaterial* GetMaterial(unsigned int matIndex) const;
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NzMaterial* GetMaterial(unsigned int skinIndex, const NzString& subMeshName) const;
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NzMaterial* GetMaterial(unsigned int skinIndex, unsigned int matIndex) const;
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unsigned int GetMaterialCount() const;
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unsigned int GetSkin() const;
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unsigned int GetSkinCount() const;
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NzMesh* GetMesh() const;
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nzSceneNodeType GetSceneNodeType() const override;
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NzSkeleton* GetSkeleton();
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const NzSkeleton* GetSkeleton() const;
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bool HasAnimation() const;
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bool IsAnimationEnabled() const;
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bool IsDrawEnabled() const;
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bool LoadFromFile(const NzString& filePath, const NzModelParameters& params = NzModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const NzModelParameters& params = NzModelParameters());
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bool LoadFromStream(NzInputStream& stream, const NzModelParameters& params = NzModelParameters());
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void Reset();
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bool SetAnimation(NzAnimation* animation);
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bool SetMaterial(const NzString& subMeshName, NzMaterial* material);
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void SetMaterial(unsigned int matIndex, NzMaterial* material);
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bool SetMaterial(unsigned int skinIndex, const NzString& subMeshName, NzMaterial* material);
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void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material);
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void SetMesh(NzMesh* mesh);
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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void SetSkin(unsigned int skin);
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void SetSkinCount(unsigned int skinCount);
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NzModel& operator=(const NzModel& node);
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NzModel& operator=(NzModel&& node);
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private:
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void Invalidate() override;
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void Register() override;
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void Unregister() override;
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void Update() override;
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void UpdateBoundingBox() const;
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bool VisibilityTest(const NzFrustumf& frustum) override;
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std::vector<NzMaterialRef> m_materials;
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mutable NzBoundingBoxf m_boundingBox;
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NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques
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NzAnimationRef m_animation;
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NzMeshRef m_mesh;
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const NzSequence* m_currentSequence;
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bool m_animationEnabled;
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mutable bool m_boundingBoxUpdated;
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bool m_drawEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_matCount;
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unsigned int m_nextFrame;
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unsigned int m_skin;
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unsigned int m_skinCount;
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static NzModelLoader::LoaderList s_loaders;
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};
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#endif // NAZARA_MODEL_HPP
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