91 lines
2.7 KiB
C++
91 lines
2.7 KiB
C++
// Copyright (C) 2015 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_SKELETALMODEL_HPP
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#define NAZARA_SKELETALMODEL_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/Model.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Buffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <vector>
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struct NAZARA_API NzSkeletalModelParameters : public NzModelParameters
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{
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bool loadAnimation = true;
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NzAnimationParams animation;
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bool IsValid() const;
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};
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class NzSkeletalModel;
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using NzSkeletalModelLoader = NzResourceLoader<NzSkeletalModel, NzSkeletalModelParameters>;
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class NAZARA_API NzSkeletalModel : public NzModel, NzUpdatable
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{
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friend NzSkeletalModelLoader;
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public:
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NzSkeletalModel();
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NzSkeletalModel(const NzSkeletalModel& model) = default;
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NzSkeletalModel(NzSkeletalModel&& model) = default;
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~NzSkeletalModel() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const override;
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void AdvanceAnimation(float elapsedTime);
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NzSkeletalModel* Clone() const;
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NzSkeletalModel* Create() const;
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void EnableAnimation(bool animation);
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NzAnimation* GetAnimation() const;
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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 IsAnimated() const;
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bool IsAnimationEnabled() const;
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bool IsDrawable() const;
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bool LoadFromFile(const NzString& filePath, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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bool LoadFromStream(NzInputStream& stream, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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void Reset();
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bool SetAnimation(NzAnimation* animation);
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void SetMesh(NzMesh* mesh) override;
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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NzSkeletalModel& operator=(const NzSkeletalModel& node) = default;
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NzSkeletalModel& operator=(NzSkeletalModel&& node) = default;
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private:
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void MakeBoundingVolume() const 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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NzAnimationRef m_animation;
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NzSkeleton m_skeleton;
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const NzSequence* m_currentSequence;
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bool m_animationEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_nextFrame;
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static NzSkeletalModelLoader::LoaderList s_loaders;
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};
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#endif // NAZARA_SKELETALMODEL_HPP
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