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ModelTypes.h
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/* ModelTypes - Types defined in msLib.h. C arrays converted to use std::vector */
#ifndef MODEL_TYPES_H
#define MODEL_TYPES_H
#include "RageTypes.h"
#include "RageMatrix.hpp"
#include "RageModelVertex.hpp"
#include "RageVector4.hpp"
struct msTriangle
{
uint16_t nVertexIndices[3];
};
struct msMesh
{
std::string sName;
char nMaterialIndex;
std::vector<Rage::ModelVertex> Vertices;
// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
// then send the transform to the graphics card for the whole mesh instead
// of transforming each vertex on the CPU;
char m_iBoneIndex; // -1 = no bone
std::vector<msTriangle> Triangles;
};
class RageTexture;
// merge this into Sprite?
class AnimatedTexture
{
public:
AnimatedTexture();
~AnimatedTexture();
void LoadBlank();
void Load( const std::string &sTexOrIniFile );
void Unload();
void Update( float fDelta );
RageTexture* GetCurrentTexture();
int GetNumStates() const;
void SetState( int iNewState );
float GetAnimationLengthSeconds() const;
void SetSecondsIntoAnimation( float fSeconds );
float GetSecondsIntoAnimation() const;
Rage::Vector2 GetTextureTranslate();
bool m_bSphereMapped;
BlendMode m_BlendMode;
bool NeedsNormals() const { return m_bSphereMapped; }
private:
Rage::Vector2 m_vTexOffset;
Rage::Vector2 m_vTexVelocity;
int m_iCurState;
float m_fSecsIntoFrame;
struct AnimatedTextureState
{
AnimatedTextureState(
RageTexture* pTexture_,
float fDelaySecs_,
Rage::Vector2 vTranslate_
):
pTexture(pTexture_), fDelaySecs(fDelaySecs_),
vTranslate(vTranslate_) {}
RageTexture* pTexture;
float fDelaySecs;
Rage::Vector2 vTranslate;
};
std::vector<AnimatedTextureState> vFrames;
};
struct msMaterial
{
int nFlags;
std::string sName;
Rage::Color Ambient;
Rage::Color Diffuse;
Rage::Color Specular;
Rage::Color Emissive;
float fShininess;
float fTransparency;
AnimatedTexture diffuse;
AnimatedTexture alpha;
bool NeedsNormals() const { return diffuse.NeedsNormals() || alpha.NeedsNormals() ; }
};
struct msPositionKey
{
float fTime;
Rage::Vector3 Position;
};
struct msRotationKey
{
float fTime;
Rage::Vector4 Rotation;
};
struct msBone
{
int nFlags;
std::string sName;
std::string sParentName;
Rage::Vector3 Position;
Rage::Vector3 Rotation;
std::vector<msPositionKey> PositionKeys;
std::vector<msRotationKey> RotationKeys;
};
struct msAnimation
{
int FindBoneByName( const std::string &sName ) const
{
for( unsigned i=0; i<Bones.size(); i++ )
if( Bones[i].sName == sName )
return i;
return -1;
}
bool LoadMilkshapeAsciiBones( std::string sAniName, std::string sPath );
std::vector<msBone> Bones;
int nTotalFrames;
};
struct myBone_t
{
Rage::Matrix m_Relative;
Rage::Matrix m_Absolute;
Rage::Matrix m_Final;
};
#endif
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/