mirror of
https://github.com/minetest/irrlicht.git
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631 lines
16 KiB
C
631 lines
16 KiB
C
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// Copyright (C) 2002-2012 Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
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#define __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
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#include "IAnimatedMesh.h"
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#include "ISceneManager.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "IMeshLoader.h"
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#include "SMesh.h"
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#include "IReadFile.h"
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namespace irr
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{
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namespace scene
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{
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// STUDIO MODELS, Copyright (c) 1998, Valve LLC. All rights reserved.
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#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
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#define MAXSTUDIOVERTS 2048 // TODO: tune this
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#define MAXSTUDIOSEQUENCES 256 // total animation sequences
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#define MAXSTUDIOSKINS 100 // total textures
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#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
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#define MAXSTUDIOBONES 128 // total bones actually used
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#define MAXSTUDIOMODELS 32 // sub-models per model
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#define MAXSTUDIOBODYPARTS 32
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#define MAXSTUDIOGROUPS 4
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#define MAXSTUDIOANIMATIONS 512 // per sequence
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#define MAXSTUDIOMESHES 256
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#define MAXSTUDIOEVENTS 1024
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#define MAXSTUDIOPIVOTS 256
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#define MAXSTUDIOCONTROLLERS 8
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typedef f32 vec3_hl[3]; // x,y,z
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typedef f32 vec4_hl[4]; // x,y,z,w
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// byte-align structures
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#include "irrpack.h"
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struct SHalflifeHeader
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{
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c8 id[4];
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s32 version;
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c8 name[64];
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s32 length;
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vec3_hl eyeposition; // ideal eye position
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vec3_hl min; // ideal movement hull size
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vec3_hl max;
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vec3_hl bbmin; // clipping bounding box
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vec3_hl bbmax;
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s32 flags;
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u32 numbones; // bones
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u32 boneindex;
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u32 numbonecontrollers; // bone controllers
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u32 bonecontrollerindex;
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u32 numhitboxes; // complex bounding boxes
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u32 hitboxindex;
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u32 numseq; // animation sequences
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u32 seqindex;
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u32 numseqgroups; // demand loaded sequences
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u32 seqgroupindex;
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u32 numtextures; // raw textures
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u32 textureindex;
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u32 texturedataindex;
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u32 numskinref; // replaceable textures
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u32 numskinfamilies;
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u32 skinindex;
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u32 numbodyparts;
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u32 bodypartindex;
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u32 numattachments; // queryable attachable points
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u32 attachmentindex;
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s32 soundtable;
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s32 soundindex;
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s32 soundgroups;
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s32 soundgroupindex;
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s32 numtransitions; // animation node to animation node transition graph
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s32 transitionindex;
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} PACK_STRUCT;
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// header for demand loaded sequence group data
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struct studioseqhdr_t
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{
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s32 id;
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s32 version;
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c8 name[64];
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s32 length;
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} PACK_STRUCT;
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// bones
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struct SHalflifeBone
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{
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c8 name[32]; // bone name for symbolic links
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s32 parent; // parent bone
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s32 flags; // ??
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s32 bonecontroller[6]; // bone controller index, -1 == none
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f32 value[6]; // default DoF values
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f32 scale[6]; // scale for delta DoF values
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} PACK_STRUCT;
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// bone controllers
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struct SHalflifeBoneController
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{
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s32 bone; // -1 == 0
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s32 type; // X, Y, Z, XR, YR, ZR, M
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f32 start;
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f32 end;
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s32 rest; // byte index value at rest
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s32 index; // 0-3 user set controller, 4 mouth
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} PACK_STRUCT;
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// intersection boxes
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struct SHalflifeBBox
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{
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s32 bone;
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s32 group; // intersection group
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vec3_hl bbmin; // bounding box
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vec3_hl bbmax;
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} PACK_STRUCT;
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#ifndef ZONE_H
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// NOTE: this was a void*, but that crashes on 64bit.
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// I have found no mdl format desc, so not sure what it's meant to be, but s32 at least works.
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typedef s32 cache_user_t;
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#endif
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// demand loaded sequence groups
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struct SHalflifeSequenceGroup
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{
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c8 label[32]; // textual name
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c8 name[64]; // file name
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cache_user_t cache; // cache index pointer
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s32 data; // hack for group 0
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} PACK_STRUCT;
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// sequence descriptions
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struct SHalflifeSequence
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{
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c8 label[32]; // sequence label
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f32 fps; // frames per second
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s32 flags; // looping/non-looping flags
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s32 activity;
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s32 actweight;
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s32 numevents;
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s32 eventindex;
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s32 numframes; // number of frames per sequence
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u32 numpivots; // number of foot pivots
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u32 pivotindex;
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s32 motiontype;
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s32 motionbone;
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vec3_hl linearmovement;
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s32 automoveposindex;
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s32 automoveangleindex;
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vec3_hl bbmin; // per sequence bounding box
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vec3_hl bbmax;
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s32 numblends;
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s32 animindex; // SHalflifeAnimOffset pointer relative to start of sequence group data
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// [blend][bone][X, Y, Z, XR, YR, ZR]
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s32 blendtype[2]; // X, Y, Z, XR, YR, ZR
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f32 blendstart[2]; // starting value
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f32 blendend[2]; // ending value
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s32 blendparent;
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s32 seqgroup; // sequence group for demand loading
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s32 entrynode; // transition node at entry
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s32 exitnode; // transition node at exit
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s32 nodeflags; // transition rules
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s32 nextseq; // auto advancing sequences
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} PACK_STRUCT;
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// events
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struct mstudioevent_t
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{
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s32 frame;
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s32 event;
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s32 type;
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c8 options[64];
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} PACK_STRUCT;
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// pivots
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struct mstudiopivot_t
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{
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vec3_hl org; // pivot point
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s32 start;
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s32 end;
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} PACK_STRUCT;
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// attachment
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struct SHalflifeAttachment
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{
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c8 name[32];
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s32 type;
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s32 bone;
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vec3_hl org; // attachment point
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vec3_hl vectors[3];
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} PACK_STRUCT;
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struct SHalflifeAnimOffset
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{
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u16 offset[6];
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} PACK_STRUCT;
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// animation frames
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union SHalflifeAnimationFrame
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{
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struct {
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u8 valid;
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u8 total;
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} PACK_STRUCT num;
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s16 value;
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} PACK_STRUCT;
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// body part index
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struct SHalflifeBody
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{
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c8 name[64];
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u32 nummodels;
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u32 base;
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u32 modelindex; // index into models array
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} PACK_STRUCT;
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// skin info
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struct SHalflifeTexture
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{
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c8 name[64];
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s32 flags;
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s32 width;
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s32 height;
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s32 index;
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} PACK_STRUCT;
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// skin families
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// short index[skinfamilies][skinref]
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// studio models
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struct SHalflifeModel
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{
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c8 name[64];
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s32 type;
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f32 boundingradius;
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u32 nummesh;
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u32 meshindex;
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u32 numverts; // number of unique vertices
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u32 vertinfoindex; // vertex bone info
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u32 vertindex; // vertex vec3_hl
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u32 numnorms; // number of unique surface normals
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u32 norminfoindex; // normal bone info
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u32 normindex; // normal vec3_hl
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u32 numgroups; // deformation groups
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u32 groupindex;
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} PACK_STRUCT;
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// meshes
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struct SHalflifeMesh
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{
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u32 numtris;
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u32 triindex;
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u32 skinref;
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u32 numnorms; // per mesh normals
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u32 normindex; // normal vec3_hl
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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// lighting options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_CHROME 0x0002
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#define STUDIO_NF_FULLBRIGHT 0x0004
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// motion flags
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#define STUDIO_X 0x0001
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#define STUDIO_Y 0x0002
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#define STUDIO_Z 0x0004
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#define STUDIO_XR 0x0008
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#define STUDIO_YR 0x0010
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#define STUDIO_ZR 0x0020
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#define STUDIO_LX 0x0040
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#define STUDIO_LY 0x0080
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#define STUDIO_LZ 0x0100
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#define STUDIO_AX 0x0200
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#define STUDIO_AY 0x0400
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#define STUDIO_AZ 0x0800
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#define STUDIO_AXR 0x1000
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#define STUDIO_AYR 0x2000
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#define STUDIO_AZR 0x4000
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#define STUDIO_TYPES 0x7FFF
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#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
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// sequence flags
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#define STUDIO_LOOPING 0x0001
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// bone flags
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#define STUDIO_HAS_NORMALS 0x0001
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#define STUDIO_HAS_VERTICES 0x0002
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#define STUDIO_HAS_BBOX 0x0004
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#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
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#define RAD_TO_STUDIO (32768.0/M_PI)
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#define STUDIO_TO_RAD (M_PI/32768.0)
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/*!
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Textureatlas
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Combine Source Images with arbitrary size and bithdepth to an Image with 2^n size
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borders from the source images are copied around for allowing filtering ( bilinear, mipmap )
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*/
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struct STextureAtlas
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{
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STextureAtlas ()
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{
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release();
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}
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virtual ~STextureAtlas ()
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{
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release ();
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}
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void release ();
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void addSource ( const c8 * name, video::IImage * image );
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void create ( u32 pixelborder, video::E_TEXTURE_CLAMP texmode );
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void getScale ( core::vector2df &scale );
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void getTranslation ( const c8 * name, core::vector2di &pos );
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struct TextureAtlasEntry
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{
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io::path name;
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u32 width;
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u32 height;
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core::vector2di pos;
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video::IImage * image;
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bool operator < ( const TextureAtlasEntry & other )
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{
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return height > other.height;
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}
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};
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core::array < TextureAtlasEntry > atlas;
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video::IImage * Master;
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};
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//! Possible types of Animation Type
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enum E_ANIMATION_TYPE
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{
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//! No Animation
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EAMT_STILL,
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//! From Start to End, then Stop ( Limited Line )
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EAMT_WAYPOINT,
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//! Linear Cycling Animation ( Sawtooth )
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EAMT_LOOPING,
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//! Linear bobbing ( Triangle )
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EAMT_PINGPONG
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};
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//! Names for Animation Type
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const c8* const MeshAnimationTypeNames[] =
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{
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"still",
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"waypoint",
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"looping",
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"pingpong",
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0
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};
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//! Data for holding named Animation Info
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struct KeyFrameInterpolation
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{
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core::stringc Name; // Name of the current Animation/Bone
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E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
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f32 CurrentFrame; // Current Frame
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s32 NextFrame; // Frame which will be used next. For blending
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s32 StartFrame; // Absolute Frame where the current animation start
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s32 Frames; // Relative Frames how much Frames this animation have
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s32 LoopingFrames; // How much of Frames sould be looped
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s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
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f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
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f32 RelativeSpeed; // Factor Original fps is modified
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u32 BeginTime; // Animation started at this thime
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u32 EndTime; // Animation end at this time
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u32 LastTime; // Last Keyframe was done at this time
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KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
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f32 fps = 0.f, f32 relativefps = 1.f )
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: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
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CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
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Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
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FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
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BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
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{
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}
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// linear search
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bool operator == ( const KeyFrameInterpolation & other ) const
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{
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return Name.equals_ignore_case ( other.Name );
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}
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};
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//! a List holding named Animations
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typedef core::array < KeyFrameInterpolation > IAnimationList;
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//! a List holding named Skins
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typedef core::array < core::stringc > ISkinList;
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// Current Model per Body
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struct SubModel
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{
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core::stringc name;
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u32 startBuffer;
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u32 endBuffer;
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u32 state;
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};
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struct BodyPart
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{
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core::stringc name;
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u32 defaultModel;
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core::array < SubModel > model;
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};
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//! a List holding named Models and SubModels
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||
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typedef core::array < BodyPart > IBodyList;
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class CAnimatedMeshHalfLife : public IAnimatedMesh
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||
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{
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public:
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||
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//! constructor
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|
CAnimatedMeshHalfLife();
|
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|
//! destructor
|
||
|
virtual ~CAnimatedMeshHalfLife();
|
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//! loads a Halflife mdl file
|
||
|
bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
|
||
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|
||
|
//IAnimatedMesh
|
||
|
virtual u32 getFrameCount() const _IRR_OVERRIDE_;
|
||
|
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) _IRR_OVERRIDE_;
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
|
||
|
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
|
||
|
void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
|
||
|
|
||
|
//! returns amount of mesh buffers.
|
||
|
virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
|
||
|
//! returns pointer to a mesh buffer
|
||
|
virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
|
||
|
//! Returns pointer to a mesh buffer which fits a material
|
||
|
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
|
||
|
|
||
|
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! set the hardware mapping hint, for driver
|
||
|
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
||
|
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! set user axis aligned bounding box
|
||
|
virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Gets the default animation speed of the animated mesh.
|
||
|
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
||
|
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return FramesPerSecond;
|
||
|
}
|
||
|
|
||
|
//! Gets the frame count of the animated mesh.
|
||
|
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
||
|
The actual speed is set in the scene node the mesh is instantiated in.*/
|
||
|
virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_
|
||
|
{
|
||
|
FramesPerSecond=fps;
|
||
|
}
|
||
|
|
||
|
//! Get the Animation List
|
||
|
IAnimationList* getAnimList () { return &AnimList; }
|
||
|
|
||
|
//! Return the named Body List of this Animated Mesh
|
||
|
IBodyList *getBodyList() { return &BodyList; }
|
||
|
|
||
|
private:
|
||
|
|
||
|
// KeyFrame Animation List
|
||
|
IAnimationList AnimList;
|
||
|
// Sum of all sequences
|
||
|
u32 FrameCount;
|
||
|
|
||
|
// Named meshes of the Body
|
||
|
IBodyList BodyList;
|
||
|
|
||
|
//! return a Mesh per frame
|
||
|
SMesh* MeshIPol;
|
||
|
|
||
|
ISceneManager *SceneManager;
|
||
|
|
||
|
SHalflifeHeader *Header;
|
||
|
SHalflifeHeader *TextureHeader;
|
||
|
bool OwnTexModel; // do we have a modelT.mdl ?
|
||
|
SHalflifeHeader *AnimationHeader[32]; // sequences named model01.mdl, model02.mdl
|
||
|
|
||
|
void initData ();
|
||
|
SHalflifeHeader * loadModel( io::IReadFile* file, const io::path &filename );
|
||
|
bool postLoadModel( const io::path &filename );
|
||
|
|
||
|
u32 SequenceIndex; // sequence index
|
||
|
f32 CurrentFrame; // Current Frame
|
||
|
f32 FramesPerSecond;
|
||
|
|
||
|
#define MOUTH_CONTROLLER 4
|
||
|
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
|
||
|
u8 Blending[2]; // animation blending
|
||
|
|
||
|
vec4_hl BoneAdj;
|
||
|
f32 SetController( s32 controllerIndex, f32 value );
|
||
|
|
||
|
u32 SkinGroupSelection; // skin group selection
|
||
|
u32 SetSkin( u32 value );
|
||
|
|
||
|
void initModel();
|
||
|
void dumpModelInfo(u32 level) const;
|
||
|
|
||
|
void ExtractBbox(s32 sequence, core::aabbox3df &box) const;
|
||
|
|
||
|
void setUpBones ();
|
||
|
SHalflifeAnimOffset * getAnim( SHalflifeSequence *seq );
|
||
|
void slerpBones( vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s );
|
||
|
void calcRotations ( vec3_hl *pos, vec4_hl *q, SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f );
|
||
|
|
||
|
void calcBoneAdj();
|
||
|
void calcBoneQuaternion(const s32 frame, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const;
|
||
|
void calcBonePosition(const s32 frame, f32 s, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
|
||
|
|
||
|
void buildVertices ();
|
||
|
|
||
|
io::path TextureBaseName;
|
||
|
|
||
|
#define HL_TEXTURE_ATLAS
|
||
|
|
||
|
#ifdef HL_TEXTURE_ATLAS
|
||
|
STextureAtlas TextureAtlas;
|
||
|
// video::ITexture *TextureMaster;
|
||
|
#endif
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
//! Meshloader capable of loading HalfLife Model files
|
||
|
class CHalflifeMDLMeshFileLoader : public IMeshLoader
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! Constructor
|
||
|
CHalflifeMDLMeshFileLoader( scene::ISceneManager* smgr );
|
||
|
|
||
|
//! returns true if the file maybe is able to be loaded by this class
|
||
|
/** based on the file extension (e.g. ".bsp") */
|
||
|
virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! creates/loads an animated mesh from the file.
|
||
|
/** \return Pointer to the created mesh. Returns 0 if loading failed.
|
||
|
If you no longer need the mesh, you should call IAnimatedMesh::drop().
|
||
|
See IReferenceCounted::drop() for more information.
|
||
|
*/
|
||
|
virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
|
||
|
|
||
|
private:
|
||
|
scene::ISceneManager* SceneManager;
|
||
|
};
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
|