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141 lines
3.5 KiB
C++
141 lines
3.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// A class representing a mesh
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//
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//=============================================================================
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#ifndef DMETESTMESH_H
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#define DMETESTMESH_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "movieobjects/dmeshape.h"
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#include "datacache/imdlcache.h"
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#include "mathlib/vector.h"
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#include <string>
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#include <vector>
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CDmeTransform;
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class IMorph;
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class IMaterial;
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struct SubdivMesh_t;
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class IMesh;
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class CDmeDrawSettings;
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//-----------------------------------------------------------------------------
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// First attempt at making a hacky SMD loader - clean this up later
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//-----------------------------------------------------------------------------
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struct skinning_info_t
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{
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skinning_info_t() : index( -1 ), weight( 0.0f )
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{
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}
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skinning_info_t( int i, float w ) : index( i ), weight( w )
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{
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}
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int index;
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float weight;
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bool operator<( const skinning_info_t &info )
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{
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return weight < info.weight;
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}
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};
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struct vertex_t
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{
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Vector coord;
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Vector normal;
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Vector2D texcoord;
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std::vector< skinning_info_t > skinning;
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static float normal_tolerance;
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bool operator==( const vertex_t &vert )
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{
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return
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// skinning == vert.skinning && // TODO - the original studiomdl doesn't do this, but...
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coord == vert.coord &&
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texcoord == vert.texcoord &&
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DotProduct( normal, vert.normal ) > normal_tolerance;
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}
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};
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struct submesh_t
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{
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submesh_t( const std::string &texture_name ) : texname( texture_name )
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{
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}
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std::string texname;
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std::vector< int > indices;
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std::vector< vertex_t > vertices;
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std::vector< CDmeTransform* > bones;
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};
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//-----------------------------------------------------------------------------
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// A class representing a mesh
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//-----------------------------------------------------------------------------
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class CDmeTestMesh : public CDmeShape
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{
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DEFINE_ELEMENT( CDmeTestMesh, CDmeShape );
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public:
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virtual void Draw( const matrix3x4_t& shapeToWorld, CDmeDrawSettings *pDrawSettings = NULL );
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static CDmeTestMesh *ReadMeshFromSMD( char *pFilename, DmFileId_t fileid );
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virtual void Resolve();
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private:
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// Addref/Release the MDL handle
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void ReferenceMDL( const char *pMDLName );
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void UnreferenceMDL();
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// Returns a mask indicating which bones to set up
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int BoneMask( );
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// Sets up the bones
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void SetUpBones( CDmeTransform *pTransform, int nMaxBoneCount, matrix3x4_t *pBoneToWorld );
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// For testing vertex textures
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void LoadMorphData( const char *pMorphFile, int nVertexCount );
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void UnloadMorphData();
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void LoadModelMatrix( CDmeTransform *pTransform );
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void DrawBox( CDmeTransform *pTransform );
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// Draws a subdivided box
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void DrawSubdivMesh( const SubdivMesh_t &mesh );
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void DrawSubdividedBox();
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// Creates/destroys the subdiv control cage
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void CreateControlCage( );
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void DestroyControlCage( );
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// Creates/destroys the morphed mesh
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void CreateMesh( );
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void DestroyMesh( );
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MDLHandle_t m_MDLHandle;
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IMaterial *m_pMaterial;
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IMesh *m_pMesh;
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IMorph *m_pMorph;
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SubdivMesh_t *m_pControlCage;
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//-----------------------------------------------------------------------------
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// First attempt at making a hacky SMD loader - clean this up later
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//-----------------------------------------------------------------------------
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std::vector< submesh_t* > m_submeshes;
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std::vector< CDmeTransform* > m_bones;
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};
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#endif // DMETESTMESH_H
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