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doom3-bfg/neo/renderer/Model_gltf.h
2023-04-10 17:17:28 +02:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2022 Harrie van Ginneken
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma once
#include "Model_local.h"
class idRenderModelGLTF : public idRenderModelStatic
{
public:
virtual void InitFromFile( const char* fileName, const idImportOptions* options ) override;
virtual bool LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp ) override;
virtual void WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp = NULL ) const override;
virtual dynamicModel_t IsDynamicModel() const override;
virtual idBounds Bounds( const struct renderEntity_s* ent ) const override;
virtual void Print() const override;
virtual void List() const override;
virtual void TouchData() override;
virtual void PurgeModel() override;
virtual void LoadModel() override;
virtual int Memory() const override;
virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel ) override;
virtual int NumJoints() const override;
virtual const idMD5Joint* GetJoints() const override;
virtual jointHandle_t GetJointHandle( const char* name ) const override;
virtual const char* GetJointName( jointHandle_t handle ) const override;
virtual const idJointQuat* GetDefaultPose() const override;
virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const override;
virtual bool SupportsBinaryModel() override
{
return true;
}
static idFile_Memory* GetAnimBin( const idStr& animName, const ID_TIME_T sourceTimeStamp, const idImportOptions* options );
int GetRootID() const
{
return rootID;
}
private:
void ProcessNode_r( gltfNode* modelNode, const idMat4& parentTransform, const idMat4& globalTransform, gltfData* data );
void UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf, const modelSurface_t& sourceSurf );
void UpdateMd5Joints();
const idMD5Joint* FindMD5Joint( const idStr& name ) const;
gltfData* data;
gltfNode* root;
int rootID;
bool fileExclusive;
bool hasAnimations;
float maxJointVertDist; // maximum distance a vertex is separated from a joint
idList<int, TAG_MODEL> animIds;
idList<int, TAG_MODEL> bones;
idList<int, TAG_MODEL> MeshNodeIds;
dynamicModel_t model_state;
idStr rootName;
idStr gltfFileName;
idStr commandLine;
idList<idMD5Joint, TAG_MODEL> md5joints;
idList<idJointQuat, TAG_MODEL> defaultPose;
idList<idJointMat, TAG_MODEL> invertedDefaultPose;
gltfSkin* currentSkin;
// derived reimport options
idMat4 globalTransform; // Blender to Doom + exta scaling, rotation
private:
void DrawJoints( const struct renderEntity_s* ent, const viewDef_t* view );
};