mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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96 lines
No EOL
4.2 KiB
C++
96 lines
No EOL
4.2 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2022 Harrie van Ginneken
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma once
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#include "Model_local.h"
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class idRenderModelGLTF : public idRenderModelStatic
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{
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public:
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virtual void InitFromFile( const char* fileName, const idImportOptions* options ) override;
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virtual bool LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp ) override;
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virtual void WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp = NULL ) const override;
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virtual dynamicModel_t IsDynamicModel() const override;
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virtual idBounds Bounds( const struct renderEntity_s* ent ) const override;
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virtual void Print() const override;
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virtual void List() const override;
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virtual void TouchData() override;
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virtual void PurgeModel() override;
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virtual void LoadModel() override;
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virtual int Memory() const override;
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virtual idRenderModel* InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel ) override;
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virtual int NumJoints() const override;
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virtual const idMD5Joint* GetJoints() const override;
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virtual jointHandle_t GetJointHandle( const char* name ) const override;
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virtual const char* GetJointName( jointHandle_t handle ) const override;
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virtual const idJointQuat* GetDefaultPose() const override;
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virtual int NearestJoint( int surfaceNum, int a, int b, int c ) const override;
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virtual bool SupportsBinaryModel() override
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{
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return true;
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}
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static idFile_Memory* GetAnimBin( const idStr& animName, const ID_TIME_T sourceTimeStamp, const idImportOptions* options );
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int GetRootID() const
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{
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return rootID;
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}
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private:
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void ProcessNode_r( gltfNode* modelNode, const idMat4& parentTransform, const idMat4& globalTransform, gltfData* data );
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void UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf, const modelSurface_t& sourceSurf );
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void UpdateMd5Joints();
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const idMD5Joint* FindMD5Joint( const idStr& name ) const;
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gltfData* data;
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gltfNode* root;
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int rootID;
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bool fileExclusive;
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bool hasAnimations;
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float maxJointVertDist; // maximum distance a vertex is separated from a joint
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idList<int, TAG_MODEL> animIds;
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idList<int, TAG_MODEL> bones;
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idList<int, TAG_MODEL> MeshNodeIds;
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dynamicModel_t model_state;
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idStr rootName;
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idStr gltfFileName;
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idStr commandLine;
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idList<idMD5Joint, TAG_MODEL> md5joints;
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idList<idJointQuat, TAG_MODEL> defaultPose;
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idList<idJointMat, TAG_MODEL> invertedDefaultPose;
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gltfSkin* currentSkin;
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// derived reimport options
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idMat4 globalTransform; // Blender to Doom + exta scaling, rotation
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private:
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void DrawJoints( const struct renderEntity_s* ent, const viewDef_t* view );
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}; |