heretic2-sdk/Toolkit/Programming/Tools/qMView/FlexModel.h

260 lines
7.9 KiB
C
Raw Normal View History

1998-11-24 00:00:00 +00:00
// FlexModel.h
//
#define MAX_LBM_HEIGHT 480
#define MAX_FM_TRIANGLES 2048
#define MAX_FM_VERTS 2048
#define MAX_FM_FRAMES 2048
#define MAX_FM_SKINS 64
#define MAX_FM_SKINNAME 64
#define MAX_FM_MESH_NODES 16 // also defined in game/qshared.h
#define MAX_JOINTS_PER_SKELETON 8 // arbitrary small number
#define MAX_JOINT_NODES_PER_SKELETON (MAX_JOINTS_PER_SKELETON - 1)
#define JOINT_VISUALS 10
#define SKELETON_COUNT 256
class CNode
{
public:
void Init();
void Delete();
void DeleteMesh();
LPDIRECT3DRMMESH GetMesh();
void SetSkin(LPDIRECT3DRM2 d3drm, CDC* pDC, CSkin* skin, int skinnum);
void ChangeSkin(LPDIRECT3DRM2 d3drm, CDC* pDC, CSkin* skin);
void LoadSkin(LPDIRECT3DRM2 d3drm, CDC* pDC, CSkin* skin, int skinnum);
CBitmap* GetBitmap(LPDIRECT3DRM2 d3drm, CDC* pDC, int& width, int& height);
void AddVisual(LPDIRECT3DRMFRAME frame);
bool IsVisible();
void SetVisible(bool visible);
int GetNumTris();
void SetTris(byte* buf, int numTris);
void SetVerts(byte* buf, int numVerts);
void SetGlcmds(long* glcmds, int num);
void SetTexture(bool useTexture);
HRESULT SetQuality(D3DRMRENDERQUALITY value);
void SetTransparency(LPDIRECT3DRM2 d3drm, CDC* pDC, bool trans);
HRESULT SetColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue);
void RenderTexture(LPDIRECT3DRM2 d3drm, CDC* pDC, bool useTexture);
void BuildMesh(LPDIRECT3DRM2 d3drm, frameinfo2_t* frameinfo1, int skinwidth, int shinheight);
bool ShowFrame(LPDIRECT3DRM2 d3drm, CDC* pDC, vec3a_t* rotVerts, frameinfo2_t* frameinfo1);
void ShowInterFrame(LPDIRECT3DRM2 d3drm, CDC* pDC, frameinfo2_t* frameinfo1, frameinfo2_t* frameinfo2, int step, int numsteps);
HTREEITEM m_treeitem;
// char* m_skinbuf;
// int m_skinheight;
// int m_skinwidth;
// LPDIRECT3DRMTEXTURE m_texture;
protected:
int* m_vertPath;
byte* m_tris;
byte* m_verts;
long* m_start_glcmds;
short m_num_glcmds;
LPDIRECT3DRMMESH m_mesh;
bool m_visible;
int m_numTris;
int m_numVerts;
long m_group;
int m_defaultSkin;
CSkin* m_curSkin;
};
typedef struct
{
LPDIRECT3DRMMESH dir, up, origin, right;
} jointTri;
typedef struct
{
D3DVECTOR min, max;
} rangeVector_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} fmtriangle_t;
typedef struct
{
byte v[3]; // scaled byte to fit in frame mins/maxs
byte lightnormalindex;
} fmtrivertx_t;
typedef struct
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
fmtrivertx_t verts[1]; // variable sized
} fmaliasframe_t;
typedef struct
{
int start_frame;
int num_frames;
int degrees;
char *mat;
char *ccomp;
unsigned char *cbase;
float *cscale;
float *coffset;
float trans[3];
float scale[3];
float bmin[3];
float bmax[3];
float *complerp;
} fmgroup_t;
typedef struct M_SkeletalCluster_s
{
int children; // must be the first field
int numVerticies;
int *verticies;
qboolean inUse;
} M_SkeletalCluster_t;
typedef struct
{
char blockid[32];
int blocktype;
} fmblock_t;
// flex model itself
class CFlexModel : public CModel
{
public:
CFlexModel();
~CFlexModel();
virtual void Delete();
virtual CBitmap* GetBitmap(LPDIRECT3DRM2 d3drm, CDC* pDC, int skinnum, int& width, int& height);
virtual void DeleteVisuals(LPDIRECT3DRMFRAME frame);
virtual void DeleteMeshs(LPDIRECT3DRMFRAME frame);
virtual void RenderTexture(LPDIRECT3DRM2 d3drm, CDC* pDC, bool useTexture);
virtual void CreateJointVisuals(LPDIRECT3DRM2 d3drm, LPDIRECT3DRMFRAME frame);
virtual LPDIRECT3DRMMESH GetMesh(int i);
virtual void MakeAllNodesVisible(LPDIRECT3DRMFRAME frame);
virtual bool ToggleNodeVisibility(int node);
virtual HTREEITEM SelectMesh(LPDIRECT3DRMVISUAL selection);
virtual int SelectNode(int nodeNum);
virtual void ChangeVisual(LPDIRECT3DRMFRAME frame, int nodeNum);
virtual void DeSelectAll();
virtual HRESULT SetGroupQuality(D3DRMRENDERQUALITY value);
virtual void BuildMesh(LPDIRECT3DRM2 d3drm, LPDIRECT3DRMFRAME frame, LPDIRECT3DRMFRAME scene, CDC* pDC);
virtual bool ValidNode();
virtual long GetNumNodes();
virtual long GetNumTris();
CSkin* GetSkin(int i);
virtual void ReplaceSkin(int i, LPCTSTR skinname);
virtual void AddSkin(LPCTSTR skinname);
virtual void FillMenuWithSkins(CMenu* menu);
virtual void ChangeSkin(LPDIRECT3DRM2 d3drm, CDC* pDC, int nodenum, int skinnum);
virtual BOOL ShowFrame(LPDIRECT3DRM2 d3drm, CDC* pDC);
virtual void Drag(double delta_x, double delta_y);
virtual void Snap();
virtual BOOL CalcInterpolate(LPDIRECT3DRM2 d3drm, CDC* pDC, int step, int numsteps, int intertype, int direction);
// Ctrl window support
virtual void AddJoints(CTreeCtrl* pCTree, HTREEITEM rootJoint);
virtual void AddNodes (CTreeCtrl*pCTree, HTREEITEM rootNode);
virtual void LoadSkinInfo(CTreeCtrl* pCTree, HTREEITEM rootSkin);
virtual bool LoadSkin(LPDIRECT3DRM2 d3drm, LPDIRECT3DRMFRAME frame, int skinnum, CDC* pDC);
// frame tree ctrl support
virtual void LoadFrameInfo(CTreeCtrl* treeDlg, HTREEITEM rootFrame);
protected:
fmgroup_t m_compdata;
char* m_framenames;
byte* m_lightnormalindex;
char** m_skin_names;
int m_num_mesh_nodes;
CNode* m_nodes;
int m_curNode;
int m_skeletalType;
ModelSkeleton_t* m_skeletons;
jointTri m_joint_visuals[JOINT_VISUALS];
int m_referenceType;
virtual void Init();
void UpdateJointVisuals(int jointNum);
void FillRawVerts(vec3a_t *foo);
void CreateJointVisual(LPDIRECT3DRM2 d3drm, Placement_t model, int jointNum, LPDIRECT3DRMFRAME frame);
// File read support
static fmblock_t m_fmblocks[];
virtual void Serialize(CArchive& ar);
void SerializeHeader(int version, int length, char* buffer);
void SerializeSkin(int version, int length, char* buffer);
void SerializeSt(int version, int length, char* buffer);
void SerializeTris(int version, int length, char* buffer);
void SerializeFrames(int version, int length, char* buffer);
void SerializeGLCmds(int version, int length, char* buffer);
void SerializeMeshNodes(int version, int length, char* buffer);
void SerializeShortFrames(int version, int length, char* buffer);
void SerializeNormal(int version, int length, char* buffer);
void SerializeComp(int version, int length, char* buffer);
void SerializeSkeleton(int version, int length, char* buffer);
void SerializeReferences(int version, int length, char* buffer);
// Ctrl Window Support
void AddNode (CTreeCtrl* pCTree, HTREEITEM rootNode, int nodeNum);
void RotateModelSegment(M_SkeletalJoint_t *joint, vec3a_t *modelVerticies, vec3a_t angles, M_SkeletalCluster_t *modelCluster);
// skin texturing support
public:
virtual void SetTransparency(LPDIRECT3DRM2 d3drm, CDC* pDC, bool trans);
// joint support
public:
virtual bool IsJointOn();
virtual void ToggleJointOn();
virtual void GetModelAngles(float* x, float* y, float* z);
virtual void SetModelAngles(float x, float y, float z);
virtual void GetConstraintAngleMaxs(float* x, float* y, float* z);
virtual void GetConstraintAngleMins(float* x, float* y, float* z);
virtual void SetConstraintAngleMaxs(float x, float y, float z);
virtual void SetConstraintAngleMins(float x, float y, float z);
virtual void SetCurJoint(long joint);
virtual long GetCurJoint();
protected:
bool m_jointsOn;
long m_curJoint;
rangeVector_t* m_jointConstraintAngles;
D3DVECTOR* m_modelJointAngles;
M_SkeletalCluster_t* m_skeletalClusters;
int m_numClusters;
void ConstrainJoint();
// property sheet support
public:
virtual void AddPropPages(CPropertySheet* propSheet);
virtual void UpdateFromPropPages(CPropertySheet* propSheet);
virtual void RemovePropPages(CPropertySheet* propSheet);
protected:
// specific prop page declaration
};