UltimateZoneBuilder/Source/Core/GZBuilder/Data/ModelData.cs

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using System.Collections.Generic;
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using SlimDX;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.GZBuilder.MD3;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System;
using System.Text;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
using System.Drawing;
using System.Drawing.Imaging;
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namespace CodeImp.DoomBuilder.GZBuilder.Data
{
internal sealed class ModelData
{
private const float VERTICAL_STRETCH = 1 / 1.2f;
private class MD3LoadResult
{
public List<string> Skins;
public List<Mesh> Meshes;
public string Errors;
public MD3LoadResult() {
Skins = new List<string>();
Meshes = new List<Mesh>();
}
}
internal string ClassName;
internal List<string> ModelNames;
internal List<string> TextureNames;
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internal GZModel Model;
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private ModelLoadState loadstate;
public ModelLoadState LoadState { get { return loadstate; } internal set { loadstate = value; } }
internal Vector3 Scale;
internal float zOffset;
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internal float AngleOffset; //in radians
internal float PitchOffset; //in radians
internal float RollOffset; //in radians
internal ModelData() {
ModelNames = new List<string>();
TextureNames = new List<string>();
}
internal void Dispose() {
if (Model != null) {
foreach (Mesh mesh in Model.Meshes)
mesh.Dispose();
foreach (Texture t in Model.Textures)
t.Dispose();
loadstate = ModelLoadState.None;
}
}
}
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}