UltimateZoneBuilder/Source/Core/GZBuilder/Data/ModelData.cs
2019-08-08 18:24:33 +02:00

113 lines
3.1 KiB
C#
Executable file

#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.GZBuilder.MD3;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
internal sealed class ModelData
{
#region ================== Constants
// Keep sage order of extensions as in GZDoom's r_data\models\models.cpp FindGFXFile function. That doesn't
// list .dds, but just keep it in here
public static readonly string[] SUPPORTED_TEXTURE_EXTENSIONS = { ".png", ".jpg", ".tga", ".pcx", ".dds" };
#endregion
#region ================== Variables
private ModelLoadState loadstate;
private Vector3 scale;
private Matrix transform;
private Matrix transformrotation;
private Matrix transformstretched;
#endregion
#region ================== Properties
internal List<string> ModelNames;
internal List<string> SkinNames;
internal List<Dictionary<int, string>> SurfaceSkinNames;
internal List<string> FrameNames;
internal List<int> FrameIndices;
internal string Path; // biwa
internal GZModel Model;
internal Vector3 Scale { get { return scale; } }
internal Matrix Transform { get { /* return (General.Settings.GZStretchView ? transformstretched : transform); */ return transformstretched; } }
internal Matrix TransformRotation { get { return transformrotation; } }
internal bool OverridePalette; // Used for voxel models only
internal float AngleOffset; // Used for voxel models only
internal bool InheritActorPitch;
internal bool UseActorPitch;
internal bool UseActorRoll;
internal bool IsVoxel;
// Hashing
private static int hashcounter;
private readonly int hashcode;
// Disposing
private bool isdisposed;
public ModelLoadState LoadState { get { return loadstate; } internal set { loadstate = value; } }
#endregion
#region ================== Constructor / Disposer
internal ModelData()
{
ModelNames = new List<string>();
SkinNames = new List<string>();
SurfaceSkinNames = new List<Dictionary<int, string>>();
FrameNames = new List<string>();
FrameIndices = new List<int>();
Path = string.Empty;
transform = Matrix.Identity;
transformstretched = Matrix.Identity;
hashcode = hashcounter++;
}
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(Model != null)
{
foreach(Mesh mesh in Model.Meshes) mesh.Dispose();
foreach(Texture t in Model.Textures) t.Dispose();
loadstate = ModelLoadState.None;
}
// Done
isdisposed = true;
}
}
internal void SetTransform(Matrix rotation, Matrix offset, Vector3 scale)
{
this.scale = scale;
transformrotation = rotation * Matrix.Scaling(scale);
transform = rotation * Matrix.Scaling(scale) * offset;
transformstretched = Matrix.Scaling(1.0f, 1.0f, General.Map.Data.InvertedVerticalViewStretch) * transform;
}
//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode()
{
return hashcode;
}
#endregion
}
}