UltimateZoneBuilder/Source/Core/GZBuilder/Data/ModelData.cs
MaxED dfdcaaf696 MODELDEF support: model frame number is now taken into account when loading MD3 models.
MODELDEF support: model frame number / frame name are now taken into account when loading MD2 models.
Compiling: changed the way /LARGEADDRESSAWARE flag is applied so it works when building using VS and batch files.
2015-11-17 12:22:49 +00:00

98 lines
2.4 KiB
C#

#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.GZBuilder.MD3;
using CodeImp.DoomBuilder.Rendering;
using SlimDX;
using SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
internal sealed class ModelData
{
#region ================== Variables
private ModelLoadState loadstate;
private Vector3 scale;
private Matrix transform;
private Matrix transformstretched;
#endregion
#region ================== Properties
internal List<string> ModelNames;
internal List<string> TextureNames;
internal List<string> FrameNames;
internal List<int> FrameIndices;
internal GZModel Model;
internal Vector3 Scale { get { return scale; } }
internal Matrix Transform { get { return (General.Settings.GZStretchView ? transformstretched : transform); } }
internal bool OverridePalette; //used for voxel models only
internal bool InheritActorPitch;
internal bool InheritActorRoll;
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>();
TextureNames = new List<string>();
FrameNames = new List<string>();
FrameIndices = new List<int>();
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;
this.transform = rotation * Matrix.Scaling(scale) * offset;
this.transformstretched = rotation * Matrix.Scaling(scale.X, scale.Y, scale.Z * Renderer3D.GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH) * offset;
}
//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode()
{
return hashcode;
}
#endregion
}
}