mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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dfdcaaf696
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.
98 lines
2.4 KiB
C#
98 lines
2.4 KiB
C#
#region ================== Namespaces
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.GZBuilder.MD3;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using SlimDX.Direct3D9;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Data
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{
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internal sealed class ModelData
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{
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#region ================== Variables
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private ModelLoadState loadstate;
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private Vector3 scale;
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private Matrix transform;
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private Matrix transformstretched;
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#endregion
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#region ================== Properties
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internal List<string> ModelNames;
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internal List<string> TextureNames;
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internal List<string> FrameNames;
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internal List<int> FrameIndices;
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internal GZModel Model;
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internal Vector3 Scale { get { return scale; } }
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internal Matrix Transform { get { return (General.Settings.GZStretchView ? transformstretched : transform); } }
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internal bool OverridePalette; //used for voxel models only
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internal bool InheritActorPitch;
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internal bool InheritActorRoll;
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internal bool IsVoxel;
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// Hashing
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private static int hashcounter;
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private readonly int hashcode;
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// Disposing
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private bool isdisposed;
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public ModelLoadState LoadState { get { return loadstate; } internal set { loadstate = value; } }
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#endregion
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#region ================== Constructor / Disposer
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internal ModelData()
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{
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ModelNames = new List<string>();
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TextureNames = new List<string>();
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FrameNames = new List<string>();
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FrameIndices = new List<int>();
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transform = Matrix.Identity;
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transformstretched = Matrix.Identity;
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hashcode = hashcounter++;
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}
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(Model != null)
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{
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foreach (Mesh mesh in Model.Meshes) mesh.Dispose();
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foreach (Texture t in Model.Textures) t.Dispose();
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loadstate = ModelLoadState.None;
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}
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// Done
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isdisposed = true;
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}
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}
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internal void SetTransform(Matrix rotation, Matrix offset, Vector3 scale)
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{
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this.scale = scale;
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this.transform = rotation * Matrix.Scaling(scale) * offset;
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this.transformstretched = rotation * Matrix.Scaling(scale.X, scale.Y, scale.Z * Renderer3D.GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH) * offset;
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}
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//mxd. This greatly speeds up Dictionary lookups
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public override int GetHashCode()
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{
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return hashcode;
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}
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#endregion
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}
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}
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