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https://github.com/ZDoom/Raze.git
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8a789b9015
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
84 lines
2 KiB
C
84 lines
2 KiB
C
#pragma once
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#include <stdint.h>
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#include "vectors.h"
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enum {
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HUDFLAG_HIDE = 1,
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HUDFLAG_NOBOB = 2,
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HUDFLAG_FLIPPED = 4,
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HUDFLAG_NODEPTH = 8,
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};
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struct ModelAnimation
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{
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int startframe, endframe;
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int fpssc, flags;
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};
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struct ModelSkinDef
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{
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uint8_t palette, flags;
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int32_t skinnum, surfnum; // Skin identifier, surface number
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FTextureID texture;
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float param, specpower, specfactor;
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};
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struct ModelDescriptor
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{
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unsigned modelID;
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// stuff that can get set from .DEF so we need to keep it.
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int shadeoff;
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int flags;
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float scale, bscale, zadd, yoffset;
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bool deleted;
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FGameTexture* texture;
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TArray<ModelAnimation> anims;
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TArray<ModelSkinDef> skins;
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};
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struct ModelTileFrame
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{
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// maps build tiles to particular animation frames of a model
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int modelid;
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int framenum;
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float smoothduration;
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int skinnum;
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};
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struct ModelManager
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{
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TArray<ModelDescriptor> modelDescs;
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TMap<unsigned, ModelTileFrame> frameMap;
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unsigned FrameMapKey(unsigned tilenum, unsigned palette)
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{
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return tilenum + (palette < 16); // good enough for now - should later be redirected to the underlying texture ID.
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}
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// Interface for the .def parser
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int LoadModel(const char* fn);
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int SetMisc(int modelid, float scale, int shadeoff, float zadd, float yoffset, int flags);
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int DefineFrame(int modelid, const char* framename, int tilenum, int skinnum, float smoothduration, int pal);
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int DefineAnimation(int modelid, const char* framestart, const char* frameend, int fpssc, int flags);
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int DefineSkin(int modelid, const char* skinfn, int palnum, int skinnum, int surfnum, float param, float specpower, float specfactor, int flags);
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int DefineHud(int modelid, int tilex, FVector3 add, int angadd, int flags, int fov);
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int UndefineTile(int tile);
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int UndefineModel(int modelid);
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bool CheckModel(int tilenum, int pal)
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{
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return frameMap.CheckKey(FrameMapKey(tilenum, pal)) != nullptr;
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}
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ModelTileFrame* GetModel(int tilenum, int pal)
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{
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return frameMap.CheckKey(FrameMapKey(tilenum, pal));
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}
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};
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inline ModelManager modelManager;
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