LCOV - code coverage report
Current view: top level - source/graphics - Model.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 23 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 12 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : /*
      19             :  * Mesh object with texture and skinning information
      20             :  */
      21             : 
      22             : #ifndef INCLUDED_MODEL
      23             : #define INCLUDED_MODEL
      24             : 
      25             : #include "graphics/Material.h"
      26             : #include "graphics/MeshManager.h"
      27             : #include "graphics/ModelAbstract.h"
      28             : 
      29             : #include <vector>
      30             : 
      31             : struct SPropPoint;
      32             : class CObjectEntry;
      33             : class CSkeletonAnim;
      34             : class CSkeletonAnimDef;
      35             : class CSimulation2;
      36             : 
      37             : #define MODELFLAG_CASTSHADOWS       (1<<0)
      38             : #define MODELFLAG_NOLOOPANIMATION   (1<<1)
      39             : #define MODELFLAG_SILHOUETTE_DISPLAY    (1<<2)
      40             : #define MODELFLAG_SILHOUETTE_OCCLUDER   (1<<3)
      41             : #define MODELFLAG_IGNORE_LOS        (1<<4)
      42             : #define MODELFLAG_FLOATONWATER      (1<<5)
      43             : ///////////////////////////////////////////////////////////////////////////////
      44             : // CModel: basically, a mesh object - holds the texturing and skinning
      45             : // information for a model in game
      46             : class CModel : public CModelAbstract
      47             : {
      48             :     NONCOPYABLE(CModel);
      49             : 
      50             : public:
      51             :     struct Prop
      52             :     {
      53           0 :         Prop() : m_MinHeight(0.f), m_MaxHeight(0.f), m_Point(0), m_Model(0), m_ObjectEntry(0), m_Hidden(false), m_Selectable(true) {}
      54             : 
      55             :         float m_MinHeight;
      56             :         float m_MaxHeight;
      57             : 
      58             :         /**
      59             :          * Location of the prop point within its parent model, relative to either a bone in the parent model or to the
      60             :          * parent model's origin. See the documentation for @ref SPropPoint for more details.
      61             :          * @see SPropPoint
      62             :          */
      63             :         const SPropPoint* m_Point;
      64             : 
      65             :         /**
      66             :          * Pointer to the model associated with this prop. Note that the transform matrix held by this model is the full object-to-world
      67             :          * space transform, taking into account all parent model positioning (see @ref CModel::ValidatePosition for positioning logic).
      68             :          * @see CModel::ValidatePosition
      69             :          */
      70             :         CModelAbstract* m_Model;
      71             :         CObjectEntry* m_ObjectEntry;
      72             : 
      73             :         bool m_Hidden; ///< Should this prop be temporarily removed from rendering?
      74             :         bool m_Selectable; /// < should this prop count in the selection size?
      75             :     };
      76             : 
      77             : public:
      78             :     // constructor
      79             :     CModel(CSimulation2& simulation);
      80             :     // destructor
      81             :     ~CModel();
      82             : 
      83             : 
      84             :     /// Dynamic cast
      85           0 :     virtual CModel* ToCModel()
      86             :     {
      87           0 :         return this;
      88             :     }
      89             : 
      90             :     // setup model from given geometry
      91             :     bool InitModel(const CModelDefPtr& modeldef);
      92             :     // update this model's state; 'time' is the absolute time since the start of the animation, in MS
      93             :     void UpdateTo(float time);
      94             : 
      95             :     // get the model's geometry data
      96           0 :     const CModelDefPtr& GetModelDef() { return m_pModelDef; }
      97             : 
      98             :     // set the model's material
      99             :     void SetMaterial(const CMaterial &material);
     100             :     // set the model's player ID, recursively through props
     101             :     void SetPlayerID(player_id_t id);
     102             :     // set the models mod color
     103             :     virtual void SetShadingColor(const CColor& color);
     104             :     // get the model's material
     105           0 :     CMaterial& GetMaterial() { return m_Material; }
     106             : 
     107             :     // set the given animation as the current animation on this model
     108             :     bool SetAnimation(CSkeletonAnim* anim, bool once = false);
     109             : 
     110             :     // get the currently playing animation, if any
     111             :     CSkeletonAnim* GetAnimation() const { return m_Anim; }
     112             : 
     113             :     // set the animation state to be the same as from another; both models should
     114             :     // be compatible types (same type of skeleton)
     115             :     void CopyAnimationFrom(CModel* source);
     116             : 
     117             :     // set object flags
     118           0 :     void SetFlags(int flags) { m_Flags=flags; }
     119             :     // get object flags
     120           0 :     int GetFlags() const { return m_Flags; }
     121             :     // add object flags, recursively through props
     122             :     void AddFlagsRec(int flags);
     123             :     // remove shadow casting and receiving, recursively through props
     124             :     // TODO: replace with more generic shader define + flags setting
     125             :     void RemoveShadowsRec();
     126             : 
     127           0 :     virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
     128             :     {
     129           0 :         for (size_t i = 0; i < m_Props.size(); ++i)
     130           0 :             m_Props[i].m_Model->SetTerrainDirty(i0, j0, i1, j1);
     131           0 :     }
     132             : 
     133           0 :     virtual void SetEntityVariable(const std::string& name, float value)
     134             :     {
     135           0 :         for (size_t i = 0; i < m_Props.size(); ++i)
     136           0 :             m_Props[i].m_Model->SetEntityVariable(name, value);
     137           0 :     }
     138             : 
     139             :     // --- WORLD/OBJECT SPACE BOUNDS -----------------------------------------------------------------
     140             : 
     141             :     /// Overridden to calculate both the world-space and object-space bounds of this model, and stores the result in
     142             :     /// m_Bounds and m_ObjectBounds, respectively.
     143             :     virtual void CalcBounds();
     144             : 
     145             :     /// Returns the object-space bounds for this model, excluding its children.
     146           0 :     const CBoundingBoxAligned& GetObjectBounds()
     147             :     {
     148           0 :         RecalculateBoundsIfNecessary();             // recalculates both object-space and world-space bounds if necessary
     149           0 :         return m_ObjectBounds;
     150             :     }
     151             : 
     152             :     virtual const CBoundingBoxAligned GetWorldBoundsRec();      // reimplemented here
     153             : 
     154             :     /// Auxiliary method; calculates object space bounds of this model, based solely on vertex positions, and stores
     155             :     /// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcAnimatedObjectBounds) if it has been determined
     156             :     /// that the object-space bounds are static.
     157             :     void CalcStaticObjectBounds();
     158             : 
     159             :     /// Auxiliary method; calculate object-space bounds encompassing all vertex positions for given animation, and stores
     160             :     /// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcStaticBounds) if it has been determined that the
     161             :     /// object-space bounds need to take animations into account.
     162             :     void CalcAnimatedObjectBounds(CSkeletonAnimDef* anim,CBoundingBoxAligned& result);
     163             : 
     164             :     // --- SELECTION BOX/BOUNDS ----------------------------------------------------------------------
     165             : 
     166             :     /// Reimplemented here since proper models should participate in selection boxes.
     167             :     virtual const CBoundingBoxAligned GetObjectSelectionBoundsRec();
     168             : 
     169             :     /**
     170             :      * Set transform of this object.
     171             :      *
     172             :      * @note In order to ensure that all child props are updated properly,
     173             :      * you must call ValidatePosition().
     174             :      */
     175             :     virtual void SetTransform(const CMatrix3D& transform);
     176             : 
     177             :     /**
     178             :      * Return whether this is a skinned/skeletal model. If it is, Get*BoneMatrices()
     179             :      * will return valid non-NULL arrays.
     180             :      */
     181           0 :     bool IsSkinned() { return (m_BoneMatrices != NULL); }
     182             : 
     183             :     // return the models bone matrices; 16-byte aligned for SSE reads
     184           0 :     const CMatrix3D* GetAnimatedBoneMatrices() {
     185           0 :         ENSURE(m_PositionValid);
     186           0 :         return m_BoneMatrices;
     187             :     }
     188             : 
     189             :     /**
     190             :      * Add a prop to the model on the given point.
     191             :      */
     192             :     void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true);
     193             : 
     194             :     /**
     195             :      * Add a prop to the model on the given point, and treat it as the ammo prop.
     196             :      * The prop will be hidden by default.
     197             :      */
     198             :     void AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry);
     199             : 
     200             :     /**
     201             :      * Show the ammo prop (if any), and hide any other props on that prop point.
     202             :      */
     203             :     void ShowAmmoProp();
     204             : 
     205             :     /**
     206             :      * Hide the ammo prop (if any), and show any other props on that prop point.
     207             :      */
     208             :     void HideAmmoProp();
     209             : 
     210             :     /**
     211             :      * Find the first prop used for ammo, by this model or its own props.
     212             :      */
     213             :     CModelAbstract* FindFirstAmmoProp();
     214             : 
     215             :     // return prop list
     216           0 :     std::vector<Prop>& GetProps() { return m_Props; }
     217             :     const std::vector<Prop>& GetProps() const { return m_Props; }
     218             : 
     219             :     // return a clone of this model
     220             :     virtual CModelAbstract* Clone() const;
     221             : 
     222             :     /**
     223             :      * Ensure that both the transformation and the bone
     224             :      * matrices are correct for this model and all its props.
     225             :      */
     226             :     virtual void ValidatePosition();
     227             : 
     228             :     /**
     229             :      * Mark this model's position and bone matrices,
     230             :      * and all props' positions as invalid.
     231             :      */
     232             :     virtual void InvalidatePosition();
     233             : 
     234             : private:
     235             :     // delete anything allocated by the model
     236             :     void ReleaseData();
     237             : 
     238             :     // Needed for terrain aligned props
     239             :     CSimulation2& m_Simulation;
     240             : 
     241             :     // object flags
     242             :     int m_Flags;
     243             :     // model's material
     244             :     CMaterial m_Material;
     245             :     // pointer to the model's raw 3d data
     246             :     CModelDefPtr m_pModelDef;
     247             :     // object space bounds of model - accounts for bounds of all possible animations
     248             :     // that can play on a model. Not always up-to-date - currently CalcBounds()
     249             :     // updates it when necessary.
     250             :     CBoundingBoxAligned m_ObjectBounds;
     251             :     // animation currently playing on this model, if any
     252             :     CSkeletonAnim* m_Anim;
     253             :     // time (in MS) into the current animation
     254             :     float m_AnimTime;
     255             : 
     256             :     /**
     257             :      * Current state of all bones on this model; null if associated modeldef isn't skeletal.
     258             :      * Props may attach to these bones by means of the SPropPoint::m_BoneIndex field; in this case their
     259             :      * transformation matrix held is relative to the bone transformation (see @ref SPropPoint and
     260             :      * @ref CModel::ValidatePosition).
     261             :      *
     262             :      * @see SPropPoint
     263             :      */
     264             :     CMatrix3D* m_BoneMatrices;
     265             :     // list of current props on model
     266             :     std::vector<Prop> m_Props;
     267             : 
     268             :     /**
     269             :      * The prop point to which the ammo prop is attached, or NULL if none
     270             :      */
     271             :     const SPropPoint* m_AmmoPropPoint;
     272             : 
     273             :     /**
     274             :      * If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop
     275             :      */
     276             :     size_t m_AmmoLoadedProp;
     277             : };
     278             : 
     279             : #endif

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