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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Dme version of a skeletal model (gets compiled into a MDL)
+//
+//===========================================================================//
+
+#ifndef DMEMODEL_H
+#define DMEMODEL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tier1/utlstack.h"
+#include "movieobjects/dmejoint.h"
+#include "movieobjects/dmetransformlist.h"
+
+
+class CDmeDrawSettings;
+
+//-----------------------------------------------------------------------------
+// A class representing a skeletal model
+//-----------------------------------------------------------------------------
+class CDmeModel : public CDmeDag
+{
+ DEFINE_ELEMENT( CDmeModel, CDmeDag );
+
+public:
+ // Add joint
+ CDmeJoint *AddJoint( const char *pJointName, CDmeDag *pParent = NULL );
+ int AddJoint( CDmeDag *pJoint );
+
+ // Returns the number of joint transforms we know about
+ int GetJointTransformCount() const;
+
+ // Determines joint transform index given a joint name
+ int GetJointTransformIndex( CDmeTransform *pTransform ) const;
+
+ // Determines joint transform index given a joint
+ int GetJointTransformIndex( CDmeDag *pJoint ) const;
+
+ // Determines joint transform index given a joint name
+ CDmeTransform *GetJointTransform( int nIndex );
+ const CDmeTransform *GetJointTransform( int nIndex ) const;
+
+ // Captures the current joint transforms into a base state
+ void CaptureJointsToBaseState( const char *pBaseStateName );
+
+ // Finds a base state by name, returns NULL if not found
+ CDmeTransformList *FindBaseState( const char *pBaseStateName );
+
+ // Recursively render the Dag hierarchy
+ virtual void Draw( CDmeDrawSettings *pDrawSettings = NULL );
+
+ // Set if Z is the up axis of the model
+ void ZUp( bool bYUp );
+
+ // Returns true if the DmeModel is Z Up.
+ bool IsZUp() const;
+
+protected:
+ // The order in which the joint transform names appear in this list
+ // indicates the joint index for each dag
+ CDmaElementArray<CDmeTransform> m_JointTransforms;
+
+ // Stores a list of base poses for all the joint transforms
+ CDmaElementArray<CDmeTransformList> m_BaseStates;
+
+private:
+ enum SetupBoneRetval_t
+ {
+ NO_SKIN_DATA = 0,
+ TOO_MANY_BONES,
+ BONES_SET_UP
+ };
+
+ // Sets up the render state for the model
+ SetupBoneRetval_t SetupBoneMatrixState( const matrix3x4_t& shapeToWorld, bool bForceSoftwareSkin );
+
+ // Loads up joint transforms for this model
+ void LoadJointTransform( CDmeDag *pJoint, CDmeTransformList *pBindPose, const matrix3x4_t &parentToWorld, const matrix3x4_t &parentToBindPose, bool bSetHardwareState );
+
+ // Sets up the render state for the model
+ static matrix3x4_t *SetupModelRenderState( const matrix3x4_t& shapeToWorld, bool bHasSkinningData, bool bForceSoftwareSkin );
+ static void CleanupModelRenderState();
+
+ // Stack of DmeModels currently being rendered. Used to set up render state
+ static CUtlStack< CDmeModel * > s_ModelStack;
+
+ friend class CDmeMesh;
+};
+
+
+#endif // DMEMODEL_H