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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing an MDL
//
//=============================================================================
#ifndef DMEMDL_H
#define DMEMDL_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
#include "movieobjects/dmeshape.h"
#include "datacache/imdlcache.h"
#include "tier3/mdlutils.h"
#include "mathlib/vector.h"
#include <string>
#include <vector>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeTransform;
class IMorph;
class IMaterial;
struct SubdivMesh_t;
class IMesh;
class CDmeDrawSettings;
struct matrix3x4_t;
class CStudioHdr;
//-----------------------------------------------------------------------------
// A class representing an MDL
//-----------------------------------------------------------------------------
class CDmeMDL : public CDmeShape
{
DEFINE_ELEMENT( CDmeMDL, CDmeShape );
public:
virtual void Draw( const matrix3x4_t& shapeToWorld, CDmeDrawSettings *pDrawSettings = NULL );
void DrawInEngine( bool bDrawInEngine );
bool IsDrawingInEngine() const;
void SetMDL( MDLHandle_t handle );
MDLHandle_t GetMDL( ) const;
float GetRadius() const; // NOTE: This radius is one that is centered at the origin
void GetBoundingSphere( Vector &vecCenter, float &flRadius );
void GetBoundingBox( Vector *pMins, Vector *pMaxs ) const;
// Computes bone-to-world transforms
void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices );
public:
CDmaColor m_Color;
CDmaVar<int> m_nSkin;
CDmaVar<int> m_nBody;
CDmaVar<int> m_nSequence;
CDmaVar<int> m_nLOD;
CDmaVar<float> m_flPlaybackRate;
CDmaVar<float> m_flTime;
CDmaVar<Vector> m_vecViewTarget;
CDmaVar<bool> m_bWorldSpaceViewTarget;
private:
void UpdateMDL();
CMDL m_MDL;
bool m_bDrawInEngine;
};
#endif // DMEMDL_H
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