112 lines
4.1 KiB
C++
112 lines
4.1 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/hmdldef.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 1/08/01 10:04a $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef HMDLDEF_H
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#define HMDLDEF_H
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#include "always.h"
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#include "w3d_file.h"
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class FileClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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class SnapPointsClass;
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/*
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** Each render object to be attached into the hierarchy model
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** will be defined by an instance of the following structure.
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** The HmdlNodeDefStruct associates a named render object with
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** an indexed pivot/bone in the hierarchy tree.
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*/
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struct HmdlNodeDefStruct
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{
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char RenderObjName[2*W3D_NAME_LEN];
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int PivotID;
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};
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/*
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** HModelDefClass
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**
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** "Hierarchy Model Definition Class"
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** This class serves as a blueprint for creating HierarchyModelClasses.
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** The asset manager stores these objects internally and uses them to
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** create instances of HierarchyModels for the user.
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*/
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class HModelDefClass
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{
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public:
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enum {
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OK,
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LOAD_ERROR
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};
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HModelDefClass(void);
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~HModelDefClass(void);
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int Load_W3D(ChunkLoadClass & cload);
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const char * Get_Name(void) const { return Name; }
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private:
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char Name[2*W3D_NAME_LEN]; // <basepose>.<modelname>
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char ModelName[W3D_NAME_LEN]; // name of the model
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char BasePoseName[W3D_NAME_LEN]; // name of the base pose (hierarchy tree)
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int SubObjectCount;
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HmdlNodeDefStruct * SubObjects;
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SnapPointsClass * SnapPoints;
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void Free(void);
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bool read_header(ChunkLoadClass & cload);
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bool read_connection(ChunkLoadClass & cload,HmdlNodeDefStruct * con,bool pre30);
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bool read_mesh_connection(ChunkLoadClass & cload,int idx,bool pre30);
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bool read_collision_connection(ChunkLoadClass & cload,int idx,bool pre30);
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bool read_skin_connection(ChunkLoadClass & cload,int idx,bool pre30);
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// HModelClass requires intimate knowlege of us
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friend class HModelClass;
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friend class HLodClass;
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};
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#endif
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