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CnC_Renegade/Code/ww3d2/hmdldef.h

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C++

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