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- /*
- ** 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
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