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62 lines
1.4 KiB
C
62 lines
1.4 KiB
C
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#pragma once
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#include <QWidget>
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#include <optional>
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#include <physis.hpp>
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#include "renderer.hpp"
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struct GameData;
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class VulkanWindow;
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class StandaloneWindow;
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class MDLPart : public QWidget {
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Q_OBJECT
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public:
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explicit MDLPart(GameData* data);
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void exportModel(const QString& fileName);
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Q_SIGNALS:
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void modelChanged();
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void skeletonChanged();
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public Q_SLOTS:
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/// Clears all stored MDLs.
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void clear();
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/// Adds a new MDL with a list of materials used.
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void addModel(physis_MDL mdl, std::vector<physis_Material> materials, int lod);
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/// Sets the skeleton any skinned MDLs should bind to.
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void setSkeleton(physis_Skeleton skeleton);
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/// Clears the current skeleton.
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void clearSkeleton();
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private Q_SLOTS:
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void reloadRenderer();
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void reloadBoneData();
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private:
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RenderMaterial createMaterial(const physis_Material& mat);
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void calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone);
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void calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone);
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GameData* data = nullptr;
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std::vector<RenderModel> models;
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std::optional<physis_Skeleton> skeleton;
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struct BoneData {
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glm::mat4 localTransform, finalTransform, inversePose;
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};
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std::vector<BoneData> boneData;
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Renderer* renderer;
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VulkanWindow* vkWindow;
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StandaloneWindow* standaloneWindow;
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};
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