mirror of
https://github.com/redstrate/Novus.git
synced 2025-04-25 13:17:46 +00:00
92 lines
No EOL
2.1 KiB
C++
92 lines
No EOL
2.1 KiB
C++
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include <QWidget>
|
|
#include <optional>
|
|
#include <physis.hpp>
|
|
|
|
#include "renderer.hpp"
|
|
|
|
struct GameData;
|
|
|
|
class VulkanWindow;
|
|
class StandaloneWindow;
|
|
class FileCache;
|
|
|
|
class MDLPart : public QWidget {
|
|
Q_OBJECT
|
|
|
|
public:
|
|
explicit MDLPart(GameData* data, FileCache& cache);
|
|
|
|
void exportModel(const QString& fileName);
|
|
|
|
int lastX = -1;
|
|
int lastY = -1;
|
|
|
|
enum class CameraMode {
|
|
None,
|
|
Orbit,
|
|
Move
|
|
};
|
|
|
|
CameraMode cameraMode = CameraMode::None;
|
|
float pitch = 0.0f;
|
|
float yaw = 0.0f;
|
|
float cameraDistance = 5.0f;
|
|
glm::vec3 position{0, 0, 0};
|
|
|
|
std::unique_ptr<physis_Skeleton> skeleton;
|
|
|
|
struct BoneData {
|
|
glm::mat4 localTransform, finalTransform, inversePose;
|
|
glm::mat4 deformRaceMatrix{1.0f};
|
|
};
|
|
|
|
std::vector<BoneData> boneData;
|
|
|
|
std::function<void()> requestUpdate;
|
|
|
|
Q_SIGNALS:
|
|
void modelChanged();
|
|
void skeletonChanged();
|
|
|
|
public Q_SLOTS:
|
|
/// Clears all stored MDLs.
|
|
void clear();
|
|
|
|
/// Adds a new MDL with a list of materials used.
|
|
void addModel(physis_MDL mdl, std::vector<physis_Material> materials, int lod);
|
|
|
|
void removeModel(const physis_MDL &mdl);
|
|
|
|
/// Sets the skeleton any skinned MDLs should bind to.
|
|
void setSkeleton(physis_Skeleton skeleton);
|
|
|
|
/// Sets the race deform matrices
|
|
void loadRaceDeformMatrices(physis_Buffer buffer);
|
|
|
|
/// Clears the current skeleton.
|
|
void clearSkeleton();
|
|
|
|
void reloadBoneData();
|
|
void reloadRenderer();
|
|
|
|
private:
|
|
RenderMaterial createMaterial(const physis_Material& mat);
|
|
|
|
void calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone);
|
|
void calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone);
|
|
|
|
GameData* data = nullptr;
|
|
FileCache& cache;
|
|
|
|
std::vector<RenderModel> models;
|
|
|
|
Renderer* renderer;
|
|
VulkanWindow* vkWindow;
|
|
StandaloneWindow* standaloneWindow;
|
|
bool firstTimeSkeletonDataCalculated = false;
|
|
}; |