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novus/parts/mdl/mdlpart.h

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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 "mdlexport.h"
#include "renderer.hpp"
struct GameData;
class VulkanWindow;
class FileCache;
class MDLPart : public QWidget
{
Q_OBJECT
public:
explicit MDLPart(GameData *data, FileCache &cache);
void exportModel(const QString &fileName);
RenderModel &getModel(int index);
void reloadModel(int index);
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 = 2.0f;
glm::vec3 position{0, 0, 0};
std::unique_ptr<physis_Skeleton> skeleton;
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, const QString &name, std::vector<physis_Material> materials, int lod, uint16_t fromBodyId = 101, uint16_t toBodyId = 101);
void removeModel(const physis_MDL &mdl);
/// Sets the skeleton any skinned MDLs should bind to.
void setSkeleton(physis_Skeleton skeleton);
/// 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;
physis_PBD pbd{};
std::vector<RenderModel> models;
Renderer *renderer = nullptr;
VulkanWindow *vkWindow = nullptr;
bool firstTimeSkeletonDataCalculated = false;
};