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This will be used in the map editor to draw where objects are. It doesn't draw anything yet, and can't until we get LGB support in libphysis.
111 lines
No EOL
2.8 KiB
C++
111 lines
No EOL
2.8 KiB
C++
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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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 "mdlexport.h"
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#include "rendermanager.h"
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struct GameData;
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class VulkanWindow;
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class FileCache;
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class MDLPart : public QWidget
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{
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Q_OBJECT
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public:
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explicit MDLPart(GameData *data, FileCache &cache, QWidget *parent = nullptr);
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void exportModel(const QString &fileName);
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DrawObject &getModel(int index);
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void reloadModel(int index);
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int lastX = -1;
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int lastY = -1;
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enum class CameraMode { None, Orbit, Move };
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CameraMode cameraMode = CameraMode::None;
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float pitch = 0.0f;
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float yaw = 0.0f;
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float cameraDistance = 2.0f;
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float minimumCameraDistance = 1.0f;
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glm::vec3 position{0, 0, 0};
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std::unique_ptr<physis_Skeleton> skeleton;
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std::vector<BoneData> boneData;
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std::function<void()> requestUpdate;
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void setWireframe(bool wireframe);
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bool wireframe() const;
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int numModels() const;
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RenderManager *manager() const;
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physis_PBD pbd{};
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bool enableRacialDeform = true;
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Q_SIGNALS:
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void modelChanged();
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void skeletonChanged();
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// Called when a Vulkan context is available, and you can safely access RenderManager
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void initializeRender();
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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,
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bool skinned,
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glm::vec3 position,
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const QString &name,
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std::vector<physis_Material> materials,
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int lod,
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uint16_t fromBodyId = 101,
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uint16_t toBodyId = 101);
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void removeModel(const physis_MDL &mdl);
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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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void reloadBoneData();
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void reloadRenderer();
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void enableFreemode();
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protected:
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bool event(QEvent *event) override;
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private:
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RenderMaterial createMaterial(const physis_Material &mat);
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RenderMaterial createOrCacheMaterial(const physis_Material &mat);
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uint64_t getMaterialHash(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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FileCache &cache;
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std::vector<DrawObject> models;
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std::unordered_map<uint64_t, RenderMaterial> renderMaterialCache;
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RenderManager *renderer = nullptr;
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VulkanWindow *vkWindow = nullptr;
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bool firstTimeSkeletonDataCalculated = false;
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}; |