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novus/parts/mdl/mdlpart.h
Joshua Goins e34daadbcd Split up Renderer's source files and a lot of refactoring
This now splits up the rendering system into sensible parts, and makes
it easier to switch between the simple renderer and the new experimental
one. Lots of refactors I needed to do for a while are now done, too.
2024-04-21 17:35:51 -04:00

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// 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 "rendermanager.h"
struct GameData;
class VulkanWindow;
class FileCache;
class MDLPart : public QWidget
{
Q_OBJECT
public:
explicit MDLPart(GameData *data, FileCache &cache, QWidget *parent = nullptr);
void exportModel(const QString &fileName);
DrawObject &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;
float minimumCameraDistance = 1.0f;
glm::vec3 position{0, 0, 0};
std::unique_ptr<physis_Skeleton> skeleton;
std::vector<BoneData> boneData;
std::function<void()> requestUpdate;
void setWireframe(bool wireframe);
bool wireframe() const;
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,
bool skinned,
glm::vec3 position,
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();
void enableFreemode();
protected:
bool event(QEvent *event) override;
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<DrawObject> models;
RenderManager *renderer = nullptr;
VulkanWindow *vkWindow = nullptr;
bool firstTimeSkeletonDataCalculated = false;
};