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Physis gained skeleton and deform file read support, so we can use that and extract these directly from the game (without help of the Havok SDK like TexTools.) The racial deform is still slightly off, but this is still a pretty big milestone.
86 lines
No EOL
2 KiB
C++
86 lines
No EOL
2 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 "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 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);
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void exportModel(const QString &fileName);
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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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glm::vec3 position{0, 0, 0};
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std::unique_ptr<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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std::function<void()> requestUpdate;
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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, const QString &name, std::vector<physis_Material> materials, int lod, uint16_t fromBodyId = 101, 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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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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FileCache &cache;
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physis_PBD pbd;
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std::vector<RenderModel> models;
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Renderer *renderer;
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VulkanWindow *vkWindow;
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StandaloneWindow *standaloneWindow;
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bool firstTimeSkeletonDataCalculated = false;
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}; |