rodecomp/Source/Contents/ModelActor.h
2026-10-24 00:35:19 +00:00

104 lines
3.3 KiB
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_MODELACTOR_H
#define RAGNAROK_SOURCE_CONTENTS_MODELACTOR_H
#include "Contents/ModelNode.h"
#include "Contents/ModelSpatial.h"
// RTTI C3dActor, C3dActorV1 and C3dActorV2. These are model actors, not
// CGameObject sprite actors. Runtime nodes borrow this owner and its resources.
class C3dActor {
public:
C3dActor();
virtual ~C3dActor();
C3dActor(const C3dActor&) = delete;
C3dActor& operator=(const C3dActor&) = delete;
virtual void Assign(const C3dModelRes& resource) = 0;
virtual void UpdateTransform();
virtual void UpdateBounds() = 0;
virtual void Prepare(ModelLightingContext& context) = 0;
virtual void Animate(double frame) = 0;
virtual void Update() = 0;
virtual void Draw(const float* matrix, bool clip, ModelRenderContext& context) = 0;
virtual C3dNode* Find(const char* name) = 0;
virtual void MarkOccluded(const float* ray);
virtual void SetSpeed(float speed);
void CopyVolumes(const std::list<ModelVolume*>& source);
/* 0004 */ float position[3];
/* 0010 */ float rotation[3];
/* 001C */ float scale[3];
/* 0028 */ float offset[3];
/* 0034 */ AffineMatrix transform;
/* 0064 */ AffineMatrix inverseTransform;
/* 0094 */ unsigned char dirty;
unsigned char unknown_0095[3];
/* 0098 */ OrientedBounds oriented;
/* 00D4 */ float corners[8][3];
/* 0134 */ float minimum[3];
/* 0140 */ float maximum[3];
/* 014C */ unsigned char enabled;
unsigned char unknown_014D[3];
/* 0150 */ unsigned renderFrame;
/* 0154 */ unsigned char occlusionEnabled;
/* 0155 */ unsigned char occluded;
/* 0156 */ unsigned char alpha;
/* 0157 */ unsigned char commandMode;
/* 0158 */ std::uint32_t color;
/* 015C */ std::list<ModelVolume*> volumes;
/* 0164 */ int playback;
/* 0168 */ float speed;
/* 016C */ int shade;
protected:
void FinishBounds(const float* bounds, bool modern);
void Fade();
bool Reversed() const;
};
class C3dActorV1 : public C3dActor {
public:
C3dActorV1();
~C3dActorV1() override;
void Assign(const C3dModelRes& resource) override;
void UpdateBounds() override;
void Prepare(ModelLightingContext& context) override;
void Animate(double frame) override;
void Update() override;
void Draw(const float* matrix, bool clip, ModelRenderContext& context) override;
C3dNode* Find(const char* name) override;
/* 0170 */ C3dNodeV1* root;
/* 0174 */ int frame;
/* 0178 */ int animationLength;
/* 017C */ unsigned lastTick;
};
class C3dActorV2 : public C3dActor {
public:
C3dActorV2();
~C3dActorV2() override;
void Assign(const C3dModelRes& resource) override;
void UpdateTransform() override;
void UpdateBounds() override;
void Prepare(ModelLightingContext& context) override;
void Animate(double frame) override;
void Update() override;
void Draw(const float* matrix, bool clip, ModelRenderContext& context) override;
C3dNode* Find(const char* name) override;
void SetSpeed(float speed) override;
/* 0170 */ std::list<C3dNodeV2*> roots;
/* 0178 */ float framesPerSecond;
/* 017C */ unsigned char unknown_017C[4];
/* 0180 */ double duration;
/* 0188 */ unsigned startTick;
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(C3dActor) == 368);
static_assert(sizeof(C3dActorV1) == 384);
static_assert(sizeof(C3dActorV2) == 400);
#endif
#endif