rodecomp/Source/Contents/Models/ModelNode.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

Previous head: 35d2a8cb36
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2026-10-25 07:42:41 +00:00

82 lines
2.6 KiB
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_MODELS_MODELNODE_H
#define RAGNAROK_SOURCE_CONTENTS_MODELS_MODELNODE_H
#include "Contents/Models/ModelAnimation.h"
#include "Contents/Models/ModelRendering.h"
#include <array>
class C3dActor;
struct ModelTextureTransform {
float values[5] = {0, 0, 1, 1, 0};
};
void SampleModelTexture(const ModelTextureChannels& channels, float frame, ModelTextureTransform& output);
class C3dNode {
public:
C3dNode();
virtual ~C3dNode();
C3dNode(const C3dNode&) = delete;
C3dNode& operator=(const C3dNode&) = delete;
virtual void Initialize(const ModelNode& resource);
virtual void Animate(double frame);
virtual void Draw(const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context) = 0;
C3dNode* Find(const char* name);
void OverrideColors();
void Prepare(const float* matrix, ModelLightingContext& context);
void SampleGroundColors(const float* matrix, const float* position, const class GroundGeometry& ground);
void AccumulateBounds(float* bounds, const float* matrix);
std::string name;
C3dActor* model;
C3dNode* parent;
std::list<C3dNode*> children;
ModelMesh* mesh;
AffineMatrix transform;
std::vector<CTexture*> textures;
float alpha;
std::vector<ModelFaceState> faceState;
std::vector<int> faceValues;
unsigned char unknown_0088;
};
class C3dNodeV1 : public C3dNode {
public:
C3dNodeV1();
~C3dNodeV1() override;
void Initialize(const ModelNode& resource) override;
void Animate(double frame) override;
void Draw(const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context) override;
std::vector<ModelScaleKey> scaleKeys;
std::vector<ModelRotationKey> rotationKeys;
std::vector<ModelPositionKey> positionKeys;
};
class C3dNodeV2 : public C3dNode {
public:
C3dNodeV2();
~C3dNodeV2() override;
void Initialize(const ModelNode& resource) override;
void Animate(double frame) override;
void Draw(const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context) override;
AffineMatrix resourceTransform;
AffineMatrix localTransform;
std::vector<ModelRotationKey> scaleKeys;
std::vector<ModelRotationKey> rotationKeys;
std::vector<ModelRotationKey> positionKeys;
std::map<int, ModelTextureChannels> textureKeys;
std::map<int, ModelTextureTransform> textureTransforms;
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(C3dNode) == 140);
static_assert(sizeof(C3dNodeV1) == 176);
static_assert(sizeof(C3dNodeV2) == 288);
#endif
#endif