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Graphics::Aurora::Model_DragonAge Class Reference

A 3D model in the Dragon Age MMH+MSH format. More...

#include <model_dragonage.h>

Inheritance diagram for Graphics::Aurora::Model_DragonAge:
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Classes

struct  ParserContext
 

Public Member Functions

 Model_DragonAge (const Common::UString &name, ModelType type=kModelTypeObject)
 
 ~Model_DragonAge ()
 
- Public Member Functions inherited from Graphics::Aurora::Model
 Model (ModelType type=kModelTypeObject)
 
 ~Model ()
 
void show ()
 Show the object. More...
 
void hide ()
 Hide the object. More...
 
ModelType getType () const
 Return the model's type. More...
 
const Common::UStringgetName () const
 Get the model's name. More...
 
float getWidth () const
 Get the width of the model's bounding box. More...
 
float getHeight () const
 Get the height of the model's bounding box. More...
 
float getDepth () const
 Get the depth of the model's bounding box. More...
 
void drawBound (bool enabled)
 Should a bounding box be drawn around this model? More...
 
void drawSkeleton (bool enabled, bool showInvisible)
 Should a skeleton showing the nodes and their relation be drawn inside the model? More...
 
void setEnvironmentMap (const Common::UString &environmentMap="")
 Change the environment map on this model. More...
 
void setSkinned (bool skinned)
 Set the flag if the model has skinned animations. More...
 
bool isIn (float x, float y) const
 Is that point within the model's bounding box? More...
 
bool isIn (float x, float y, float z) const
 Is that point within the model's bounding box? More...
 
bool isIn (float x1, float y1, float z1, float x2, float y2, float z2) const
 Does the line from x1.y1.z1 to x2.y2.z2 intersect with model's bounding box? More...
 
void getScale (float &x, float &y, float &z) const
 Get the current scale of the model. More...
 
void getOrientation (float &x, float &y, float &z, float &angle) const
 Get the current orientation of the model. More...
 
void getPosition (float &x, float &y, float &z) const
 Get the current position of the model. More...
 
void getAbsolutePosition (float &x, float &y, float &z) const
 Get the position of the node after translate/rotate. More...
 
void setScale (float x, float y, float z)
 Set the current scale of the model. More...
 
void setOrientation (float x, float y, float z, float angle)
 Set the current orientation of the model. More...
 
void setPosition (float x, float y, float z)
 Set the current position of the model. More...
 
void scale (float x, float y, float z)
 Scale the model, relative to its current scale. More...
 
void rotate (float x, float y, float z, float angle)
 Rotate the model, relative to its current orientation. More...
 
void move (float x, float y, float z)
 Move the model, relative to its current position. More...
 
void getTooltipAnchor (float &x, float &y, float &z) const
 Get the point where the feedback tooltip is anchored. More...
 
const std::list< Common::UString > & getStates () const
 Return a list of all animation state names. More...
 
void setState (const Common::UString &name="")
 Set the current animation state. More...
 
const Common::UStringgetState () const
 Return the name of the current state. More...
 
bool hasNode (const Common::UString &node) const
 Does the specified node exist in the current state? More...
 
ModelNodegetNode (const Common::UString &node)
 Get the specified node, from the current state. More...
 
const ModelNodegetNode (const Common::UString &node) const
 Get the specified node, from the current state. More...
 
ModelNodegetNode (const Common::UString &stateName, const Common::UString &node)
 Get the specified node, from the named state, if it exists. More...
 
const ModelNodegetNode (const Common::UString &stateName, const Common::UString &node) const
 Get the specified node, from the named state, if it exists. More...
 
ModelNodegetNode (uint16 nodeNumber)
 Get node by node number. More...
 
const ModelNodegetNode (uint16 nodeNumber) const
 Get node by node number. More...
 
const std::list< ModelNode * > & getNodes ()
 Get all nodes in the current state. More...
 
void attachModel (const Common::UString &nodeName, Model *model)
 Add another model as a child to the named node. More...
 
bool hasAnimation (const Common::UString &anim) const
 Does this model have this named animation? More...
 
float getAnimationScale (const Common::UString &anim)
 Determine what animation scaling applies. More...
 
void addAnimationChannel (AnimationChannelName name)
 
AnimationChannelgetAnimationChannel (AnimationChannelName name)
 
void clearDefaultAnimations ()
 
void addDefaultAnimation (const Common::UString &anim, uint8 probability)
 
void playDefaultAnimation ()
 
void playAnimation (const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
 
void calculateDistance ()
 Calculate the object's distance. More...
 
void render (RenderPass pass)
 Render the object. More...
 
void renderImmediate (const glm::mat4 &parentTransform)
 For shader based systems, don't sort anything, render this right_now. More...
 
void queueRender (const glm::mat4 &parentTransform)
 Queue the object for later rendering. More...
 
void advanceTime (float dt)
 Advance time (used by renderables with animations). More...
 
void flushNodeBuffers ()
 Apply buffered changes to model nodes position and geometry. More...
 
ModelgetAttachedModel (const Common::UString &node)
 
- Public Member Functions inherited from Graphics::GLContainer
 GLContainer ()
 
 ~GLContainer ()
 
void rebuild ()
 
void destroy ()
 
- Public Member Functions inherited from Graphics::Queueable
 Queueable ()
 
virtual ~Queueable ()
 
- Public Member Functions inherited from Graphics::Renderable
 Renderable (RenderableType type)
 
 ~Renderable ()
 
bool operator< (const Queueable &q) const
 
double getDistance () const
 Get the distance of the object from the viewer. More...
 
uint32 getID () const
 Get the object's unique ID. More...
 
bool isClickable () const
 Is the object clickable? More...
 
void setClickable (bool clickable)
 Set the object's clickable state. More...
 
const Common::UStringgetTag () const
 Get the object's tag. More...
 
void setTag (const Common::UString &tag)
 Set the object's tag. More...
 
bool isVisible () const
 Is the object visible? More...
 

Private Member Functions

void newState (ParserContext &ctx)
 
void addState (ParserContext &ctx)
 
void load (ParserContext &ctx)
 

Friends

class ModelNode_DragonAge
 

Additional Inherited Members

- Static Public Member Functions inherited from Graphics::Aurora::Model
static void readValue (Common::SeekableReadStream &stream, uint32 &value)
 
static void readValue (Common::SeekableReadStream &stream, float &value)
 
static void readArrayDef (Common::SeekableReadStream &stream, uint32 &offset, uint32 &count)
 
template<typename T >
static void readArray (Common::SeekableReadStream &stream, uint32 offset, uint32 count, std::vector< T > &values)
 
- Protected Types inherited from Graphics::Aurora::Model
typedef std::list< ModelNode * > NodeList
 
typedef std::map< Common::UString, ModelNode *, Common::UString::ilessNodeMap
 
typedef std::map< Common::UString, Animation *, Common::UString::ilessAnimationMap
 
typedef std::map< AnimationChannelName, AnimationChannel * > AnimationChannelMap
 
typedef std::list< State * > StateList
 
typedef std::map< Common::UString, State * > StateMap
 
- Protected Member Functions inherited from Graphics::Aurora::Model
void queueDrawBound ()
 
void doDrawBound ()
 
void doDrawSkeleton ()
 
AnimationgetAnimation (const Common::UString &anim)
 Get the animation from its name. More...
 
void finalize ()
 Finalize the loading procedure. More...
 
void doRebuild ()
 
void doDestroy ()
 
- Protected Member Functions inherited from Graphics::Queueable
bool isInQueue (QueueType queue) const
 
void addToQueue (QueueType queue)
 
void removeFromQueue (QueueType queue)
 
void lockQueue (QueueType queue)
 
void unlockQueue (QueueType queue)
 
void sortQueue (QueueType queue)
 
- Protected Member Functions inherited from Graphics::Renderable
void resort ()
 
void lockFrame ()
 
void unlockFrame ()
 
void lockFrameIfVisible ()
 
void unlockFrameIfVisible ()
 
- Protected Attributes inherited from Graphics::Aurora::Model
ModelType _type
 The model's type. More...
 
Common::UString _fileName
 The model's file name. More...
 
Common::UString _name
 The model's name. More...
 
Common::UString _superModelName
 Name of the super model. More...
 
Model_superModel
 The actual super model. More...
 
StateList _stateList
 All states within this model. More...
 
StateMap _stateMap
 All states within this model, index by name. More...
 
State_currentState
 The current state. More...
 
std::list< Common::UString_stateNames
 All state names. More...
 
AnimationMap _animationMap
 Map of all animations in this model. More...
 
AnimationChannelMap _animationChannels
 
float _animationScale
 The scale of the animation. More...
 
float _scale [3]
 Model's scale. More...
 
float _orientation [4]
 Model's orientation. More...
 
float _position [3]
 Model's position. More...
 
float _center [3]
 Model's center. More...
 
glm::mat4 _absolutePosition
 
Common::BoundingBox _boundBox
 The model's bounding box. More...
 
Common::BoundingBox _absoluteBoundBox
 The model's box after translate/rotate. More...
 
bool _skinned
 
bool _positionRelative
 
Shader::ShaderRenderable _boundRenderable
 
glm::mat4 _boundTransform
 
- Protected Attributes inherited from Graphics::Renderable
QueueType _queueExists
 
QueueType _queueVisible
 
uint32 _id
 
bool _clickable
 
Common::UString _tag
 
double _distance
 The distance of the object from the viewer. More...
 

Detailed Description

A 3D model in the Dragon Age MMH+MSH format.

Both Dragon Age: Origins and Dragon Age 2 models are supported.

A few caveats:

Definition at line 54 of file model_dragonage.h.

Constructor & Destructor Documentation

◆ Model_DragonAge()

Graphics::Aurora::Model_DragonAge::Model_DragonAge ( const Common::UString name,
ModelType  type = kModelTypeObject 
)

Definition at line 193 of file model_dragonage.cpp.

References Graphics::Aurora::Model::_fileName, Graphics::Aurora::Model::finalize(), and load().

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◆ ~Model_DragonAge()

Graphics::Aurora::Model_DragonAge::~Model_DragonAge ( )

Definition at line 203 of file model_dragonage.cpp.

Member Function Documentation

◆ addState()

void Graphics::Aurora::Model_DragonAge::addState ( ParserContext ctx)
private

◆ load()

void Graphics::Aurora::Model_DragonAge::load ( ParserContext ctx)
private

◆ newState()

void Graphics::Aurora::Model_DragonAge::newState ( ParserContext ctx)
private

Definition at line 238 of file model_dragonage.cpp.

References Graphics::Aurora::Model_DragonAge::ParserContext::clear(), and Graphics::Aurora::Model_DragonAge::ParserContext::state.

Referenced by load().

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Friends And Related Function Documentation

◆ ModelNode_DragonAge

friend class ModelNode_DragonAge
friend

Definition at line 90 of file model_dragonage.h.

Referenced by load().


The documentation for this class was generated from the following files: