//========= Copyright Valve Corporation, All rights reserved. ============// // // A class representing an MDL // //============================================================================= #ifndef DMEMDL_H #define DMEMDL_H #ifdef _WIN32 #pragma once #endif #include "datamodel/dmelement.h" #include "datamodel/dmattribute.h" #include "datamodel/dmattributevar.h" #include "movieobjects/dmeshape.h" #include "datacache/imdlcache.h" #include "tier3/mdlutils.h" #include "mathlib/vector.h" #include #include //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CDmeTransform; class IMorph; class IMaterial; struct SubdivMesh_t; class IMesh; class CDmeDrawSettings; struct matrix3x4_t; class CStudioHdr; //----------------------------------------------------------------------------- // A class representing an MDL //----------------------------------------------------------------------------- class CDmeMDL : public CDmeShape { DEFINE_ELEMENT( CDmeMDL, CDmeShape ); public: virtual void Draw( const matrix3x4_t& shapeToWorld, CDmeDrawSettings *pDrawSettings = NULL ); void DrawInEngine( bool bDrawInEngine ); bool IsDrawingInEngine() const; void SetMDL( MDLHandle_t handle ); MDLHandle_t GetMDL( ) const; float GetRadius() const; // NOTE: This radius is one that is centered at the origin void GetBoundingSphere( Vector &vecCenter, float &flRadius ); void GetBoundingBox( Vector *pMins, Vector *pMaxs ) const; // Computes bone-to-world transforms void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices ); public: CDmaColor m_Color; CDmaVar m_nSkin; CDmaVar m_nBody; CDmaVar m_nSequence; CDmaVar m_nLOD; CDmaVar m_flPlaybackRate; CDmaVar m_flTime; CDmaVar m_vecViewTarget; CDmaVar m_bWorldSpaceViewTarget; private: void UpdateMDL(); CMDL m_MDL; bool m_bDrawInEngine; }; #endif // DMEMDL_H