254 lines
6.7 KiB
C++
254 lines
6.7 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_MODEL_HPP_
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#define RAYLIB_CPP_INCLUDE_MODEL_HPP_
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#include <string>
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#include "./RaylibException.hpp"
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#include "./raylib-cpp-utils.hpp"
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#include "./raylib.hpp"
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namespace raylib {
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class Mesh;
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/**
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* Model type
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*/
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class Model : public ::Model {
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public:
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Model() {
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// Nothing.
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}
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/*
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* Copy a model from another model.
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*/
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Model(const ::Model& model) : ::Model(model) { }
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/*
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* Load a model from a file.
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*
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* @throws raylib::RaylibException Throws if failed to load the Modal.
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*/
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Model(const std::string& fileName) { Load(fileName); }
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/*
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* Load a model from a mesh.
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*
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* @throws raylib::RaylibException Throws if failed to load the Modal.
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*/
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Model(const ::Mesh& mesh) { Load(mesh); }
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/**
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* The Model constructor with a Mesh() is removed.
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*
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* Use `raylib::MeshUnmanaged` or `::Mesh` instead, as raylib will take ownership of the data.
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*
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* @see raylib::MeshUnmanaged
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*/
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Model(const raylib::Mesh& mesh) = delete;
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~Model() { Unload(); }
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Model(const Model&) = delete;
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Model(Model&& other) noexcept {
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set(other);
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other.meshCount = 0;
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other.materialCount = 0;
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other.meshes = nullptr;
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other.materials = nullptr;
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other.meshMaterial = nullptr;
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other.boneCount = 0;
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other.bones = nullptr;
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other.bindPose = nullptr;
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}
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GETTERSETTER(::Matrix, Transform, transform)
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GETTERSETTER(int, MeshCount, meshCount)
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GETTERSETTER(int, MaterialCount, materialCount)
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GETTERSETTER(::Mesh*, Meshes, meshes)
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GETTERSETTER(::Material*, Materials, materials)
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GETTERSETTER(int*, MeshMaterial, meshMaterial)
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GETTERSETTER(int, BoneCount, boneCount)
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GETTERSETTER(::BoneInfo*, Bones, bones)
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GETTERSETTER(::Transform*, BindPose, bindPose)
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Model& operator=(const ::Model& model) {
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set(model);
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return *this;
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}
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Model& operator=(const Model&) = delete;
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Model& operator=(Model&& other) noexcept {
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if (this == &other) {
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return *this;
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}
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Unload();
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set(other);
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other.meshCount = 0;
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other.materialCount = 0;
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other.meshes = nullptr;
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other.materials = nullptr;
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other.meshMaterial = nullptr;
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other.boneCount = 0;
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other.bones = nullptr;
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other.bindPose = nullptr;
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return *this;
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}
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/**
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* Unload model (including meshes) from memory (RAM and/or VRAM)
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*/
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void Unload() {
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if (meshes != nullptr || materials != nullptr) {
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::UnloadModel(*this);
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meshes = nullptr;
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materials = nullptr;
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}
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}
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/**
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* Set material for a mesh
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*/
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Model& SetMeshMaterial(int meshId, int materialId) {
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::SetModelMeshMaterial(this, meshId, materialId);
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return *this;
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}
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/**
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* Update model animation pose
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*/
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Model& UpdateAnimation(const ::ModelAnimation& anim, int frame) {
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::UpdateModelAnimation(*this, anim, frame);
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return *this;
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}
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/**
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* Update model animation pose
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*/
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Model& UpdateAnimationBones(const ::ModelAnimation& anim, int frame) {
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::UpdateModelAnimationBones(*this, anim, frame);
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return *this;
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}
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/**
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* Check model animation skeleton match
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*/
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[[nodiscard]] bool IsModelAnimationValid(const ::ModelAnimation& anim) const { return ::IsModelAnimationValid(*this, anim); }
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/**
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* Draw a model (with texture if set)
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*/
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void Draw(::Vector3 position, float scale = 1.0f, ::Color tint = {255, 255, 255, 255}) const {
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::DrawModel(*this, position, scale, tint);
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}
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/**
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* Draw a model with extended parameters
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*/
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void Draw(
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::Vector3 position,
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::Vector3 rotationAxis,
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float rotationAngle = 0.0f,
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::Vector3 scale = {1.0f, 1.0f, 1.0f},
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::Color tint = {255, 255, 255, 255}) const {
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::DrawModelEx(*this, position, rotationAxis, rotationAngle, scale, tint);
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}
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/**
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* Draw a model wires (with texture if set)
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*/
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void DrawWires(::Vector3 position, float scale = 1.0f, ::Color tint = {255, 255, 255, 255}) const {
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::DrawModelWires(*this, position, scale, tint);
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}
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/**
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* Draw a model wires (with texture if set) with extended parameters
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*/
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void DrawWires(
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::Vector3 position,
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::Vector3 rotationAxis,
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float rotationAngle = 0.0f,
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::Vector3 scale = {1.0f, 1.0f, 1.0f},
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::Color tint = {255, 255, 255, 255}) const {
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::DrawModelWiresEx(*this, position, rotationAxis, rotationAngle, scale, tint);
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}
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/**
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* Draw a model as points
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*/
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void DrawPoints(::Vector3 position, float scale = 1.0f, ::Color tint = {255, 255, 255, 255}) {
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::DrawModelPoints(*this, position, scale, tint);
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}
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/**
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* Draw a model as points
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*/
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void DrawPoints(::Vector3 position, ::Vector3 rotationAxis, float rotationAngle = 0.0f, ::Vector3 scale = {1.0f, 1.0f, 1.0f}, ::Color tint = {255, 255, 255, 255}) {
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::DrawModelPointsEx(*this, position, rotationAxis, rotationAngle, scale, tint);
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}
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/**
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* Compute model bounding box limits (considers all meshes)
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*/
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[[nodiscard]] BoundingBox GetBoundingBox() const { return ::GetModelBoundingBox(*this); }
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/**
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* Compute model bounding box limits (considers all meshes)
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*/
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explicit operator BoundingBox() const { return ::GetModelBoundingBox(*this); }
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/**
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* Determines whether or not the Model has data in it.
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*/
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[[nodiscard]] bool IsValid() const { return ::IsModelValid(*this); }
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/**
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* Loads a Model from the given file.
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*
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* @throws raylib::RaylibException Throws if failed to load the Modal.
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*/
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void Load(const std::string& fileName) {
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set(::LoadModel(fileName.c_str()));
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if (!IsValid()) {
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throw RaylibException("Failed to load Model from " + fileName);
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}
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}
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/**
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* Loads a Model from the given Mesh.
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*
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* @throws raylib::RaylibException Throws if failed to load the Modal.
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*/
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void Load(const ::Mesh& mesh) {
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set(::LoadModelFromMesh(mesh));
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if (!IsValid()) {
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throw RaylibException("Failed to load Model from Mesh");
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}
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}
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protected:
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void set(const ::Model& model) {
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transform = model.transform;
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meshCount = model.meshCount;
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materialCount = model.materialCount;
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meshes = model.meshes;
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materials = model.materials;
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meshMaterial = model.meshMaterial;
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boneCount = model.boneCount;
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bones = model.bones;
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bindPose = model.bindPose;
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}
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};
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} // namespace raylib
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using RModel = raylib::Model;
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#endif // RAYLIB_CPP_INCLUDE_MODEL_HPP_
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