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📄 coremodel.h

📁 Cal3D实现虚拟角色 Cal3D实现虚拟角色
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//****************************************************************************//// coremodel.h                                                                //// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger                       ////****************************************************************************//// This library is free software; you can redistribute it and/or modify it    //// under the terms of the GNU Lesser General Public License as published by   //// the Free Software Foundation; either version 2.1 of the License, or (at    //// your option) any later version.                                            ////****************************************************************************//#ifndef CAL_COREMODEL_H#define CAL_COREMODEL_H#include "cal3d/coreanimation.h"#include "cal3d/corematerial.h"#include "cal3d/coremesh.h"#include "cal3d/coreskeleton.h"#include "cal3d/global.h"class CalCoreMorphAnimation;class CAL3D_API CalCoreModel{public:  CalCoreModel(const std::string& name);  ~CalCoreModel();  Cal::UserData getUserData();  void setUserData(Cal::UserData userData);  void scale(float factor);  // animations  int addCoreAnimation(CalCoreAnimation *pCoreAnimation);  CalCoreAnimation *getCoreAnimation(int coreAnimationId);  int getCoreAnimationCount();  int loadCoreAnimation(const std::string& strFilename);  int loadCoreAnimation(const std::string& strFilename, const std::string& strAnimationName);  int unloadCoreAnimation(const std::string& name);  int unloadCoreAnimation(int coreAnimationId);  bool saveCoreAnimation(const std::string& strFilename, int coreAnimationId);  bool addAnimationName(const std::string& strAnimationName, int coreAnimationId);  int getCoreAnimationId(const std::string& strAnimationName);  // morph animations  int addCoreMorphAnimation(CalCoreMorphAnimation *pCoreMorphAnimation);  CalCoreMorphAnimation *getCoreMorphAnimation(int coreMorphAnimationId);  int getCoreMorphAnimationCount();  // materials  int addCoreMaterial(CalCoreMaterial *pCoreMaterial);  bool createCoreMaterialThread(int coreMaterialThreadId);  CalCoreMaterial *getCoreMaterial(int coreMaterialId);  int getCoreMaterialCount();  int getCoreMaterialId(int coreMaterialThreadId, int coreMaterialSetId);  int loadCoreMaterial(const std::string& strFilename);  int loadCoreMaterial(const std::string& strFilename, const std::string& strMaterialName);  int unloadCoreMaterial(const std::string& name);  int unloadCoreMaterial(int coreMaterialId);  bool saveCoreMaterial(const std::string& strFilename, int coreMaterialId);  bool setCoreMaterialId(int coreMaterialThreadId, int coreMaterialSetId, int coreMaterialId);  bool addMaterialName(const std::string& strMaterialName, int coreMaterialId);  int getCoreMaterialId(const std::string& strMaterialName);  // meshes  int addCoreMesh(CalCoreMesh *pCoreMesh);  CalCoreMesh *getCoreMesh(int coreMeshId);  int getCoreMeshCount();  int loadCoreMesh(const std::string& strFilename);  int loadCoreMesh(const std::string& strFilename, const std::string& strMeshName);  int unloadCoreMesh(const std::string& name);  int unloadCoreMesh(int coreMeshId);  bool saveCoreMesh(const std::string& strFilename, int coreMeshId);  bool addMeshName(const std::string& strMeshName, int coreMeshId);  int getCoreMeshId(const std::string& strMeshName);  // skeleton  CalCoreSkeleton *getCoreSkeleton();  bool loadCoreSkeleton(const std::string& strFilename);  bool saveCoreSkeleton(const std::string& strFilename);  void setCoreSkeleton(CalCoreSkeleton *pCoreSkeleton);  void addBoneName(const std::string& strBoneName, int boneId);  int getBoneId(const std::string& strBoneName);// member variablesprivate:  std::string m_strName;  CalCoreSkeletonPtr m_pCoreSkeleton;  std::vector<CalCoreAnimationPtr> m_vectorCoreAnimation;  std::vector<CalCoreMorphAnimation *> m_vectorCoreMorphAnimation;  std::vector<CalCoreMeshPtr> m_vectorCoreMesh;  std::vector<CalCoreMaterialPtr> m_vectorCoreMaterial;  std::map<int, std::map<int, int> > m_mapmapCoreMaterialThread;  Cal::UserData m_userData;  std::map<std::string, int> m_animationName;  std::map<std::string, int> m_materialName;  std::map<std::string, int> m_meshName;};#endif//****************************************************************************//

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