Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Describes the way to compile a MDL file (eventual replacement for qc)
//
//===========================================================================//
#ifndef DMEMDLMAKEFILE_H
#define DMEMDLMAKEFILE_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmemakefile.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeMDL;
//-----------------------------------------------------------------------------
// Describes a skin source for MDL makefiles
//-----------------------------------------------------------------------------
class CDmeSourceSkin : public CDmeSource
{
DEFINE_ELEMENT( CDmeSourceSkin, CDmeSource );
public:
// These can be built from DCC makefiles
virtual const char **GetSourceMakefileTypes();
CDmaString m_SkinName;
CDmaVar<bool> m_bFlipTriangles;
CDmaVar<float> m_flScale;
};
//-----------------------------------------------------------------------------
// Describes a skin source for MDL makefiles
//-----------------------------------------------------------------------------
class CDmeSourceCollisionModel : public CDmeSource
{
DEFINE_ELEMENT( CDmeSourceCollisionModel, CDmeSource );
public:
// These can be built from DCC makefiles
virtual const char **GetSourceMakefileTypes();
private:
};
//-----------------------------------------------------------------------------
// Describes an animation source for MDL makefiles
//-----------------------------------------------------------------------------
class CDmeSourceAnimation : public CDmeSource
{
DEFINE_ELEMENT( CDmeSourceAnimation, CDmeSource );
public:
// These can be built from DCC makefiles
virtual const char **GetSourceMakefileTypes();
CDmaString m_AnimationName;
CDmaString m_SourceAnimationName; // Name in the source file
private:
};
//-----------------------------------------------------------------------------
// Describes a MDL asset: something that is compiled from sources
//-----------------------------------------------------------------------------
class CDmeMDLMakefile : public CDmeMakefile
{
DEFINE_ELEMENT( CDmeMDLMakefile, CDmeMakefile );
public:
void SetSkin( const char *pFullPath );
void AddAnimation( const char *pFullPath );
void RemoveAnimation( const char *pFullPath );
void RemoveAllAnimations( );
virtual DmeMakefileType_t *GetMakefileType();
virtual DmeMakefileType_t* GetSourceTypes();
virtual void GetOutputs( CUtlVector<CUtlString> &fullPaths );
private:
// Inherited classes should re-implement these methods
virtual CDmElement *CreateOutputElement( );
virtual void DestroyOutputElement( CDmElement *pOutput );
virtual const char *GetOutputDirectoryID() { return "makefilegamedir:.."; }
CDmeHandle< CDmeMDL > m_hMDL;
bool m_bFlushMDL;
};
#endif // DMEMDLMAKEFILE_H