leocad/common/lc_meshloader.h

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#pragma once
#include "lc_array.h"
#include "lc_math.h"
#include "lc_mesh.h"
#define LC_LIBRARY_VERTEX_UNTEXTURED 0x1
#define LC_LIBRARY_VERTEX_TEXTURED 0x2
enum lcMeshDataType
{
LC_MESHDATA_HIGH,
LC_MESHDATA_LOW,
LC_MESHDATA_SHARED,
LC_NUM_MESHDATA_TYPES
};
struct lcLibraryMeshVertex
{
lcVector3 Position;
lcVector3 Normal;
float NormalWeight;
lcVector2 TexCoord;
quint32 Usage;
};
class lcLibraryMeshSection
{
public:
lcLibraryMeshSection(lcMeshPrimitiveType PrimitiveType, quint32 Color, lcTexture* Texture)
: mIndices(1024, 1024)
{
mPrimitiveType = PrimitiveType;
mColor = Color;
mTexture = Texture;
}
lcMeshPrimitiveType mPrimitiveType;
quint32 mColor;
lcTexture* mTexture;
lcArray<quint32> mIndices;
};
enum class lcLibraryTextureMapType
{
PLANAR,
CYLINDRICAL,
SPHERICAL
};
struct lcLibraryTextureMap
{
lcTexture* Texture;
union lcTextureMapParams
{
lcTextureMapParams()
{
}
struct lcTextureMapPlanarParams
{
lcVector4 Planes[2];
} Planar;
struct lcTextureMapCylindricalParams
{
lcVector4 FrontPlane;
float UpLength;
lcVector4 Plane1;
lcVector4 Plane2;
} Cylindrical;
struct lcTextureMapSphericalParams
{
lcVector4 FrontPlane;
lcVector3 Center;
lcVector4 Plane1;
lcVector4 Plane2;
} Spherical;
} Params;
float Angle1;
float Angle2;
lcLibraryTextureMapType Type;
bool Fallback;
bool Next;
};
class lcLibraryMeshData
{
public:
lcLibraryMeshData()
{
mHasTextures = false;
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mHasStyleStud = false;
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
mVertices[MeshDataIdx].SetGrow(1024);
}
~lcLibraryMeshData()
{
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
mSections[MeshDataIdx].DeleteAll();
}
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lcLibraryMeshData(const lcLibraryMeshData&) = delete;
lcLibraryMeshData(lcLibraryMeshData&&) = delete;
lcLibraryMeshData& operator=(const lcLibraryMeshData&) = delete;
lcLibraryMeshData& operator=(lcLibraryMeshData&&) = delete;
bool IsEmpty() const
{
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
if (!mSections[MeshDataIdx].IsEmpty())
return false;
return true;
}
void RemoveAll()
{
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
mVertices[MeshDataIdx].RemoveAll();
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
mSections[MeshDataIdx].RemoveAll();
mHasTextures = false;
}
lcMesh* CreateMesh();
lcLibraryMeshSection* AddSection(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, lcTexture* Texture);
quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, bool Optimize);
quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, bool Optimize);
quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector2& TexCoord, bool Optimize);
quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, const lcVector2& TexCoord, bool Optimize);
void AddVertices(lcMeshDataType MeshDataType, int VertexCount, int* BaseVertex, lcLibraryMeshVertex** VertexBuffer);
void AddIndices(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, int IndexCount, quint32** IndexBuffer);
void AddLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcVector3* Vertices, bool Optimize);
void AddTexturedLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcLibraryTextureMap& Map, const lcVector3* Vertices, bool Optimize);
void AddMeshData(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex);
void AddMeshDataNoDuplicateCheck(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex);
void TestQuad(int* QuadIndices, const lcVector3* Vertices);
void ResequenceQuad(int* QuadIndices, int a, int b, int c, int d);
lcArray<lcLibraryMeshSection*> mSections[LC_NUM_MESHDATA_TYPES];
lcArray<lcLibraryMeshVertex> mVertices[LC_NUM_MESHDATA_TYPES];
bool mHasTextures;
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bool mHasStyleStud;
};
class lcMeshLoader
{
public:
lcMeshLoader(lcLibraryMeshData& MeshData, bool Optimize, Project* CurrentProject, bool SearchProjectFolder);
bool LoadMesh(lcFile& File, lcMeshDataType MeshDataType);
protected:
bool ReadMeshData(lcFile& File, const lcMatrix44& CurrentTransform, quint32 CurrentColorCode, bool InvertWinding, lcArray<lcLibraryTextureMap>& TextureStack, lcMeshDataType MeshDataType);
lcLibraryMeshData& mMeshData;
bool mOptimize;
Project* mCurrentProject;
bool mSearchProjectFolder;
};