#pragma once #include "lc_math.h" enum lcMeshPrimitiveType { LC_MESH_LINES = 0x01, LC_MESH_TRIANGLES = 0x02, LC_MESH_TEXTURED_TRIANGLES = 0x08, LC_MESH_CONDITIONAL_LINES = 0x10, LC_MESH_NUM_PRIMITIVE_TYPES }; struct lcVertex { lcVector3 Position; quint32 Normal; }; struct lcVertexTextured { lcVector3 Position; quint32 Normal; lcVector2 TexCoord; }; struct lcVertexConditional { lcVector3 Position1; lcVector3 Position2; lcVector3 Position3; lcVector3 Position4; }; struct lcMeshSection { int ColorIndex; int IndexOffset; int NumIndices; lcMeshPrimitiveType PrimitiveType; lcTexture* Texture; lcBoundingBox BoundingBox; float Radius; }; struct lcMeshLod { lcMeshSection* Sections; int NumSections; }; enum { LC_MESH_LOD_HIGH, LC_MESH_LOD_LOW, LC_NUM_MESH_LODS }; enum class lcMeshFlag { HasDefault = 0x01, // Mesh has triangles using the default color HasSolid = 0x02, // Mesh has triangles using a solid color HasTranslucent = 0x04, // Mesh has triangles using a translucent color HasLines = 0x08, // Mesh has lines HasTexture = 0x10, // Mesh has sections using textures HasStyleStud = 0x20 // Mesh has a stud that can have a logo applied }; Q_DECLARE_FLAGS(lcMeshFlags, lcMeshFlag) Q_DECLARE_OPERATORS_FOR_FLAGS(lcMeshFlags) class lcMesh { public: lcMesh(); ~lcMesh(); lcMesh(const lcMesh&) = delete; lcMesh(lcMesh&&) = delete; lcMesh& operator=(const lcMesh&) = delete; lcMesh& operator=(lcMesh&&) = delete; void Create(quint16 (&NumSections)[LC_NUM_MESH_LODS], int VertexCount, int TexturedVertexCount, int ConditionalVertexCount, int IndexCount); void CreateBox(); bool FileLoad(lcMemFile& File); bool FileSave(lcMemFile& File); template void ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable); void ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable); template void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset); void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset); template bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist); bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist); template bool IntersectsPlanes(const lcVector4 (&Planes)[6]); bool IntersectsPlanes(const lcVector4 (&Planes)[6]); int GetLodIndex(float Distance) const; const lcVertex* GetVertexData() const { return static_cast(mVertexData); } const lcVertexTextured* GetTexturedVertexData() const { return reinterpret_cast(static_cast(mVertexData) + mNumVertices * sizeof(lcVertex)); } const lcVertexConditional* GetConditionalVertexData() const { return reinterpret_cast(static_cast(mVertexData) + mNumVertices * sizeof(lcVertex) + mNumTexturedVertices * sizeof(lcVertexTextured)); } lcMeshLod mLods[LC_NUM_MESH_LODS]; lcBoundingBox mBoundingBox; float mRadius; lcMeshFlags mFlags; void* mVertexData; int mVertexDataSize; void* mIndexData; int mIndexDataSize; int mVertexCacheOffset; int mIndexCacheOffset; int mNumVertices; int mNumTexturedVertices; int mConditionalVertexCount; int mIndexType; };