mirror of
https://github.com/leozide/leocad
synced 2024-12-28 22:23:35 +01:00
514 lines
17 KiB
C++
514 lines
17 KiB
C++
#include "lc_global.h"
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#include "lc_mesh.h"
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#include "lc_colors.h"
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#include "lc_texture.h"
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#include "lc_file.h"
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#include "lc_math.h"
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#include "lc_application.h"
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#include "lc_library.h"
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#define LC_MESH_FILE_ID LC_FOURCC('M', 'E', 'S', 'H')
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#define LC_MESH_FILE_VERSION 0x0121
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lcMesh* gPlaceholderMesh;
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lcMesh::lcMesh()
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{
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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mLods[LodIdx].Sections = nullptr;
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mLods[LodIdx].NumSections = 0;
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}
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mNumVertices = 0;
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mNumTexturedVertices = 0;
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mIndexType = 0;
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mVertexData = nullptr;
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mVertexDataSize = 0;
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mIndexData = nullptr;
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mIndexDataSize = 0;
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mVertexCacheOffset = -1;
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mIndexCacheOffset = -1;
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}
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lcMesh::~lcMesh()
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{
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free(mVertexData);
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free(mIndexData);
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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delete[] mLods[LodIdx].Sections;
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}
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void lcMesh::Create(quint16(&NumSections)[LC_NUM_MESH_LODS], int VertexCount, int TexturedVertexCount, int ConditionalVertexCount, int IndexCount)
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{
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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if (NumSections[LodIdx])
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mLods[LodIdx].Sections = new lcMeshSection[NumSections[LodIdx]];
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mLods[LodIdx].NumSections = NumSections[LodIdx];
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}
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mNumVertices = VertexCount;
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mNumTexturedVertices = TexturedVertexCount;
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mConditionalVertexCount = ConditionalVertexCount;
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mVertexDataSize = VertexCount * sizeof(lcVertex) + TexturedVertexCount * sizeof(lcVertexTextured) + ConditionalVertexCount * sizeof(lcVertexConditional);
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mVertexData = malloc(mVertexDataSize);
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if (VertexCount < 0x10000 && TexturedVertexCount < 0x10000 && ConditionalVertexCount < 0x10000)
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{
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mIndexType = GL_UNSIGNED_SHORT;
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mIndexDataSize = IndexCount * sizeof(GLushort);
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}
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else
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{
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mIndexType = GL_UNSIGNED_INT;
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mIndexDataSize = IndexCount * sizeof(GLuint);
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}
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mIndexData = malloc(mIndexDataSize);
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}
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void lcMesh::CreateBox()
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{
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quint16 NumSections[LC_NUM_MESH_LODS];
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memset(NumSections, 0, sizeof(NumSections));
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NumSections[LC_MESH_LOD_HIGH] = 2;
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Create(NumSections, 24, 0, 0, 36 + 24);
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lcVector3 Min(-10.0f, -10.0f, -24.0f);
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lcVector3 Max(10.0f, 10.0f, 4.0f);
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mRadius = lcLength(Max - Min) / 2.0f;
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mBoundingBox.Min = Min;
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mBoundingBox.Max = Max;
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mFlags |= lcMeshFlag::HasDefault | lcMeshFlag::HasLines;
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lcVertex* Verts = (lcVertex*)mVertexData;
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quint16* Indices = (quint16*)mIndexData;
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Verts[0].Position = lcVector3(Min[0], Min[1], Min[2]);
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Verts[0].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, -1.0f));
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Verts[1].Position = lcVector3(Min[0], Max[1], Min[2]);
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Verts[1].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, -1.0f));
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Verts[2].Position = lcVector3(Max[0], Max[1], Min[2]);
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Verts[2].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, -1.0f));
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Verts[3].Position = lcVector3(Max[0], Min[1], Min[2]);
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Verts[3].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, -1.0f));
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Verts[4].Position = lcVector3(Min[0], Min[1], Max[2]);
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Verts[4].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, 1.0f));
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Verts[5].Position = lcVector3(Min[0], Max[1], Max[2]);
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Verts[5].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, 1.0f));
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Verts[6].Position = lcVector3(Max[0], Max[1], Max[2]);
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Verts[6].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, 1.0f));
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Verts[7].Position = lcVector3(Max[0], Min[1], Max[2]);
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Verts[7].Normal = lcPackNormal(lcVector3(0.0f, 0.0f, 1.0f));
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Verts[8].Position = lcVector3(Min[0], Min[1], Min[2]);
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Verts[8].Normal = lcPackNormal(lcVector3(-1.0f, 0.0f, 0.0f));
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Verts[9].Position = lcVector3(Min[0], Min[1], Max[2]);
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Verts[9].Normal = lcPackNormal(lcVector3(-1.0f, 0.0f, 0.0f));
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Verts[10].Position = lcVector3(Min[0], Max[1], Max[2]);
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Verts[10].Normal = lcPackNormal(lcVector3(-1.0f, 0.0f, 0.0f));
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Verts[11].Position = lcVector3(Min[0], Max[1], Min[2]);
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Verts[11].Normal = lcPackNormal(lcVector3(-1.0f, 0.0f, 0.0f));
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Verts[12].Position = lcVector3(Max[0], Min[1], Min[2]);
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Verts[12].Normal = lcPackNormal(lcVector3(1.0f, 0.0f, 0.0f));
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Verts[13].Position = lcVector3(Max[0], Min[1], Max[2]);
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Verts[13].Normal = lcPackNormal(lcVector3(1.0f, 0.0f, 0.0f));
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Verts[14].Position = lcVector3(Max[0], Max[1], Max[2]);
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Verts[14].Normal = lcPackNormal(lcVector3(1.0f, 0.0f, 0.0f));
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Verts[15].Position = lcVector3(Max[0], Max[1], Min[2]);
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Verts[15].Normal = lcPackNormal(lcVector3(1.0f, 0.0f, 0.0f));
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Verts[16].Position = lcVector3(Min[0], Min[1], Min[2]);
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Verts[16].Normal = lcPackNormal(lcVector3(0.0f, -1.0f, 0.0f));
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Verts[17].Position = lcVector3(Min[0], Min[1], Max[2]);
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Verts[17].Normal = lcPackNormal(lcVector3(0.0f, -1.0f, 0.0f));
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Verts[18].Position = lcVector3(Max[0], Min[1], Max[2]);
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Verts[18].Normal = lcPackNormal(lcVector3(0.0f, -1.0f, 0.0f));
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Verts[19].Position = lcVector3(Max[0], Min[1], Min[2]);
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Verts[19].Normal = lcPackNormal(lcVector3(0.0f, -1.0f, 0.0f));
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Verts[20].Position = lcVector3(Min[0], Max[1], Min[2]);
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Verts[20].Normal = lcPackNormal(lcVector3(0.0f, 1.0f, 0.0f));
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Verts[21].Position = lcVector3(Min[0], Max[1], Max[2]);
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Verts[21].Normal = lcPackNormal(lcVector3(0.0f, 1.0f, 0.0f));
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Verts[22].Position = lcVector3(Max[0], Max[1], Max[2]);
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Verts[22].Normal = lcPackNormal(lcVector3(0.0f, 1.0f, 0.0f));
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Verts[23].Position = lcVector3(Max[0], Max[1], Min[2]);
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Verts[23].Normal = lcPackNormal(lcVector3(0.0f, 1.0f, 0.0f));
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[0];
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Section->ColorIndex = gDefaultColor;
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Section->IndexOffset = 0;
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Section->NumIndices = 36;
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Section->PrimitiveType = LC_MESH_TRIANGLES;
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Section->Texture = nullptr;
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Section->BoundingBox = mBoundingBox;
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Section->Radius = mRadius;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 0; *Indices++ = 2; *Indices++ = 3;
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*Indices++ = 7; *Indices++ = 6; *Indices++ = 5;
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*Indices++ = 7; *Indices++ = 5; *Indices++ = 4;
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*Indices++ = 8; *Indices++ = 9; *Indices++ = 10;
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*Indices++ = 8; *Indices++ = 10; *Indices++ = 11;
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*Indices++ = 15; *Indices++ = 14; *Indices++ = 13;
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*Indices++ = 15; *Indices++ = 13; *Indices++ = 12;
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*Indices++ = 16; *Indices++ = 17; *Indices++ = 18;
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*Indices++ = 16; *Indices++ = 18; *Indices++ = 19;
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*Indices++ = 23; *Indices++ = 22; *Indices++ = 21;
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*Indices++ = 23; *Indices++ = 21; *Indices++ = 20;
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Section = &mLods[LC_MESH_LOD_HIGH].Sections[1];
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Section->ColorIndex = gEdgeColor;
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Section->IndexOffset = 36 * 2;
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Section->NumIndices = 24;
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Section->PrimitiveType = LC_MESH_LINES;
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Section->Texture = nullptr;
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Section->BoundingBox = mBoundingBox;
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Section->Radius = mRadius;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 2; *Indices++ = 3; *Indices++ = 3; *Indices++ = 0;
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*Indices++ = 4; *Indices++ = 5; *Indices++ = 5; *Indices++ = 6;
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*Indices++ = 6; *Indices++ = 7; *Indices++ = 7; *Indices++ = 4;
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*Indices++ = 0; *Indices++ = 4; *Indices++ = 1; *Indices++ = 5;
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*Indices++ = 2; *Indices++ = 6; *Indices++ = 3; *Indices++ = 7;
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}
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template<typename IndexType>
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDistance, lcVector3& HitPlane)
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{
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float Distance;
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lcVector3 IntersectionPlane;
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if (!lcBoundingBoxRayIntersectDistance(mBoundingBox.Min, mBoundingBox.Max, Start, End, &Distance, nullptr, &IntersectionPlane) || (Distance >= MinDistance))
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return false;
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const lcVertex* const Verts = (lcVertex*)mVertexData;
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bool Hit = false;
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lcVector3 Intersection;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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const lcVector3& v1 = Verts[Indices[Idx]].Position;
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const lcVector3& v2 = Verts[Indices[Idx + 1]].Position;
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const lcVector3& v3 = Verts[Indices[Idx + 2]].Position;
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if (lcLineTriangleMinIntersection(v1, v2, v3, Start, End, &MinDistance, &Intersection))
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Hit = true;
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}
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}
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if (Hit)
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HitPlane = IntersectionPlane;
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return Hit;
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}
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist, lcVector3& HitPlane)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return MinIntersectDist<GLushort>(Start, End, MinDist, HitPlane);
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else
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return MinIntersectDist<GLuint>(Start, End, MinDist, HitPlane);
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}
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template<typename IndexType>
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bool lcMesh::IntersectsPlanes(const lcVector4 (&Planes)[6])
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{
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lcVertex* Verts = (lcVertex*)mVertexData;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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if (lcTriangleIntersectsPlanes(Verts[Indices[Idx]].Position, Verts[Indices[Idx+1]].Position, Verts[Indices[Idx+2]].Position, Planes))
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return true;
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}
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return false;
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}
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bool lcMesh::IntersectsPlanes(const lcVector4 (&Planes)[6])
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return IntersectsPlanes<GLushort>(Planes);
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else
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return IntersectsPlanes<GLuint>(Planes);
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}
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template<typename IndexType>
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable)
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{
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char Line[1024];
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int NumSections = 0;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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const lcMeshSection* const Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType == LC_MESH_TRIANGLES || Section->PrimitiveType == LC_MESH_TEXTURED_TRIANGLES)
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NumSections++;
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}
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if (NumSections > 1)
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sprintf(Line, "#declare lc_%s = union {\n", MeshName);
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else
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sprintf(Line, "#declare lc_%s = mesh {\n", MeshName);
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File.WriteLine(Line);
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const lcVertex* const Verts = (lcVertex*)mVertexData;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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if (NumSections > 1)
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File.WriteLine(" mesh {\n");
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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const lcVector3 v1 = Verts[Indices[Idx]].Position / 25.0f;
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const lcVector3 v2 = Verts[Indices[Idx + 1]].Position / 25.0f;
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const lcVector3 v3 = Verts[Indices[Idx + 2]].Position / 25.0f;
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const lcVector3 n1 = lcUnpackNormal(Verts[Indices[Idx]].Normal);
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const lcVector3 n2 = lcUnpackNormal(Verts[Indices[Idx + 1]].Normal);
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const lcVector3 n3 = lcUnpackNormal(Verts[Indices[Idx + 2]].Normal);
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sprintf(Line, " smooth_triangle { <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f> }\n",
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-v1.y, -v1.x, v1.z, -n1.y, -n1.x, n1.z, -v2.y, -v2.x, v2.z, -n2.y, -n2.x, n2.z, -v3.y, -v3.x, v3.z, -n3.y, -n3.x, n3.z);
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File.WriteLine(Line);
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}
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if (Section->ColorIndex != gDefaultColor)
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{
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sprintf(Line, "material { texture { %s normal { bumps 0.1 scale 2 } } }", ColorTable[Section->ColorIndex]);
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File.WriteLine(Line);
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}
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if (NumSections > 1)
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File.WriteLine(" }\n");
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}
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File.WriteLine("}\n\n");
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}
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportPOVRay<GLushort>(File, MeshName, ColorTable);
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else
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ExportPOVRay<GLuint>(File, MeshName, ColorTable);
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}
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template<typename IndexType>
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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char Line[1024];
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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if (Section->ColorIndex == gDefaultColor)
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sprintf(Line, "usemtl %s\n", gColorList[DefaultColorIndex].SafeName);
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else
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sprintf(Line, "usemtl %s\n", gColorList[Section->ColorIndex].SafeName);
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File.WriteLine(Line);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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const long int idx1 = Indices[Idx + 0] + VertexOffset;
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const long int idx2 = Indices[Idx + 1] + VertexOffset;
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const long int idx3 = Indices[Idx + 2] + VertexOffset;
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if (idx1 != idx2 && idx1 != idx3 && idx2 != idx3)
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sprintf(Line, "f %ld//%ld %ld//%ld %ld//%ld\n", idx1, idx1, idx2, idx2, idx3, idx3);
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File.WriteLine(Line);
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}
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}
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File.WriteLine("\n");
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}
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportWavefrontIndices<GLushort>(File, DefaultColorIndex, VertexOffset);
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else
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ExportWavefrontIndices<GLuint>(File, DefaultColorIndex, VertexOffset);
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}
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bool lcMesh::FileLoad(lcMemFile& File)
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{
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if (File.ReadU32() != LC_MESH_FILE_ID || File.ReadU32() != LC_MESH_FILE_VERSION)
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return false;
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mFlags = static_cast<lcMeshFlags>(File.ReadU32());
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mBoundingBox.Min = File.ReadVector3();
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mBoundingBox.Max = File.ReadVector3();
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mRadius = File.ReadFloat();
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quint32 VertexCount, TexturedVertexCount, ConditionalVertexCount, IndexCount;
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quint16 NumLods, NumSections[LC_NUM_MESH_LODS];
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if (!File.ReadU32(&VertexCount, 1) || !File.ReadU32(&TexturedVertexCount, 1) || !File.ReadU32(&ConditionalVertexCount, 1) || !File.ReadU32(&IndexCount, 1))
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return false;
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if (!File.ReadU16(&NumLods, 1) || NumLods != LC_NUM_MESH_LODS || !File.ReadU16(NumSections, LC_NUM_MESH_LODS))
|
|
return false;
|
|
|
|
Create(NumSections, VertexCount, TexturedVertexCount, ConditionalVertexCount, IndexCount);
|
|
|
|
for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
|
|
{
|
|
for (int SectionIdx = 0; SectionIdx < mLods[LodIdx].NumSections; SectionIdx++)
|
|
{
|
|
lcMeshSection& Section = mLods[LodIdx].Sections[SectionIdx];
|
|
|
|
quint32 ColorCode, IndexOffset;
|
|
quint16 PrimtiveType, Length;
|
|
|
|
if (!File.ReadU32(&ColorCode, 1) || !File.ReadU32(&IndexOffset, 1) || !File.ReadU32(&IndexCount, 1) || !File.ReadU16(&PrimtiveType, 1))
|
|
return false;
|
|
|
|
Section.ColorIndex = lcGetColorIndex(ColorCode);
|
|
Section.IndexOffset = IndexOffset;
|
|
Section.NumIndices = IndexCount;
|
|
Section.PrimitiveType = (lcMeshPrimitiveType)PrimtiveType;
|
|
Section.BoundingBox.Min = File.ReadVector3();
|
|
Section.BoundingBox.Max = File.ReadVector3();
|
|
Section.Radius = File.ReadFloat();
|
|
|
|
if (!File.ReadU16(&Length, 1))
|
|
return false;
|
|
|
|
if (Length)
|
|
{
|
|
if (Length >= LC_TEXTURE_NAME_LEN)
|
|
return false;
|
|
|
|
char FileName[LC_TEXTURE_NAME_LEN];
|
|
|
|
File.ReadBuffer(FileName, Length);
|
|
FileName[Length] = 0;
|
|
|
|
Section.Texture = lcGetPiecesLibrary()->FindTexture(FileName, nullptr, false);
|
|
|
|
if (Section.Texture)
|
|
Section.Texture->AddRef();
|
|
}
|
|
else
|
|
Section.Texture = nullptr;
|
|
}
|
|
}
|
|
|
|
File.ReadBuffer(mVertexData, mNumVertices * sizeof(lcVertex) + mNumTexturedVertices * sizeof(lcVertexTextured) + mConditionalVertexCount * sizeof(lcVertexConditional));
|
|
|
|
if (mIndexType == GL_UNSIGNED_SHORT)
|
|
File.ReadU16((quint16*)mIndexData, mIndexDataSize / 2);
|
|
else
|
|
File.ReadU32((quint32*)mIndexData, mIndexDataSize / 4);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool lcMesh::FileSave(lcMemFile& File)
|
|
{
|
|
File.WriteU32(LC_MESH_FILE_ID);
|
|
File.WriteU32(LC_MESH_FILE_VERSION);
|
|
|
|
File.WriteU32(mFlags);
|
|
File.WriteVector3(mBoundingBox.Min);
|
|
File.WriteVector3(mBoundingBox.Max);
|
|
File.WriteFloat(mRadius);
|
|
|
|
File.WriteU32(mNumVertices);
|
|
File.WriteU32(mNumTexturedVertices);
|
|
File.WriteU32(mConditionalVertexCount);
|
|
File.WriteU32(mIndexDataSize / (mIndexType == GL_UNSIGNED_SHORT ? 2 : 4));
|
|
|
|
File.WriteU16(LC_NUM_MESH_LODS);
|
|
for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
|
|
File.WriteU16(mLods[LodIdx].NumSections);
|
|
|
|
for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
|
|
{
|
|
for (int SectionIdx = 0; SectionIdx < mLods[LodIdx].NumSections; SectionIdx++)
|
|
{
|
|
const lcMeshSection& Section = mLods[LodIdx].Sections[SectionIdx];
|
|
|
|
File.WriteU32(lcGetColorCode(Section.ColorIndex));
|
|
File.WriteU32(Section.IndexOffset);
|
|
File.WriteU32(Section.NumIndices);
|
|
File.WriteU16(Section.PrimitiveType);
|
|
File.WriteVector3(Section.BoundingBox.Min);
|
|
File.WriteVector3(Section.BoundingBox.Max);
|
|
File.WriteFloat(Section.Radius);
|
|
|
|
if (Section.Texture)
|
|
{
|
|
const quint16 Length = (quint16)strlen(Section.Texture->mName);
|
|
File.WriteU16(Length);
|
|
File.WriteBuffer(Section.Texture->mName, Length);
|
|
}
|
|
else
|
|
File.WriteU16(0);
|
|
}
|
|
}
|
|
|
|
File.WriteBuffer(mVertexData, mNumVertices * sizeof(lcVertex) + mNumTexturedVertices * sizeof(lcVertexTextured) + mConditionalVertexCount * sizeof(lcVertexConditional));
|
|
|
|
if (mIndexType == GL_UNSIGNED_SHORT)
|
|
File.WriteU16((quint16*)mIndexData, mIndexDataSize / 2);
|
|
else
|
|
File.WriteU32((quint32*)mIndexData, mIndexDataSize / 4);
|
|
|
|
return true;
|
|
}
|
|
|
|
int lcMesh::GetLodIndex(float Distance) const
|
|
{
|
|
if (lcGetPiecesLibrary()->GetStudStyle() != lcStudStyle::Plain) // todo: support low lod studs
|
|
return LC_MESH_LOD_HIGH;
|
|
|
|
if (mLods[LC_MESH_LOD_LOW].NumSections && (Distance > mRadius))
|
|
return LC_MESH_LOD_LOW;
|
|
else
|
|
return LC_MESH_LOD_HIGH;
|
|
}
|