mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
168 lines
4.8 KiB
C++
168 lines
4.8 KiB
C++
#pragma once
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#include "lc_array.h"
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#include "lc_math.h"
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#include "lc_mesh.h"
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#define LC_LIBRARY_VERTEX_UNTEXTURED 0x1
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#define LC_LIBRARY_VERTEX_TEXTURED 0x2
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enum lcMeshDataType
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{
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LC_MESHDATA_HIGH,
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LC_MESHDATA_LOW,
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LC_MESHDATA_SHARED,
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LC_NUM_MESHDATA_TYPES
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};
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struct lcLibraryMeshVertex
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{
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lcVector3 Position;
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lcVector3 Normal;
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float NormalWeight;
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lcVector2 TexCoord;
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quint32 Usage;
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};
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class lcLibraryMeshSection
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{
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public:
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lcLibraryMeshSection(lcMeshPrimitiveType PrimitiveType, quint32 Color, lcTexture* Texture)
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: mIndices(1024, 1024)
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{
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mPrimitiveType = PrimitiveType;
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mColor = Color;
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mTexture = Texture;
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}
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lcMeshPrimitiveType mPrimitiveType;
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quint32 mColor;
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lcTexture* mTexture;
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lcArray<quint32> mIndices;
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};
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enum class lcLibraryTextureMapType
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{
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PLANAR,
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CYLINDRICAL,
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SPHERICAL
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};
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struct lcLibraryTextureMap
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{
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lcTexture* Texture;
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union lcTextureMapParams
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{
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lcTextureMapParams()
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{
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}
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struct lcTextureMapPlanarParams
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{
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lcVector4 Planes[2];
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} Planar;
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struct lcTextureMapCylindricalParams
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{
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lcVector4 FrontPlane;
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float UpLength;
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lcVector4 Plane1;
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lcVector4 Plane2;
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} Cylindrical;
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struct lcTextureMapSphericalParams
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{
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lcVector4 FrontPlane;
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lcVector3 Center;
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lcVector4 Plane1;
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lcVector4 Plane2;
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} Spherical;
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} Params;
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float Angle1;
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float Angle2;
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lcLibraryTextureMapType Type;
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bool Fallback;
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bool Next;
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};
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class lcLibraryMeshData
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{
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public:
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lcLibraryMeshData()
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{
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mHasTextures = false;
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mHasStyleStud = false;
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for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
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mVertices[MeshDataIdx].SetGrow(1024);
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}
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~lcLibraryMeshData()
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{
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for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
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mSections[MeshDataIdx].DeleteAll();
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}
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lcLibraryMeshData(const lcLibraryMeshData&) = delete;
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lcLibraryMeshData(lcLibraryMeshData&&) = delete;
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lcLibraryMeshData& operator=(const lcLibraryMeshData&) = delete;
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lcLibraryMeshData& operator=(lcLibraryMeshData&&) = delete;
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bool IsEmpty() const
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{
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for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
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if (!mSections[MeshDataIdx].IsEmpty())
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return false;
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return true;
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}
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void RemoveAll()
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{
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for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
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mVertices[MeshDataIdx].RemoveAll();
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for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
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mSections[MeshDataIdx].RemoveAll();
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mHasTextures = false;
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}
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lcMesh* CreateMesh();
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lcLibraryMeshSection* AddSection(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, lcTexture* Texture);
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quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, bool Optimize);
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quint32 AddVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, bool Optimize);
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quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector2& TexCoord, bool Optimize);
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quint32 AddTexturedVertex(lcMeshDataType MeshDataType, const lcVector3& Position, const lcVector3& Normal, const lcVector2& TexCoord, bool Optimize);
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void AddVertices(lcMeshDataType MeshDataType, int VertexCount, int* BaseVertex, lcLibraryMeshVertex** VertexBuffer);
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void AddIndices(lcMeshDataType MeshDataType, lcMeshPrimitiveType PrimitiveType, quint32 ColorCode, int IndexCount, quint32** IndexBuffer);
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void AddLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcVector3* Vertices, bool Optimize);
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void AddTexturedLine(lcMeshDataType MeshDataType, int LineType, quint32 ColorCode, bool WindingCCW, const lcLibraryTextureMap& Map, const lcVector3* Vertices, bool Optimize);
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void AddMeshData(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex);
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void AddMeshDataNoDuplicateCheck(const lcLibraryMeshData& Data, const lcMatrix44& Transform, quint32 CurrentColorCode, bool InvertWinding, bool InvertNormals, lcLibraryTextureMap* TextureMap, lcMeshDataType OverrideDestIndex);
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void TestQuad(int* QuadIndices, const lcVector3* Vertices);
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void ResequenceQuad(int* QuadIndices, int a, int b, int c, int d);
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lcArray<lcLibraryMeshSection*> mSections[LC_NUM_MESHDATA_TYPES];
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lcArray<lcLibraryMeshVertex> mVertices[LC_NUM_MESHDATA_TYPES];
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bool mHasTextures;
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bool mHasStyleStud;
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};
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class lcMeshLoader
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{
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public:
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lcMeshLoader(lcLibraryMeshData& MeshData, bool Optimize, Project* CurrentProject, bool SearchProjectFolder);
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bool LoadMesh(lcFile& File, lcMeshDataType MeshDataType);
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protected:
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bool ReadMeshData(lcFile& File, const lcMatrix44& CurrentTransform, quint32 CurrentColorCode, bool InvertWinding, lcArray<lcLibraryTextureMap>& TextureStack, lcMeshDataType MeshDataType);
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lcLibraryMeshData& mMeshData;
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bool mOptimize;
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Project* mCurrentProject;
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bool mSearchProjectFolder;
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};
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