mirror of
https://github.com/leozide/leocad
synced 2024-12-27 21:58:37 +01:00
272 lines
8.2 KiB
C++
272 lines
8.2 KiB
C++
#pragma once
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#include "lc_context.h"
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#include "lc_mesh.h"
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#include "lc_math.h"
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#include "lc_array.h"
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class PieceInfo;
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class lcZipFile;
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enum lcZipFileType
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{
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LC_ZIPFILE_OFFICIAL,
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LC_ZIPFILE_UNOFFICIAL,
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LC_NUM_ZIPFILES
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};
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enum lcLibraryFolderType
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{
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LC_FOLDER_UNOFFICIAL,
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LC_FOLDER_OFFICIAL,
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LC_NUM_FOLDERTYPES
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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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};
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struct lcLibraryMeshVertexTextured
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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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};
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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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~lcLibraryMeshSection()
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{
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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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lcVector4 Params[4];
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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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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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enum class lcPrimitiveState
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{
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NOT_LOADED,
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LOADING,
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LOADED
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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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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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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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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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lcArray<lcLibraryMeshVertexTextured> mTexturedVertices[LC_NUM_MESHDATA_TYPES];
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};
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class lcLibraryPrimitive
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{
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public:
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lcLibraryPrimitive(const char* Name, lcZipFileType ZipFileType,quint32 ZipFileIndex, bool Stud, bool SubFile)
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{
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strncpy(mName, Name, sizeof(mName));
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mName[sizeof(mName) - 1] = 0;
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mZipFileType = ZipFileType;
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mZipFileIndex = ZipFileIndex;
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mState = lcPrimitiveState::NOT_LOADED;
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mStud = Stud;
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mSubFile = SubFile;
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}
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void SetZipFile(lcZipFileType ZipFileType,quint32 ZipFileIndex)
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{
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mZipFileType = ZipFileType;
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mZipFileIndex = ZipFileIndex;
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}
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char mName[LC_MAXNAME];
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lcZipFileType mZipFileType;
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quint32 mZipFileIndex;
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lcPrimitiveState mState;
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bool mStud;
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bool mSubFile;
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lcLibraryMeshData mMeshData;
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};
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class lcPiecesLibrary : public QObject
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{
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Q_OBJECT
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public:
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lcPiecesLibrary();
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~lcPiecesLibrary();
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bool Load(const QString& LibraryPath, bool ShowProgress);
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void Unload();
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void RemoveTemporaryPieces();
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void RemovePiece(PieceInfo* Info);
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void RenamePiece(PieceInfo* Info, const char* NewName);
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PieceInfo* FindPiece(const char* PieceName, Project* Project, bool CreatePlaceholder, bool SearchProjectFolder);
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void LoadPieceInfo(PieceInfo* Info, bool Wait, bool Priority);
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void ReleasePieceInfo(PieceInfo* Info);
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bool LoadBuiltinPieces();
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bool LoadPieceData(PieceInfo* Info);
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void LoadQueuedPiece();
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void WaitForLoadQueue();
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lcTexture* FindTexture(const char* TextureName, Project* CurrentProject, bool SearchProjectFolder);
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bool LoadTexture(lcTexture* Texture);
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void ReleaseTexture(lcTexture* Texture);
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void QueueTextureUpload(lcTexture* Texture);
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void UploadTextures(lcContext* Context);
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bool PieceInCategory(PieceInfo* Info, const char* CategoryKeywords) const;
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void GetCategoryEntries(int CategoryIndex, bool GroupPieces, lcArray<PieceInfo*>& SinglePieces, lcArray<PieceInfo*>& GroupedPieces);
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void GetCategoryEntries(const char* CategoryKeywords, bool GroupPieces, lcArray<PieceInfo*>& SinglePieces, lcArray<PieceInfo*>& GroupedPieces);
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void GetPatternedPieces(PieceInfo* Parent, lcArray<PieceInfo*>& Pieces) const;
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void GetParts(lcArray<PieceInfo*>& Parts);
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bool IsPrimitive(const char* Name) const
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{
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return mPrimitives.find(Name) != mPrimitives.end();
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}
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void SetOfficialPieces()
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{
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if (mZipFiles[LC_ZIPFILE_OFFICIAL])
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mNumOfficialPieces = mPieces.size();
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}
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bool ReadMeshData(lcFile& File, const lcMatrix44& CurrentTransform, quint32 CurrentColorCode, bool InvertWinding, lcArray<lcLibraryTextureMap>& TextureStack, lcLibraryMeshData& MeshData, lcMeshDataType MeshDataType, bool Optimize, Project* CurrentProject, bool SearchProjectFolder);
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lcMesh* CreateMesh(PieceInfo* Info, lcLibraryMeshData& MeshData);
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void ReleaseBuffers(lcContext* Context);
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void UpdateBuffers(lcContext* Context);
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void UnloadUnusedParts();
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std::map<std::string, PieceInfo*> mPieces;
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std::map<std::string, lcLibraryPrimitive*> mPrimitives;
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int mNumOfficialPieces;
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lcArray<lcTexture*> mTextures;
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QDir mLibraryDir;
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bool mBuffersDirty;
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lcVertexBuffer mVertexBuffer;
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lcIndexBuffer mIndexBuffer;
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signals:
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void PartLoaded(PieceInfo* Info);
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protected:
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bool OpenArchive(const QString& FileName, lcZipFileType ZipFileType);
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bool OpenArchive(lcFile* File, const QString& FileName, lcZipFileType ZipFileType);
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bool OpenDirectory(const QDir& LibraryDir, bool ShowProgress);
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void ReadArchiveDescriptions(const QString& OfficialFileName, const QString& UnofficialFileName);
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void ReadDirectoryDescriptions(const QFileInfoList (&FileLists)[LC_NUM_FOLDERTYPES], bool ShowProgress);
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bool ReadArchiveCacheFile(const QString& FileName, lcMemFile& CacheFile);
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bool WriteArchiveCacheFile(const QString& FileName, lcMemFile& CacheFile);
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bool LoadCacheIndex(const QString& FileName);
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bool SaveArchiveCacheIndex(const QString& FileName);
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bool LoadCachePiece(PieceInfo* Info);
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bool SaveCachePiece(PieceInfo* Info);
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bool ReadDirectoryCacheFile(const QString& FileName, lcMemFile& CacheFile);
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bool WriteDirectoryCacheFile(const QString& FileName, lcMemFile& CacheFile);
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lcLibraryPrimitive* FindPrimitive(const char* Name) const
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{
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const auto PrimitiveIt = mPrimitives.find(Name);
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return PrimitiveIt != mPrimitives.end() ? PrimitiveIt->second : nullptr;
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}
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bool LoadPrimitive(lcLibraryPrimitive* Primitive);
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QMutex mLoadMutex;
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QList<QFuture<void>> mLoadFutures;
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QList<PieceInfo*> mLoadQueue;
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QMutex mTextureMutex;
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std::vector<lcTexture*> mTextureUploads;
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QString mCachePath;
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qint64 mArchiveCheckSum[4];
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QString mLibraryFileName;
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QString mUnofficialFileName;
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lcZipFile* mZipFiles[LC_NUM_ZIPFILES];
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bool mHasUnofficial;
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bool mCancelLoading;
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};
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