leocad/common/lc_library.h
2019-03-01 09:56:11 +01:00

272 lines
8.2 KiB
C++

#pragma once
#include "lc_context.h"
#include "lc_mesh.h"
#include "lc_math.h"
#include "lc_array.h"
class PieceInfo;
class lcZipFile;
enum lcZipFileType
{
LC_ZIPFILE_OFFICIAL,
LC_ZIPFILE_UNOFFICIAL,
LC_NUM_ZIPFILES
};
enum lcLibraryFolderType
{
LC_FOLDER_UNOFFICIAL,
LC_FOLDER_OFFICIAL,
LC_NUM_FOLDERTYPES
};
struct lcLibraryMeshVertex
{
lcVector3 Position;
lcVector3 Normal;
float NormalWeight;
};
struct lcLibraryMeshVertexTextured
{
lcVector3 Position;
lcVector3 Normal;
float NormalWeight;
lcVector2 TexCoord;
};
class lcLibraryMeshSection
{
public:
lcLibraryMeshSection(lcMeshPrimitiveType PrimitiveType, quint32 Color, lcTexture* Texture)
: mIndices(1024, 1024)
{
mPrimitiveType = PrimitiveType;
mColor = Color;
mTexture = Texture;
}
~lcLibraryMeshSection()
{
}
lcMeshPrimitiveType mPrimitiveType;
quint32 mColor;
lcTexture* mTexture;
lcArray<quint32> mIndices;
};
enum class lcLibraryTextureMapType
{
PLANAR,
CYLINDRICAL,
SPHERICAL
};
struct lcLibraryTextureMap
{
lcTexture* Texture;
lcVector4 Params[4];
float Angle1;
float Angle2;
lcLibraryTextureMapType Type;
bool Fallback;
bool Next;
};
enum lcMeshDataType
{
LC_MESHDATA_HIGH,
LC_MESHDATA_LOW,
LC_MESHDATA_SHARED,
LC_NUM_MESHDATA_TYPES
};
enum class lcPrimitiveState
{
NOT_LOADED,
LOADING,
LOADED
};
class lcLibraryMeshData
{
public:
lcLibraryMeshData()
{
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();
}
bool IsEmpty() const
{
for (int MeshDataIdx = 0; MeshDataIdx < LC_NUM_MESHDATA_TYPES; MeshDataIdx++)
if (!mSections[MeshDataIdx].IsEmpty())
return false;
return true;
}
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];
lcArray<lcLibraryMeshVertexTextured> mTexturedVertices[LC_NUM_MESHDATA_TYPES];
};
class lcLibraryPrimitive
{
public:
lcLibraryPrimitive(const char* Name, lcZipFileType ZipFileType,quint32 ZipFileIndex, bool Stud, bool SubFile)
{
strncpy(mName, Name, sizeof(mName));
mName[sizeof(mName) - 1] = 0;
mZipFileType = ZipFileType;
mZipFileIndex = ZipFileIndex;
mState = lcPrimitiveState::NOT_LOADED;
mStud = Stud;
mSubFile = SubFile;
}
void SetZipFile(lcZipFileType ZipFileType,quint32 ZipFileIndex)
{
mZipFileType = ZipFileType;
mZipFileIndex = ZipFileIndex;
}
char mName[LC_MAXNAME];
lcZipFileType mZipFileType;
quint32 mZipFileIndex;
lcPrimitiveState mState;
bool mStud;
bool mSubFile;
lcLibraryMeshData mMeshData;
};
class lcPiecesLibrary : public QObject
{
Q_OBJECT
public:
lcPiecesLibrary();
~lcPiecesLibrary();
bool Load(const QString& LibraryPath, bool ShowProgress);
void Unload();
void RemoveTemporaryPieces();
void RemovePiece(PieceInfo* Info);
void RenamePiece(PieceInfo* Info, const char* NewName);
PieceInfo* FindPiece(const char* PieceName, Project* Project, bool CreatePlaceholder, bool SearchProjectFolder);
void LoadPieceInfo(PieceInfo* Info, bool Wait, bool Priority);
void ReleasePieceInfo(PieceInfo* Info);
bool LoadBuiltinPieces();
bool LoadPieceData(PieceInfo* Info);
void LoadQueuedPiece();
void WaitForLoadQueue();
lcTexture* FindTexture(const char* TextureName, Project* CurrentProject, bool SearchProjectFolder);
bool LoadTexture(lcTexture* Texture);
void ReleaseTexture(lcTexture* Texture);
void QueueTextureUpload(lcTexture* Texture);
void UploadTextures(lcContext* Context);
bool PieceInCategory(PieceInfo* Info, const char* CategoryKeywords) const;
void GetCategoryEntries(int CategoryIndex, bool GroupPieces, lcArray<PieceInfo*>& SinglePieces, lcArray<PieceInfo*>& GroupedPieces);
void GetCategoryEntries(const char* CategoryKeywords, bool GroupPieces, lcArray<PieceInfo*>& SinglePieces, lcArray<PieceInfo*>& GroupedPieces);
void GetPatternedPieces(PieceInfo* Parent, lcArray<PieceInfo*>& Pieces) const;
void GetParts(lcArray<PieceInfo*>& Parts);
bool IsPrimitive(const char* Name) const
{
return mPrimitives.find(Name) != mPrimitives.end();
}
void SetOfficialPieces()
{
if (mZipFiles[LC_ZIPFILE_OFFICIAL])
mNumOfficialPieces = mPieces.size();
}
bool ReadMeshData(lcFile& File, const lcMatrix44& CurrentTransform, quint32 CurrentColorCode, bool InvertWinding, lcArray<lcLibraryTextureMap>& TextureStack, lcLibraryMeshData& MeshData, lcMeshDataType MeshDataType, bool Optimize, Project* CurrentProject, bool SearchProjectFolder);
lcMesh* CreateMesh(PieceInfo* Info, lcLibraryMeshData& MeshData);
void ReleaseBuffers(lcContext* Context);
void UpdateBuffers(lcContext* Context);
void UnloadUnusedParts();
std::map<std::string, PieceInfo*> mPieces;
std::map<std::string, lcLibraryPrimitive*> mPrimitives;
int mNumOfficialPieces;
lcArray<lcTexture*> mTextures;
QDir mLibraryDir;
bool mBuffersDirty;
lcVertexBuffer mVertexBuffer;
lcIndexBuffer mIndexBuffer;
signals:
void PartLoaded(PieceInfo* Info);
protected:
bool OpenArchive(const QString& FileName, lcZipFileType ZipFileType);
bool OpenArchive(lcFile* File, const QString& FileName, lcZipFileType ZipFileType);
bool OpenDirectory(const QDir& LibraryDir, bool ShowProgress);
void ReadArchiveDescriptions(const QString& OfficialFileName, const QString& UnofficialFileName);
void ReadDirectoryDescriptions(const QFileInfoList (&FileLists)[LC_NUM_FOLDERTYPES], bool ShowProgress);
bool ReadArchiveCacheFile(const QString& FileName, lcMemFile& CacheFile);
bool WriteArchiveCacheFile(const QString& FileName, lcMemFile& CacheFile);
bool LoadCacheIndex(const QString& FileName);
bool SaveArchiveCacheIndex(const QString& FileName);
bool LoadCachePiece(PieceInfo* Info);
bool SaveCachePiece(PieceInfo* Info);
bool ReadDirectoryCacheFile(const QString& FileName, lcMemFile& CacheFile);
bool WriteDirectoryCacheFile(const QString& FileName, lcMemFile& CacheFile);
lcLibraryPrimitive* FindPrimitive(const char* Name) const
{
const auto PrimitiveIt = mPrimitives.find(Name);
return PrimitiveIt != mPrimitives.end() ? PrimitiveIt->second : nullptr;
}
bool LoadPrimitive(lcLibraryPrimitive* Primitive);
QMutex mLoadMutex;
QList<QFuture<void>> mLoadFutures;
QList<PieceInfo*> mLoadQueue;
QMutex mTextureMutex;
std::vector<lcTexture*> mTextureUploads;
QString mCachePath;
qint64 mArchiveCheckSum[4];
QString mLibraryFileName;
QString mUnofficialFileName;
lcZipFile* mZipFiles[LC_NUM_ZIPFILES];
bool mHasUnofficial;
bool mCancelLoading;
};