mirror of
https://github.com/leozide/leocad
synced 2024-12-28 22:23:35 +01:00
9499dd9daa
Also fixed cached pieces not updating their logo settings.
134 lines
2.8 KiB
C++
134 lines
2.8 KiB
C++
#pragma once
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#include "lc_math.h"
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enum lcMeshPrimitiveType
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{
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LC_MESH_LINES = 0x01,
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LC_MESH_TRIANGLES = 0x02,
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LC_MESH_TEXTURED_LINES = 0x04,
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LC_MESH_TEXTURED_TRIANGLES = 0x08,
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LC_MESH_CONDITIONAL_LINES = 0x10,
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LC_MESH_NUM_PRIMITIVE_TYPES
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};
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struct lcVertex
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{
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lcVector3 Position;
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quint32 Normal;
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};
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struct lcVertexTextured
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{
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lcVector3 Position;
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quint32 Normal;
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lcVector2 TexCoord;
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};
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struct lcMeshSection
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{
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int ColorIndex;
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int IndexOffset;
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int NumIndices;
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lcMeshPrimitiveType PrimitiveType;
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lcTexture* Texture;
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};
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struct lcMeshLod
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{
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lcMeshSection* Sections;
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int NumSections;
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};
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enum
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{
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LC_MESH_LOD_HIGH,
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LC_MESH_LOD_LOW,
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LC_NUM_MESH_LODS
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};
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#if (QT_VERSION >= QT_VERSION_CHECK(5, 0, 0))
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enum class lcMeshFlag
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#else
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enum lcMeshFlag
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#endif
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{
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HasDefault = 0x01, // Mesh has triangles using the default color
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HasSolid = 0x02, // Mesh has triangles using a solid color
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HasTranslucent = 0x04, // Mesh has triangles using a translucent color
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HasLines = 0x08, // Mesh has lines
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HasTexture = 0x10, // Mesh has sections using textures
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HasLogoStud = 0x20 // Mesh has a stud that can have a logo applied
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};
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Q_DECLARE_FLAGS(lcMeshFlags, lcMeshFlag)
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Q_DECLARE_OPERATORS_FOR_FLAGS(lcMeshFlags)
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class lcMesh
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{
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public:
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lcMesh();
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~lcMesh();
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void Create(quint16 NumSections[LC_NUM_MESH_LODS], int NumVertices, int NumTexturedVertices, int NumIndices);
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void CreateBox();
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bool FileLoad(lcMemFile& File);
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bool FileSave(lcMemFile& File);
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template<typename IndexType>
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void ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable);
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void ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable);
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template<typename IndexType>
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void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset);
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void ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset);
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template<typename IndexType>
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bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist);
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bool MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist);
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template<typename IndexType>
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bool IntersectsPlanes(const lcVector4 Planes[6]);
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bool IntersectsPlanes(const lcVector4 Planes[6]);
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int GetLodIndex(float Distance) const;
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lcMeshLod mLods[LC_NUM_MESH_LODS];
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lcBoundingBox mBoundingBox;
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float mRadius;
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lcMeshFlags mFlags;
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void* mVertexData;
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int mVertexDataSize;
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void* mIndexData;
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int mIndexDataSize;
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int mVertexCacheOffset;
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int mIndexCacheOffset;
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int mNumVertices;
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int mNumTexturedVertices;
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int mIndexType;
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};
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enum class lcRenderMeshState : int
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{
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NORMAL,
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SELECTED,
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FOCUSED,
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DISABLED,
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HIGHLIGHT
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};
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struct lcRenderMesh
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{
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lcMatrix44 WorldMatrix;
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lcMesh* Mesh;
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float Distance;
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int ColorIndex;
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int LodIndex;
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lcRenderMeshState State;
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};
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extern lcMesh* gPlaceholderMesh;
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