SWBF2-Classic-Msh-Viewer/MshViewer/Header/Object.h

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#pragma once
#include <vector>
#include <list>
#include <fstream>
#include <string>
#include <glm\gtc\matrix_transform.hpp>
enum Mtyp {
null,
dynamicMesh,
cloth,
bone,
staticMesh,
shadowMesh = 6
};
struct Bbox {
float quaternion[4];
float center[3];
float extents[3];
};
struct ChunkHeader {
char name[5];
std::uint32_t size;
std::streampos position;
};
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struct Segment {
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std::uint32_t textureIndex = 0;
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float* vertex = nullptr;
float* uv = nullptr;
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std::vector<std::vector<std::uint32_t>> meshIndices; // indices into vertex array
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};
struct Modl {
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std::string name = "";
std::string parent = "";
Mtyp type = null;
std::int32_t renderFlags = -1;
glm::mat4 m4x4Translation = glm::mat4(1.0f);
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std::vector<Segment*> segmLst;
};
class Object
{
public:
Object(const char* path);
~Object();
private:
std::vector<Modl*>* vModls;
std::fstream fsMesh;
std::vector<std::string> vTextures;
Bbox boundingBox;
private:
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
void analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseGeomChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseSegmChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseClthChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void readVertex(Segment* dataDestination, std::streampos position);
void readUV(Segment* dataDestination, std::streampos position);
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void quat2eul(float &quat0, float &quat1, float &quat2, float &quat3);
public:
std::vector<Modl*>* getModels() const;
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std::vector<std::string> getTextureList() const;
Bbox getBoundgBox() const;
};