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

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#pragma once
#include <vector>
#include <list>
#include <fstream>
#include <string>
#include <gl\glew.h>
#include <glm\gtc\matrix_transform.hpp>
enum Mtyp {
null,
dynamicMesh,
cloth,
bone,
staticMesh,
shadowMesh = 6
};
struct ChunkHeader {
char name[5];
std::uint32_t size;
std::streampos position;
};
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struct Modl {
std::string name;
std::string parent;
Mtyp type;
std::uint32_t renderFlags;
glm::mat4 m4x4Translation;
struct {
float scale[3];
float rotation[4];
float translation[3];
} tran;
struct {
std::uint32_t type;
float data1;
float data2;
float data3;
} swci;
std::string texture;
float* vertex;
float* uv;
std::uint32_t* mesh;
std::uint32_t meshSize;
};
class Object
{
public:
Object(const char* path);
~Object();
private:
std::vector<Modl*> vModls;
std::fstream fsMesh;
std::vector<std::string> vTextures;
private:
void setModlDefault(Modl* model);
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);
void readVertex(Modl* dataDestination, std::streampos position);
void readUV(Modl* dataDestination, std::streampos position);
public:
std::vector<GLfloat> getVertex() const;
std::vector<GLfloat> getUV() const;
std::uint32_t getSize() const;
std::list<std::string> getTexture() const;
std::vector<Modl*> getModels() const;
};