#pragma once #include #include #include enum ModelTyp { null, dynamicMesh, cloth, bone, staticMesh, shadowMesh = 6 }; struct BoundingBox { float quaternion[4]; float center[3]; float extents[3]; }; struct ChunkHeader { char name[5]; std::uint32_t size; std::streampos position; }; struct Segment { std::uint32_t textureIndex = 0; float* vertex = nullptr; float* uv = nullptr; std::vector> polyIndices; // indices into vertex array }; struct Model { std::string name = ""; std::string parent = ""; ModelTyp type = null; std::int32_t renderFlags = -1; QMatrix4x4 m4x4Translation; std::vector segmList; }; class MshFile { public: MshFile(const char* path); ~MshFile(); private: std::vector* m_vModels; std::fstream m_fsMesh; std::vector m_vTextureNames; BoundingBox m_sceneBbox; private: void loadChunks(std::list &destination, std::streampos start, const std::uint32_t length); void analyseMsh2Chunks(std::list &chunkList); void analyseMatdChunks(std::list &chunkList); void analyseModlChunks(Model* dataDestination, std::list &chunkList); void analyseGeomChunks(Model* dataDestination, std::list &chunkList); void analyseSegmChunks(Model* dataDestination, std::list &chunkList); void analyseClthChunks(Model* dataDestination, std::list &chunkList); void readVertex(Segment* dataDestination, std::streampos position); void readUV(Segment* dataDestination, std::streampos position); public: std::vector* getModels() const; std::vector getTextureNames() const; BoundingBox getBoundingBox() const; };