SWBF2-Classic-Msh-Viewer/MeshViewerQt/Header/MshFile.h

75 lines
1.7 KiB
C++

#pragma once
#include <fstream>
#include <vector>
#include <QMatrix4x4>
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<std::vector<std::uint32_t>> 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<Segment*> segmList;
};
class MshFile
{
public:
MshFile(const char* path);
~MshFile();
private:
std::vector<Model*>* m_vModels;
std::fstream m_fsMesh;
std::vector<std::string> m_vTextureNames;
BoundingBox m_sceneBbox;
private:
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t length);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
void analyseModlChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseGeomChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseSegmChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseClthChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void readVertex(Segment* dataDestination, std::streampos position);
void readUV(Segment* dataDestination, std::streampos position);
public:
std::vector<Model*>* getModels() const;
std::vector<std::string> getTextureNames() const;
BoundingBox getBoundingBox() const;
};