a875820f48
removed unused functions, removed unused variables, reduced dynamic stack memory (there was too much allocated), moved some code around into better place, implemented destructor (there is still a std::_face_node left on the stack when the program is done),
79 lines
1.6 KiB
C++
79 lines
1.6 KiB
C++
#pragma once
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#include <vector>
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#include <list>
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#include <fstream>
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#include <string>
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#include <gl\glew.h>
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#include <glm\gtc\matrix_transform.hpp>
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enum Mtyp {
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null,
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dynamicMesh,
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cloth,
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bone,
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staticMesh,
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shadowMesh = 6
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};
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struct ChunkHeader {
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char name[5];
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std::uint32_t size;
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std::streampos position;
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};
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struct Modl {
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std::string name;
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std::string parent;
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Mtyp type;
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std::uint32_t renderFlags;
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glm::mat4 m4x4Translation;
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struct {
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float scale[3];
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float rotation[4];
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float translation[3];
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} tran;
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struct {
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std::uint32_t type;
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float data1;
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float data2;
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float data3;
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} swci;
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std::string texture;
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float* vertex;
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float* uv;
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std::uint32_t* mesh;
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std::uint32_t meshSize;
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};
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class Object
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{
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public:
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Object(const char* path);
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~Object();
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private:
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std::vector<Modl*> vModls;
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std::fstream fsMesh;
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std::vector<std::string> vTextures;
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private:
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void setModlDefault(Modl* model);
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void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
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void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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void analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseGeomChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseSegmChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseClthChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void readVertex(Modl* dataDestination, std::streampos position);
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void readUV(Modl* dataDestination, std::streampos position);
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public:
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std::vector<Modl*> getModels() const;
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};
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