Serious-Engine/Sources/Engine/Ska/Mesh.h

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
#ifndef SE_INCL_MESH_H
#define SE_INCL_MESH_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/CTString.h>
#include <Engine/Base/Serial.h>
#include <Engine/Math/Vector.h>
#include <Engine/Math/Placement.h>
#include <Engine/Templates/DynamicArray.h>
#include <Engine/Templates/StaticArray.h>
#include <Engine/Graphics/Texture.h>
#include <Engine/Graphics/Shader.h>
#define ML_HALF_FACE_FORWARD (1UL<<0) // half face forward
#define ML_FULL_FACE_FORWARD (1UL<<1) // full face forward
struct ENGINE_API MeshLOD
{
MeshLOD() {
mlod_fMaxDistance = -1;
mlod_ulFlags = 0;
};
~MeshLOD() {}
FLOAT mlod_fMaxDistance;
ULONG mlod_ulFlags;
CStaticArray<struct MeshVertex> mlod_aVertices; // vertices
CStaticArray<struct MeshNormal> mlod_aNormals; // normals
CStaticArray<struct MeshUVMap> mlod_aUVMaps; // UV maps
CStaticArray<struct MeshSurface> mlod_aSurfaces; // surfaces
CStaticArray<struct MeshWeightMap> mlod_aWeightMaps; // weight maps
CStaticArray<struct MeshMorphMap> mlod_aMorphMaps; // morph maps
CTString mlod_fnSourceFile;// file name of ascii am file, used in Ska studio
};
struct ENGINE_API MeshVertex
{
FLOAT x, y, z;
ULONG dummy; // 16 byte alingment
};
struct ENGINE_API MeshNormal
{
FLOAT nx, ny, nz;
ULONG dummy; // 16 byte alingment
};
struct ENGINE_API MeshUVMap
{
ULONG muv_iID;
CStaticArray<struct MeshTexCoord> muv_aTexCoords; // texture coordinates
};
struct ENGINE_API MeshTexCoord
{
FLOAT u, v;
};
struct ENGINE_API MeshSurface
{
INDEX msrf_iFirstVertex;
INDEX msrf_ctVertices;
INDEX msrf_iSurfaceID;
CShader *msrf_pShader;
ShaderParams msrf_ShadingParams;
CStaticArray<struct MeshTriangle> msrf_aTriangles; // list of triangles
};
struct ENGINE_API MeshTriangle
{
INDEX iVertex[3];
};
struct ENGINE_API MeshWeightMap
{
int mwm_iID;
CStaticArray<struct MeshVertexWeight> mwm_aVertexWeight; // weight maps
};
struct ENGINE_API MeshVertexWeight
{
INDEX mww_iVertex; // absolute index of the vertex this weight refers to
FLOAT mww_fWeight; // weight for this bone [0.0 - 1.0]
};
struct ENGINE_API MeshMorphMap
{
INDEX mmp_iID;
BOOL mmp_bRelative;
CStaticArray<struct MeshVertexMorph> mmp_aMorphMap; // Morph maps
};
struct ENGINE_API MeshVertexMorph
{
INDEX mwm_iVxIndex; // absolute index of the vertex this weight refers to
FLOAT mwm_x;
FLOAT mwm_y;
FLOAT mwm_z;
FLOAT mwm_nx;
FLOAT mwm_ny;
FLOAT mwm_nz;
ULONG dummy; // 32 byte padding
};
class ENGINE_API CMesh : public CSerial
{
public:
CMesh();
~CMesh();
void Optimize(void);
void OptimizeLod(MeshLOD &mLod);
void NormalizeWeights(void);
void NormalizeWeightsInLod(MeshLOD &mlod);
void AddMeshLod(MeshLOD &mlod);
void RemoveMeshLod(MeshLOD *pmlodRemove);
void Read_t( CTStream *istrFile); // throw char *
void Write_t( CTStream *ostrFile); // throw char *
void Clear(void);
SLONG GetUsedMemory(void);
CStaticArray<struct MeshLOD> msh_aMeshLODs;
};
ENGINE_API void ChangeSurfaceShader_t(MeshSurface &msrf,CTString fnNewShader);
#endif /* include-once check. */