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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef ASS_PARSER_H
#define ASS_PARSER_H
#include <vector>
#include <map>
#include "IModelParser.h"
#include "System/float3.h"
#include "System/type2.h"
#define NUM_MODEL_TEXTURES 2
#define NUM_MODEL_UVCHANNS 2
struct aiNode;
struct aiScene;
class LuaTable;
struct SAssVertex {
SAssVertex() : normal(UpVector) {}
float3 pos;
float3 normal;
float3 sTangent;
float3 tTangent;
//< Second channel is optional, still good to have. Also makes
//< sure the struct is 64bytes in size (ATi's prefers such VBOs)
//< supporting an arbitrary number of channels would be easy but
//< overkill (for now)
float2 texCoords[NUM_MODEL_UVCHANNS];
};
struct SAssPiece: public S3DModelPiece
{
SAssPiece(): numTexCoorChannels(0) {
}
void DrawForList() const;
void UploadGeometryVBOs();
const float3& GetVertexPos(const int idx) const { return vertices[idx].pos; }
const float3& GetNormal(const int idx) const { return vertices[idx].normal; }
unsigned int GetVertexCount() const { return vertices.size(); }
unsigned int GetNormalCount() const { return vertices.size(); }
unsigned int GetTxCoorCount() const { return vertices.size(); }
// FIXME implement
// void Shatter(float, int, int, const float3&, const float3&) const
unsigned int GetNumTexCoorChannels() const { return numTexCoorChannels; }
void SetNumTexCoorChannels(unsigned int n) { numTexCoorChannels = n; }
public:
std::vector<SAssVertex> vertices;
std::vector<unsigned int> vertexDrawIndices;
unsigned int numTexCoorChannels;
};
class CAssParser: public IModelParser
{
public:
S3DModel* Load(const std::string& modelFileName);
ModelType GetType() const { return MODELTYPE_ASS; }
private:
static void SetPieceName(SAssPiece* piece, const S3DModel* model, const aiNode* pieceNode);
static void SetPieceParentName(SAssPiece* piece, const S3DModel* model, const aiNode* pieceNode, const LuaTable& pieceTable);
static void LoadPieceTransformations(SAssPiece* piece, const S3DModel* model, const aiNode* pieceNode, const LuaTable& pieceTable);
static void LoadPieceGeometry(SAssPiece* piece, const aiNode* pieceNode, const aiScene* scene);
static SAssPiece* LoadPiece(S3DModel* model, const aiNode* pieceNode, const aiScene* scene, const LuaTable& modelTable);
static void BuildPieceHierarchy(S3DModel* model);
static void CalculateModelDimensions(S3DModel* model, S3DModelPiece* piece);
static void CalculateModelProperties(S3DModel* model, const LuaTable& pieceTable);
static void FindTextures(S3DModel* model, const aiScene* scene, const LuaTable& pieceTable, const std::string& modelPath, const std::string& modelName);
static bool SetModelRadiusAndHeight(S3DModel* model, const SAssPiece* piece, const aiNode* pieceNode, const LuaTable& pieceTable);
};
#endif /* ASS_PARSER_H */
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