colobot/src/graphics/engine/modelfile.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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, see http://gnu.org/licenses
*/
/**
* \file graphics/engine/modelfile.h
* \brief Model loading - CModelFile class (aka modfile)
*/
#pragma once
#include "graphics/core/vertex.h"
#include "graphics/core/material.h"
#include "math/vector.h"
#include <string>
#include <vector>
#include <iostream>
// Graphics module namespace
namespace Gfx {
/**
* \enum LODLevel
* \brief Level-of-detail
*
* A quantified replacement for older values of min/max.
*/
enum LODLevel
{
LOD_Constant = -1, //!< triangle is always visible, no matter at what distance
LOD_Low = 1, //!< triangle is visible at farthest distance (lowest quality)
LOD_Medium = 2, //!< triangle is visible at medium distance (medium quality)
LOD_High = 4 //!< triangle is visible at closest distance (highest quality)
};
/**
* \struct ModelTriangle
* \brief Triangle of a 3D model
*/
struct ModelTriangle
{
//! 1st vertex
VertexTex2 p1;
//! 2nd vertex
VertexTex2 p2;
//! 3rd vertex
VertexTex2 p3;
//! Material
Material material;
//! Name of 1st texture
std::string tex1Name;
//! Name of 2nd texture
std::string tex2Name;
//! If true, 2nd texture will be taken from current engine setting
bool variableTex2;
//! LOD level
LODLevel lodLevel;
//! Rendering state to be set
int state;
ModelTriangle()
{
variableTex2 = true;
lodLevel = LOD_Constant;
state = 0;
}
};
/**
* \class CModelFile
* \brief Model file reader/writer
*
* Allows reading and writing model objects. Models are collections of ModelTriangle structs.
*/
class CModelFile
{
public:
CModelFile();
~CModelFile();
//! Reads a model in text format from file
bool ReadTextModel(const std::string &fileName);
//! Reads a model in text format from stream
bool ReadTextModel(std::istream &stream);
//! Writes the model in text format to a file
bool WriteTextModel(const std::string &fileName);
//! Writes the model in text format to a stream
bool WriteTextModel(std::ostream &stream);
//! Reads a model in new binary format from file
bool ReadBinaryModel(const std::string &fileName);
//! Reads a model in new binary format from stream
bool ReadBinaryModel(std::istream &stream);
//! Writes the model in binary format to a file
bool WriteBinaryModel(const std::string &fileName);
//! Writes the model in binary format to a stream
bool WriteBinaryModel(std::ostream &stream);
//! Reads a binary Colobot model from file
//! @deprecated
bool ReadModel(const std::string &fileName);
//! Reads a binary Colobot model from stream
//! @deprecated
bool ReadModel(std::istream &stream);
//! Writes the model to Colobot binary model file
//! @deprecated
bool WriteModel(const std::string &fileName);
//! Writes the model to Colobot binary model file
//! @deprecated
bool WriteModel(std::ostream &stream);
//! Returns the number of triangles in model
int GetTriangleCount();
//! Returns the triangle vector
const std::vector<ModelTriangle>& GetTriangles();
//! Controls printing of debug information
void SetPrintDebugInfo(bool printDebugInfo);
protected:
//@{
//! @deprecated min, max conversions
LODLevel MinMaxToLodLevel(float min, float max);
void LODLevelToMinMax(LODLevel lodLevel, float& min, float& max);
//@}
protected:
//! Model triangles
std::vector<ModelTriangle> m_triangles;
bool m_printDebugInfo;
};
}; // namespace Gfx