165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
/*
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* Copyright (c) 2016-2021 Jeremy HU <jeremy-at-dust3d dot org>. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef DUST3D_BASE_OBJECT_H_
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#define DUST3D_BASE_OBJECT_H_
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#include <vector>
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#include <set>
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#include <map>
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#include <dust3d/base/vector2.h>
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#include <dust3d/base/vector3.h>
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#include <dust3d/base/uuid.h>
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#include <dust3d/base/color.h>
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#include <dust3d/base/rectangle.h>
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namespace dust3d
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{
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struct ObjectNode
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{
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Uuid partId;
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Uuid nodeId;
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Vector3 origin;
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float radius = 0.0;
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Color color;
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float colorSolubility = 0.0;
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float metalness = 0.0;
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float roughness = 1.0;
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Uuid materialId;
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bool countershaded = false;
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Uuid mirrorFromPartId;
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Uuid mirroredByPartId;
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Vector3 direction;
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bool joined = true;
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};
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class Object
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{
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public:
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std::vector<ObjectNode> nodes;
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std::vector<std::pair<std::pair<Uuid, Uuid>, std::pair<Uuid, Uuid>>> edges;
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std::vector<Vector3> vertices;
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std::vector<std::pair<Uuid, Uuid>> vertexSourceNodes;
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std::vector<std::vector<size_t>> triangleAndQuads;
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std::vector<std::vector<size_t>> triangles;
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std::vector<Vector3> triangleNormals;
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std::vector<Color> triangleColors;
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bool alphaEnabled = false;
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uint64_t meshId = 0;
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const std::vector<std::pair<Uuid, Uuid>> *triangleSourceNodes() const
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{
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if (!m_hasTriangleSourceNodes)
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return nullptr;
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return &m_triangleSourceNodes;
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}
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void setTriangleSourceNodes(const std::vector<std::pair<Uuid, Uuid>> &sourceNodes)
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{
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m_triangleSourceNodes = sourceNodes;
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m_hasTriangleSourceNodes = true;
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}
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const std::vector<std::vector<Vector2>> *triangleVertexUvs() const
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{
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if (!m_hasTriangleVertexUvs)
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return nullptr;
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return &m_triangleVertexUvs;
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}
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void setTriangleVertexUvs(const std::vector<std::vector<Vector2>> &uvs)
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{
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m_triangleVertexUvs = uvs;
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m_hasTriangleVertexUvs = true;
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}
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const std::vector<std::vector<Vector3>> *triangleVertexNormals() const
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{
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if (!m_hasTriangleVertexNormals)
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return nullptr;
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return &m_triangleVertexNormals;
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}
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void setTriangleVertexNormals(const std::vector<std::vector<Vector3>> &normals)
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{
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m_triangleVertexNormals = normals;
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m_hasTriangleVertexNormals = true;
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}
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const std::vector<Vector3> *triangleTangents() const
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{
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if (!m_hasTriangleTangents)
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return nullptr;
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return &m_triangleTangents;
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}
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void setTriangleTangents(const std::vector<Vector3> &tangents)
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{
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m_triangleTangents = tangents;
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m_hasTriangleTangents = true;
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}
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const std::map<Uuid, std::vector<Rectangle>> *partUvRects() const
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{
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if (!m_hasPartUvRects)
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return nullptr;
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return &m_partUvRects;
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}
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void setPartUvRects(const std::map<Uuid, std::vector<Rectangle>> &uvRects)
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{
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m_partUvRects = uvRects;
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m_hasPartUvRects = true;
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}
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const std::vector<std::pair<std::pair<size_t, size_t>, std::pair<size_t, size_t>>> *triangleLinks() const
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{
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if (!m_hasTriangleLinks)
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return nullptr;
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return &m_triangleLinks;
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}
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void setTriangleLinks(const std::vector<std::pair<std::pair<size_t, size_t>, std::pair<size_t, size_t>>> &triangleLinks)
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{
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m_triangleLinks = triangleLinks;
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m_hasTriangleLinks = true;
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}
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private:
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bool m_hasTriangleSourceNodes = false;
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std::vector<std::pair<Uuid, Uuid>> m_triangleSourceNodes;
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bool m_hasTriangleVertexUvs = false;
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std::vector<std::vector<Vector2>> m_triangleVertexUvs;
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bool m_hasTriangleVertexNormals = false;
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std::vector<std::vector<Vector3>> m_triangleVertexNormals;
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bool m_hasTriangleTangents = false;
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std::vector<Vector3> m_triangleTangents;
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bool m_hasPartUvRects = false;
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std::map<Uuid, std::vector<Rectangle>> m_partUvRects;
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bool m_hasTriangleLinks = false;
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std::vector<std::pair<std::pair<size_t, size_t>, std::pair<size_t, size_t>>> m_triangleLinks;
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};
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}
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#endif
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