ACE3/extensions/common/p3d/lod_info.hpp

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#pragma once
#include "shared.hpp"
#include "vector.hpp"
#include "transform_matrix.hpp"
#include "compressed.hpp"
namespace ace {
namespace p3d {
class proxy {
public:
proxy();
proxy(std::istream &, uint32_t);
std::string name; //"\ca\a10\agm65" (.p3d is implied) <<note the leading filename backslash
ace::transform_matrix transform; //see Generic FileFormat Data Types
uint32_t sequence_id; //
uint32_t named_selection_id; //see P3D Named Selections
//////// ARMA ONLY (ODOLV4x) ///////
int32_t bone_id;
uint32_t section_id; //see P3D_Lod_Sections
};
typedef std::shared_ptr<proxy> proxy_p;
class stage_texture {
public:
stage_texture();
stage_texture(std::istream &, uint32_t);
uint32_t filter;
std::string file;
uint32_t transform_id;
bool wtf;
};
typedef std::shared_ptr<stage_texture> stage_texture_p;
class material {
public:
material();
material(std::istream &, uint32_t);
std::string name;
std::string surface;
uint32_t render_flags;
uint32_t type;
float emissive[4];
float ambient[4];
float diffuse[4];
float forced_diffuse[4];
float specular[4];
float specular_2[4];
float specular_power;
uint32_t pixel_shader;
uint32_t vertex_shader;
uint32_t u_long_1;
uint32_t an_index;
uint32_t u_long_2;
uint32_t u_long_3;
std::vector<stage_texture_p> texture_stages;
std::vector<std::pair<uint32_t, transform_matrix>> transform_stages;
};
typedef std::shared_ptr<material> material_p;
class edge_set {
public:
std::vector<uint16_t> mlod;
std::vector<uint16_t> vertex;
};
class face {
public:
face();
face(std::istream &, uint32_t);
uint32_t flags; //ODOL7 ONLY see P3D Point and Face Flags
uint16_t texture; //ODOL7 ONLY
uint8_t type; // 3==Triangle or 4==Box
std::vector<uint16_t> vertex_table;
};
typedef std::shared_ptr<face> face_p;
class section {
public:
section();
section(std::istream &, uint32_t);
uint32_t face_offsets[2]; // from / to region of LodFaces used
uint32_t material_offsets[2]; // ODOLV4x only
uint32_t common_points_user_value; // see P3D Point and Face Flags
// 0xC9 -> LodPoints 0x0C90003F
// LodPointFlags are in a separate table for arma, and in the VertexTable for ofp (odol7)
uint16_t common_texture; //
uint32_t common_face_flags; // see P3D Point and Face Flags
///////// // ODOLV4x only//////
int32_t material_index;
//if MaterialIndex == -1
// {
// byte ExtraByte;
//}
uint8_t extra;
uint32_t u_long_1; // ???? New in version 68!!!
uint32_t u_long_2; // generally 2
float u_float_resolution_1;
float u_float_resolution_2; // generally 1000.0
};
typedef std::shared_ptr<section> section_p;
class named_selection {
public:
named_selection();
named_selection(std::istream &, uint32_t);
std::string name; // "rightleg" or "neck" eg
compressed<uint16_t> faces; // indexing into the LodFaces Table
compressed<uint32_t> face_weights;
uint32_t Always0Count;
bool is_sectional; //Appears in the sections[]= list of a model.cfg
compressed<uint32_t> sections; //IsSectional must be true. Indexes into the LodSections Table
compressed<uint16_t> vertex_table;
compressed<uint8_t> texture_weights; // if present they correspond to (are exentsions of) the VertexTableIndexes
};
typedef std::shared_ptr<named_selection> named_selection_p;
class frame {
public:
frame();
frame(std::istream &, uint32_t);
float time;
std::vector<ace::vector3<float>> bone_positions;
};
typedef std::shared_ptr<frame> frame_p;
class uv {
public:
uv();
uv(std::istream &, uint32_t);
float uv_scale[4];
compressed<float> data;
};
typedef std::shared_ptr<uv> uv_p;
class c_vertex_table {
public:
c_vertex_table();
c_vertex_table(std::istream &, uint32_t, uint32_t);
uint32_t size;
compressed<uint32_t> point_flags; // Potentially compressed
std::vector<uv_p> uvsets;
compressed<ace::vector3<float>> points;
compressed<ace::vector3<float>> normals;
compressed<ace::pair<float>> minmax;
compressed<ace::vector3<float>> vert_properties;
compressed<ace::vector3<float>> unknown_vtx;
/*
uint32_t NoOfPoints;
uint32_t nNormals;
(A2)LodNormals LodNormals[nNormals];
uint32_t nMinMax;
(A2)LodMinMax MinMax[nMinMax]; //optional
uint32_t nProperties;
VertProperty VertProperties[nProperties]; //optional related to skeleton
uint32_t Count;
UnknownVtxStruct UnknownVtxStructs[Count]; //optional
*/
};
typedef std::shared_ptr<c_vertex_table> vertex_table_p;
class lod {
public:
lod();
lod(std::istream &, uint32_t, uint32_t);
~lod();
uint32_t id;
std::vector<proxy_p> proxies; // see P3D Lod Proxies
std::vector<uint32_t> items; // potentially compressed
std::vector<std::vector<uint32_t>> bone_links;
uint32_t point_count;
uint32_t u_float_1;
float u_float_2;
float u_float_3;
ace::vector3<float> min_pos;
ace::vector3<float> max_pos;
ace::vector3<float> autocenter_pos;
float sphere; // same as geo or mem values in modelinfo, if this lod is geo or memlod of course
std::vector<std::string> textures; //"ca\characters\hhl\hhl_01_co.paa"
std::vector<material_p> materials;
edge_set edges;
uint32_t u_count;
uint32_t offset_sections; // see below
uint16_t u_short_1;
uint32_t faces_allocation_size;
std::vector<face_p> faces;
std::vector<section_p> sections;
std::vector<named_selection_p> selections;
std::map<std::string, std::string> named_properties;
std::vector<frame_p> frames;
uint32_t icon_color;
uint32_t selected_color;
uint32_t u_residue;
uint8_t u_byte_1;
uint32_t vertex_table_size;
vertex_table_p vertices;
/*
//(including these 4 bytes)
LodPointFlags LodPointFlags; // Potentially compressed
VertexTable VertexTable;*/
};
typedef std::shared_ptr<lod> lod_p;
}
}