celestia/src/cel3ds/3dsmodel.h

171 lines
4.7 KiB
C++

// 3dsmodel.h
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// 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 2
// of the License, or (at your option) any later version.
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <Eigen/Core>
class M3DColor
{
public:
M3DColor();
M3DColor(float, float, float);
public:
float red, green, blue;
};
class M3DMaterial
{
public:
M3DMaterial() = default;
~M3DMaterial() = default;
M3DMaterial(const M3DMaterial&) = delete;
M3DMaterial& operator=(const M3DMaterial&) = delete;
M3DMaterial(M3DMaterial&&) = default;
M3DMaterial& operator=(M3DMaterial&&) = default;
std::string getName() const;
void setName(std::string&&);
M3DColor getAmbientColor() const;
void setAmbientColor(M3DColor);
M3DColor getDiffuseColor() const;
void setDiffuseColor(M3DColor);
M3DColor getSpecularColor() const;
void setSpecularColor(M3DColor);
float getShininess() const;
void setShininess(float);
float getOpacity() const;
void setOpacity(float);
std::string getTextureMap() const;
void setTextureMap(const std::string&);
private:
std::string name{};
std::string texmap{};
M3DColor ambient{ 0, 0, 0 };
M3DColor diffuse{ 0, 0, 0 };
M3DColor specular{ 0, 0, 0 };
float shininess{ 1.0f };
float opacity{};
};
class M3DMeshMaterialGroup
{
public:
M3DMeshMaterialGroup() = default;
~M3DMeshMaterialGroup() = default;
M3DMeshMaterialGroup(const M3DMeshMaterialGroup&) = delete;
M3DMeshMaterialGroup& operator=(const M3DMeshMaterialGroup&) = delete;
M3DMeshMaterialGroup(M3DMeshMaterialGroup&&) = default;
M3DMeshMaterialGroup& operator=(M3DMeshMaterialGroup&&) = default;
std::string materialName;
std::vector<std::uint16_t> faces;
};
class M3DTriangleMesh
{
public:
M3DTriangleMesh() = default;
~M3DTriangleMesh() = default;
M3DTriangleMesh(const M3DTriangleMesh&) = delete;
M3DTriangleMesh& operator=(const M3DTriangleMesh&) = delete;
M3DTriangleMesh(M3DTriangleMesh&&) = default;
M3DTriangleMesh& operator=(M3DTriangleMesh&&) = default;
Eigen::Matrix4f getMatrix() const;
void setMatrix(const Eigen::Matrix4f&);
Eigen::Vector3f getVertex(std::uint16_t) const;
std::uint16_t getVertexCount() const;
void addVertex(const Eigen::Vector3f&);
Eigen::Vector2f getTexCoord(std::uint16_t) const;
std::uint16_t getTexCoordCount() const;
void addTexCoord(const Eigen::Vector2f&);
void getFace(std::uint16_t, std::uint16_t&, std::uint16_t&, std::uint16_t&) const;
std::uint16_t getFaceCount() const;
void addFace(std::uint16_t, std::uint16_t, std::uint16_t);
void addSmoothingGroups(std::uint32_t);
std::uint32_t getSmoothingGroups(std::uint16_t) const;
std::uint16_t getSmoothingGroupCount() const;
void addMeshMaterialGroup(M3DMeshMaterialGroup&& matGroup);
const M3DMeshMaterialGroup* getMeshMaterialGroup(std::uint32_t) const;
std::uint32_t getMeshMaterialGroupCount() const;
private:
std::vector<Eigen::Vector3f> points{};
std::vector<Eigen::Vector2f> texCoords{};
std::vector<std::uint16_t> faces{};
std::vector<std::uint32_t> smoothingGroups{};
std::vector<M3DMeshMaterialGroup> meshMaterialGroups{};
Eigen::Matrix4f matrix{ Eigen::Matrix4f::Identity() };
};
class M3DModel
{
public:
M3DModel() = default;
~M3DModel() = default;
M3DModel(const M3DModel&) = delete;
M3DModel& operator=(const M3DModel&) = delete;
M3DModel(M3DModel&&) = default;
M3DModel& operator=(M3DModel&&) = default;
const M3DTriangleMesh* getTriMesh(std::uint32_t) const;
std::uint32_t getTriMeshCount() const;
void addTriMesh(M3DTriangleMesh&&);
void setName(const std::string&);
std::string getName() const;
private:
std::string name{};
std::vector<M3DTriangleMesh> triMeshes{};
};
class M3DScene
{
public:
M3DScene() = default;
~M3DScene() = default;
M3DScene(const M3DScene&) = delete;
M3DScene& operator=(const M3DScene&) = delete;
M3DScene(M3DScene&&) = default;
M3DScene& operator=(M3DScene&&) = default;
const M3DModel* getModel(std::uint32_t) const;
std::uint32_t getModelCount() const;
void addModel(M3DModel&&);
const M3DMaterial* getMaterial(std::uint32_t) const;
std::uint32_t getMaterialCount() const;
void addMaterial(M3DMaterial&&);
M3DColor getBackgroundColor() const;
void setBackgroundColor(M3DColor);
private:
std::vector<M3DModel> models{};
std::vector<M3DMaterial> materials{};
M3DColor backgroundColor{};
};