copied from the old Ppoject:
shaders, object class Modified to use better names and use Qt things
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75
MeshViewerQt/Header/MshFile.h
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75
MeshViewerQt/Header/MshFile.h
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#pragma once
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#include <fstream>
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#include <vector>
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#include <QMatrix4x4>
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enum ModelTyp {
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null,
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dynamicMesh,
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cloth,
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bone,
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staticMesh,
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shadowMesh = 6
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};
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struct BoundingBox {
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float quaternion[4];
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float center[3];
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float extents[3];
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};
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struct ChunkHeader {
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char name[5];
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std::uint32_t size;
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std::streampos position;
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};
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struct Segment {
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std::uint32_t textureIndex = 0;
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float* vertex = nullptr;
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float* uv = nullptr;
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std::vector<std::vector<std::uint32_t>> polyIndices; // indices into vertex array
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};
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struct Model {
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std::string name = "";
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std::string parent = "";
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ModelTyp type = null;
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std::int32_t renderFlags = -1;
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QMatrix4x4 m4x4Translation;
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std::vector<Segment*> segmList;
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};
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class MshFile
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{
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public:
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MshFile(const char* path);
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~MshFile();
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private:
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std::vector<Model*>* m_vModels;
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std::fstream m_fsMesh;
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std::vector<std::string> m_vTextureNames;
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BoundingBox m_sceneBbox;
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private:
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void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t length);
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void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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void analyseModlChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseGeomChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseSegmChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseClthChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void readVertex(Segment* dataDestination, std::streampos position);
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void readUV(Segment* dataDestination, std::streampos position);
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public:
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std::vector<Model*>* getModels() const;
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std::vector<std::string> getTextureNames() const;
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BoundingBox getBoundingBox() const;
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};
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