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82 lines
2.0 KiB
C
82 lines
2.0 KiB
C
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_OBJECT_MESH_H
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#define TOS_OBJECT_MESH_H
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#include "Vertex.h"
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#include "FaceType.h"
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#include "../stdlib/Types.h"
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#include "../memory/RingMemory.h"
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// @todo how to handle different objects and groups?
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// maybe make a mesh hold other meshes?
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// @todo handle vertice arrays where for example no texture coordinates are defined/used
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struct Mesh {
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byte* data; // memory owner that subdevides into the pointers below
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uint32 object;
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uint32 group_count;
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uint32* groups;
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// the following section allows us to create 2 types of data
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// Interleaved: [position normal tex_coord] [color] (elements depend on vertex_type)
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// Separate: [position] [normal] [tex_coord] [color] (separate array for elements)
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uint32 vertex_type;
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uint32 vertex_count; // can mean only position or combination of position, normal, tex, ...
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uint32 normal_count;
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uint32 tex_coord_count;
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uint32 color_count;
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float* vertices;
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// The following references only exist in some situations
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// depends on the settings above
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float* normals;
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float* tex_coords;
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float* colors;
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uint32 face_type;
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uint32 face_count;
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uint32 face_normal_count;
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uint32 face_tex_coord_count;
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uint32 face_color_count;
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uint32* faces;
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// The following references only exist in some situations
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// depends on the settings above
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uint32* face_textures;
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uint32* face_normals;
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uint32* face_colors;
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// @todo this only works if you have sub meshes e.g. one for body, one for hat, one for weapon etc.
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uint32 vertex_ref;
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uint32 vao;
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uint32 vbo;
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uint32 ebo;
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uint32 material_count;
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uint32* materials;
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uint32 texture;
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uint32 animation_count;
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uint32* animations;
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uint32 hitbox_count;
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uint32* hitboxes;
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uint32 audio_count;
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uint32* audios;
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uint32 mesh_count;
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Mesh* meshes;
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};
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#endif |