// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef AURENDMESH_DEF #define AURENDMESH_DEF #include #include "../Common/AUColor.inl" #include "IAURenderable.h" struct aiScene; class AURenMesh { public: AURenMesh(); bool LoadFromFile( const std::string& strFilename ); bool SaveToFile( const std::string& strFilename ); // Saves as AML virtual ~AURenMesh(); void NormaliseToBCubeHalfWidth( float fBCubeHalfWidth ); void Render( const AUColor* pCol = 0 ) const; protected: bool LoadFromFileAML( const std::string& strFilename ); // For native AML format bool LoadFromFileImport( const std::string& strFilename ); // Use AssImp library for other formats void ProcessScene( const aiScene* pScene ); // Convert AssImp imported scene into internal data structures void Clear(); float* m_pafVertexCoordinates; float* m_pafTextureCoordinates; float* m_pafNormals; unsigned short* m_pausTriangleIndices; unsigned int m_uiNumVertices; unsigned int m_uiNumTriangles; }; class AURenderableMesh : public IAURenderableMesh { public: AURenderableMesh( AURenMesh* pMesh ) : m_pMesh( pMesh ), m_Color( 1.0f, 1.0f, 1.0f, 1.0f ) { } virtual const AUColor& GetColor() const { return m_Color; } virtual void SetColor( const AUColor& color ) { m_Color = color; } virtual void Render() const { m_pMesh->Render( &m_Color ); } AURenMesh* GetMesh() { return m_pMesh; } private: AURenMesh* m_pMesh; AUColor m_Color; }; #endif //AURENDMESH_DEF