irrlicht/source/Irrlicht/CSTLMeshFileLoader.cpp

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// Copyright (C) 2007-2012 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_STL_LOADER_
#include "CSTLMeshFileLoader.h"
#include "SMesh.h"
#include "CDynamicMeshBuffer.h"
#include "CMemoryFile.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "fast_atof.h"
#include "coreutil.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CSTLMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "stl" );
}
//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* fileIn)
{
const long filesize = fileIn->getSize();
if (filesize < 6) // we need a header
return 0;
// We copy the whole file into a memory-read file if it isn't already one.
io::CMemoryReadFile * memoryFile = 0;
if ( fileIn->getType() != io::ERFT_MEMORY_READ_FILE )
{
u8* fileBuffer = new u8[filesize];
if ( fileIn->read(fileBuffer, filesize) != (size_t)filesize )
{
delete[] fileBuffer;
return 0;
}
memoryFile = new io::CMemoryReadFile(fileBuffer, filesize, io::path(""), true); // takes over fileBuffer
}
io::IReadFile* file = memoryFile ? memoryFile : fileIn;
SMesh* mesh = new SMesh();
CDynamicMeshBuffer* meshBuffer = new CDynamicMeshBuffer(video::EVT_STANDARD, video::EIT_16BIT);
IVertexBuffer& vertBuffer = meshBuffer->getVertexBuffer();
mesh->addMeshBuffer(meshBuffer);
meshBuffer->drop();
core::vector3df vertex[3];
core::vector3df normal;
bool binary = false;
if (getNextToken(file) != "solid")
binary = true;
// read/skip header
u32 binFaceCount = 0;
if (binary)
{
file->seek(80);
file->read(&binFaceCount, 4);
#ifdef __BIG_ENDIAN__
binFaceCount = os::Byteswap::byteswap(binFaceCount);
#endif
}
else
goNextLine(file);
u16 attrib=0;
Token.reserve(32);
bool failure = false;
while (file->getPos() < filesize)
{
if (!binary)
{
if (getNextToken(file) != "facet")
{
if (Token!="endsolid")
failure = true;
break;
}
if (getNextToken(file) != "normal")
{
failure = true;
break;
}
}
getNextVector(file, normal, binary);
if (!binary)
{
if (getNextToken(file) != "outer")
{
failure = true;
break;
}
if (getNextToken(file) != "loop")
{
failure = true;
break;
}
}
for (u32 i=0; i<3; ++i)
{
if (!binary)
{
if (getNextToken(file) != "vertex")
{
failure = true;
break;
}
}
getNextVector(file, vertex[i], binary);
}
if ( failure )
break;
if (!binary)
{
if (getNextToken(file) != "endloop")
{
failure = true;
break;
}
if (getNextToken(file) != "endfacet")
{
failure = true;
break;
}
}
else
{
file->read(&attrib, 2);
#ifdef __BIG_ENDIAN__
attrib = os::Byteswap::byteswap(attrib);
#endif
}
video::SColor color(0xffffffff);
if (attrib & 0x8000)
color = video::A1R5G5B5toA8R8G8B8(attrib);
if (normal==core::vector3df())
normal=core::plane3df(vertex[2],vertex[1],vertex[0]).Normal;
vertBuffer.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df()));
vertBuffer.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df()));
vertBuffer.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df()));
} // end while (file->getPos() < filesize)
// Create the Animated mesh if there's anything in the mesh
SAnimatedMesh* pAM = 0;
if ( !failure && mesh->getMeshBufferCount() > 0 )
{
IIndexBuffer& indexBuffer = meshBuffer->getIndexBuffer();
u32 vertCount = vertBuffer.size();
if (vertCount > 65535 ) // Note 65535 instead of 65536 as it divides by 3
{
if ( getIndexTypeHint() != EITH_16BIT )
indexBuffer.setType(video::EIT_32BIT);
else
{
// Could split buffer, but probably no one really needs this anymore now with 32-bit support and necessary buffer manipulation functions are not there yet
vertCount = 65535;
}
}
indexBuffer.reallocate(vertCount);
for (u32 i=0; i<vertCount; ++i) //every vertex is unique, so we can just generate the indices
indexBuffer.push_back(i);
meshBuffer->recalculateBoundingBox();
mesh->recalculateBoundingBox();
pAM = new SAnimatedMesh();
pAM->Type = EAMT_STATIC;
pAM->addMesh(mesh);
pAM->recalculateBoundingBox();
}
mesh->drop();
Token.clear();
if ( memoryFile )
memoryFile->drop();
return pAM;
}
//! Read 3d vector of floats
void CSTLMeshFileLoader::getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary)
{
if (binary)
{
file->read(&vec.X, 4);
file->read(&vec.Y, 4);
file->read(&vec.Z, 4);
#ifdef __BIG_ENDIAN__
vec.X = os::Byteswap::byteswap(vec.X);
vec.Y = os::Byteswap::byteswap(vec.Y);
vec.Z = os::Byteswap::byteswap(vec.Z);
#endif
}
else
{
goNextWord(file);
getNextToken(file);
core::fast_atof_move(Token.c_str(), vec.X);
getNextToken(file);
core::fast_atof_move(Token.c_str(), vec.Y);
getNextToken(file);
core::fast_atof_move(Token.c_str(), vec.Z);
}
vec.X=-vec.X;
}
//! Read next word
const core::stringc& CSTLMeshFileLoader::getNextToken(io::IReadFile* file)
{
goNextWord(file);
u8 c;
Token = "";
while(file->getPos() != file->getSize())
{
file->read(&c, 1);
// found it, so leave
if (core::isspace(c))
break;
Token.append(c);
}
return Token;
}
//! skip to next word
void CSTLMeshFileLoader::goNextWord(io::IReadFile* file) const
{
u8 c;
while(file->getPos() != file->getSize())
{
file->read(&c, 1);
// found it, so leave
if (!core::isspace(c))
{
file->seek(-1, true);
break;
}
}
}
//! Read until line break is reached and stop at the next non-space character
void CSTLMeshFileLoader::goNextLine(io::IReadFile* file) const
{
u8 c;
// look for newline characters
while(file->getPos() != file->getSize())
{
file->read(&c, 1);
// found it, so leave
if (c=='\n' || c=='\r')
break;
}
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_STL_LOADER_