irrlicht/source/Irrlicht/COBJMeshFileLoader.h
cutealien c58afe8038 IMeshLoader can now set hints to prefer 16/32 bit buffers. Obj loader can now load 32 bit buffers.
- IMeshLoader::setPreferredIndexType and getPreferredIndexType allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers. Loaders are free to ignore those hints (all but .obj will do that for now).
- obj meshloader loads now 32-bit buffers when setPreferredIndexType is set to EIT_32BIT.
NOTE: It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
That will break the code of people who accessed meshbuffer before by casting to SMeshBuffer*
And might even be somewhat slower (lot's of virtual functions...), but shouldn't really matter and can maybe be a bit improved.
Sorry about that, I considered keeping SMeshBuffer for 16-bit (still considering it), but it would add some overhead in code and I don't think it's worth that. If there are any complains I'll maybe consider it again.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6333 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-04-14 14:03:39 +00:00

123 lines
4.6 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_OBJ_MESH_FILE_LOADER_H_INCLUDED
#define IRR_C_OBJ_MESH_FILE_LOADER_H_INCLUDED
#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "ISceneManager.h"
#include "irrString.h"
#include "CDynamicMeshBuffer.h"
#include "irrMap.h"
namespace irr
{
namespace scene
{
//! Meshloader capable of loading obj meshes.
class COBJMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//! destructor
virtual ~COBJMeshFileLoader();
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".obj")
virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
//! 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.
virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
private:
struct SObjMtl
{
SObjMtl(irr::video::E_INDEX_TYPE indexType) : IndexType(indexType), Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
RecalculateNormals(false)
{
Meshbuffer = new CDynamicMeshBuffer(irr::video::EVT_STANDARD, IndexType);
Meshbuffer->Material.Shininess = 0.0f;
Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
}
SObjMtl(const SObjMtl& o)
: IndexType(o.IndexType), Name(o.Name), Group(o.Group),
Bumpiness(o.Bumpiness), Illumination(o.Illumination),
RecalculateNormals(false)
{
Meshbuffer = new CDynamicMeshBuffer(irr::video::EVT_STANDARD, IndexType);
Meshbuffer->Material = o.Meshbuffer->Material;
}
core::map<video::S3DVertex, int> VertMap;
irr::video::E_INDEX_TYPE IndexType;
scene::CDynamicMeshBuffer *Meshbuffer;
core::stringc Name;
core::stringc Group;
f32 Bumpiness;
c8 Illumination;
bool RecalculateNormals;
};
// helper method for material reading
const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath);
// returns a pointer to the first printable character available in the buffer
const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
// returns a pointer to the first printable character after the first non-printable
const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
// returns a pointer to the next printable character after the first line break
const c8* goNextLine(const c8* buf, const c8* const bufEnd);
// copies the current word from the inBuf to the outBuf
u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
// copies the current line from the inBuf to the outBuf
core::stringc copyLine(const c8* inBuf, const c8* const bufEnd);
// combination of goNextWord followed by copyWord
const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
//! Read the material from the given file
void readMTL(const c8* fileName, const io::path& relPath);
//! Find and return the material with the given name
SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName);
//! Read RGB color
const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd);
//! Read 3d vector of floats
const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd);
//! Read 2d vector of floats
const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd);
//! Read boolean value represented as 'on' or 'off'
const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd);
// reads and convert to integer the vertex indices in a line of obj file's face statement
// -1 for the index if it doesn't exist
// indices are changed to 0-based index instead of 1-based from the obj file
bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
void cleanUp();
scene::ISceneManager* SceneManager;
io::IFileSystem* FileSystem;
core::array<SObjMtl*> Materials;
};
} // end namespace scene
} // end namespace irr
#endif