mirror of
https://github.com/minetest/irrlicht.git
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1d58677e18
Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
1111 lines
33 KiB
C++
1111 lines
33 KiB
C++
// Copyright (C) 2006-2012 Luke Hoschke
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// B3D Mesh loader
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// File format designed by Mark Sibly for the Blitz3D engine and has been
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// declared public domain
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
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#include "CB3DMeshFileLoader.h"
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#include "CMeshTextureLoader.h"
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#include "IVideoDriver.h"
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#include "IAttributes.h"
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#include "IFileSystem.h"
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#include "os.h"
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#ifdef _DEBUG
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#define _B3D_READER_DEBUG
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#endif
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namespace irr
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{
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namespace scene
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{
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//! Constructor
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CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager* smgr)
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: SceneManager(smgr), AnimatedMesh(0), B3DFile(0), NormalsInFile(false),
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HasVertexColors(false), ShowWarning(true)
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{
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#ifdef _DEBUG
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setDebugName("CB3DMeshFileLoader");
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#endif
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TextureLoader = new CMeshTextureLoader( SceneManager->getFileSystem(), SceneManager->getVideoDriver() );
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool CB3DMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "b3d" );
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* CB3DMeshFileLoader::createMesh(io::IReadFile* file)
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{
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if (!file)
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return 0;
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if ( getMeshTextureLoader() )
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getMeshTextureLoader()->setMeshFile(file);
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B3DFile = file;
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AnimatedMesh = new scene::CSkinnedMesh();
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ShowWarning = true; // If true a warning is issued if too many textures are used
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VerticesStart=0;
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if ( load() )
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{
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AnimatedMesh->finalize();
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}
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else
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{
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AnimatedMesh->drop();
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AnimatedMesh = 0;
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}
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return AnimatedMesh;
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}
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bool CB3DMeshFileLoader::load()
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{
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B3dStack.clear();
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NormalsInFile=false;
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HasVertexColors=false;
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//------ Get header ------
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SB3dChunkHeader header;
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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if ( strncmp( header.name, "BB3D", 4 ) != 0 )
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{
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os::Printer::log("File is not a b3d file. Loading failed (No header found)", B3DFile->getFileName(), ELL_ERROR);
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return false;
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}
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// Add main chunk...
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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// Get file version, but ignore it, as it's not important with b3d files...
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s32 fileVersion;
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B3DFile->read(&fileVersion, sizeof(fileVersion));
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#ifdef __BIG_ENDIAN__
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fileVersion = os::Byteswap::byteswap(fileVersion);
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#endif
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//------ Read main chunk ------
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while ( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos() )
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{
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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if ( strncmp( B3dStack.getLast().name, "TEXS", 4 ) == 0 )
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{
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if (!readChunkTEXS())
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "BRUS", 4 ) == 0 )
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{
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if (!readChunkBRUS())
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
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{
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if (!readChunkNODE((CSkinnedMesh::SJoint*)0) )
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return false;
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}
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else
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{
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os::Printer::log("Unknown chunk found in mesh base - skipping");
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if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
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return false;
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B3dStack.erase(B3dStack.size()-1);
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}
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}
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B3dStack.clear();
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BaseVertices.clear();
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AnimatedVertices_VertexID.clear();
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AnimatedVertices_BufferID.clear();
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Materials.clear();
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Textures.clear();
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return true;
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}
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bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *inJoint)
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{
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CSkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
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readString(joint->Name);
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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for ( u32 i=1; i < B3dStack.size(); ++i )
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logStr += "-";
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logStr += "read ChunkNODE";
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os::Printer::log(logStr.c_str(), joint->Name.c_str(), ELL_DEBUG);
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#endif
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f32 position[3], scale[3], rotation[4];
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readFloats(position, 3);
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readFloats(scale, 3);
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readFloats(rotation, 4);
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joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ;
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joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]);
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joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
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//Build LocalMatrix:
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core::matrix4 positionMatrix;
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positionMatrix.setTranslation( joint->Animatedposition );
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core::matrix4 scaleMatrix;
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scaleMatrix.setScale( joint->Animatedscale );
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core::matrix4 rotationMatrix;
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joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
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joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
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if (inJoint)
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joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
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else
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joint->GlobalMatrix = joint->LocalMatrix;
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while(B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
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{
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SB3dChunkHeader header;
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
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{
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if (!readChunkNODE(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 )
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{
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VerticesStart=BaseVertices.size();
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if (!readChunkMESH(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 )
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{
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if (!readChunkBONE(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 )
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{
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if(!readChunkKEYS(joint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 )
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{
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if (!readChunkANIM())
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return false;
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}
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else
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{
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os::Printer::log("Unknown chunk found in node chunk - skipping");
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if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
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return false;
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B3dStack.erase(B3dStack.size()-1);
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}
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}
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B3dStack.erase(B3dStack.size()-1);
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return true;
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}
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bool CB3DMeshFileLoader::readChunkMESH(CSkinnedMesh::SJoint *inJoint)
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{
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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for ( u32 i=1; i < B3dStack.size(); ++i )
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logStr += "-";
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logStr += "read ChunkMESH";
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os::Printer::log(logStr.c_str(), ELL_DEBUG);
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#endif
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s32 brushID;
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B3DFile->read(&brushID, sizeof(brushID));
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#ifdef __BIG_ENDIAN__
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brushID = os::Byteswap::byteswap(brushID);
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#endif
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NormalsInFile=false;
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HasVertexColors=false;
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while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
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{
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SB3dChunkHeader header;
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B3DFile->read(&header, sizeof(header));
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#ifdef __BIG_ENDIAN__
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header.size = os::Byteswap::byteswap(header.size);
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#endif
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B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
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if ( strncmp( B3dStack.getLast().name, "VRTS", 4 ) == 0 )
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{
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if (!readChunkVRTS(inJoint))
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return false;
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}
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else if ( strncmp( B3dStack.getLast().name, "TRIS", 4 ) == 0 )
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{
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scene::SSkinMeshBuffer *meshBuffer = AnimatedMesh->addMeshBuffer();
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if (brushID!=-1)
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{
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loadTextures(Materials[brushID]);
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meshBuffer->Material=Materials[brushID].Material;
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}
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if(readChunkTRIS(meshBuffer,AnimatedMesh->getMeshBuffers().size()-1, VerticesStart)==false)
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return false;
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if (!NormalsInFile)
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{
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s32 i;
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for ( i=0; i<(s32)meshBuffer->Indices.size(); i+=3)
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{
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core::plane3df p(meshBuffer->getVertex(meshBuffer->Indices[i+0])->Pos,
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meshBuffer->getVertex(meshBuffer->Indices[i+1])->Pos,
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meshBuffer->getVertex(meshBuffer->Indices[i+2])->Pos);
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meshBuffer->getVertex(meshBuffer->Indices[i+0])->Normal += p.Normal;
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meshBuffer->getVertex(meshBuffer->Indices[i+1])->Normal += p.Normal;
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meshBuffer->getVertex(meshBuffer->Indices[i+2])->Normal += p.Normal;
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}
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for ( i = 0; i<(s32)meshBuffer->getVertexCount(); ++i )
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{
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meshBuffer->getVertex(i)->Normal.normalize();
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BaseVertices[VerticesStart+i].Normal=meshBuffer->getVertex(i)->Normal;
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}
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}
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}
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else
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{
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os::Printer::log("Unknown chunk found in mesh - skipping");
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if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
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return false;
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B3dStack.erase(B3dStack.size()-1);
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}
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}
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B3dStack.erase(B3dStack.size()-1);
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return true;
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}
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/*
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VRTS:
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int flags ;1=normal values present, 2=rgba values present
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int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
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but we only support 3
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int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
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{
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float x,y,z ;always present
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float nx,ny,nz ;vertex normal: present if (flags&1)
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float red,green,blue,alpha ;vertex color: present if (flags&2)
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float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
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}
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*/
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bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *inJoint)
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{
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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for ( u32 i=1; i < B3dStack.size(); ++i )
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logStr += "-";
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logStr += "ChunkVRTS";
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os::Printer::log(logStr.c_str(), ELL_DEBUG);
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#endif
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const s32 max_tex_coords = 3;
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s32 flags, tex_coord_sets, tex_coord_set_size;
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B3DFile->read(&flags, sizeof(flags));
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B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets));
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B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
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#ifdef __BIG_ENDIAN__
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flags = os::Byteswap::byteswap(flags);
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tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
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tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
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#endif
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if (tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong
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{
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os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR);
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return false;
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}
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//------ Allocate Memory, for speed -----------//
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s32 numberOfReads = 3;
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if (flags & 1)
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{
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NormalsInFile = true;
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numberOfReads += 3;
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}
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if (flags & 2)
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{
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numberOfReads += 4;
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HasVertexColors=true;
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}
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numberOfReads += tex_coord_sets*tex_coord_set_size;
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const s32 memoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / numberOfReads;
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BaseVertices.reallocate(memoryNeeded + BaseVertices.size() + 1);
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AnimatedVertices_VertexID.reallocate(memoryNeeded + AnimatedVertices_VertexID.size() + 1);
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//--------------------------------------------//
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while( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
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{
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f32 position[3];
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f32 normal[3]={0.f, 0.f, 0.f};
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f32 color[4]={1.0f, 1.0f, 1.0f, 1.0f};
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f32 tex_coords[max_tex_coords][4];
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readFloats(position, 3);
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if (flags & 1)
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readFloats(normal, 3);
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if (flags & 2)
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readFloats(color, 4);
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for (s32 i=0; i<tex_coord_sets; ++i)
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readFloats(tex_coords[i], tex_coord_set_size);
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f32 tu=0.0f, tv=0.0f;
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if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
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{
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tu=tex_coords[0][0];
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tv=tex_coords[0][1];
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}
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f32 tu2=0.0f, tv2=0.0f;
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if (tex_coord_sets>1 && tex_coord_set_size>1)
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{
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tu2=tex_coords[1][0];
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tv2=tex_coords[1][1];
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}
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// Create Vertex...
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video::S3DVertex2TCoords Vertex(position[0], position[1], position[2],
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normal[0], normal[1], normal[2],
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video::SColorf(color[0], color[1], color[2], color[3]).toSColor(),
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tu, tv, tu2, tv2);
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// Transform the Vertex position by nested node...
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inJoint->GlobalMatrix.transformVect(Vertex.Pos);
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inJoint->GlobalMatrix.rotateVect(Vertex.Normal);
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//Add it...
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BaseVertices.push_back(Vertex);
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AnimatedVertices_VertexID.push_back(-1);
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AnimatedVertices_BufferID.push_back(-1);
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}
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B3dStack.erase(B3dStack.size()-1);
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return true;
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}
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bool CB3DMeshFileLoader::readChunkTRIS(scene::SSkinMeshBuffer *meshBuffer, u32 meshBufferID, s32 vertices_Start)
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{
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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for ( u32 i=1; i < B3dStack.size(); ++i )
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logStr += "-";
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logStr += "ChunkTRIS";
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os::Printer::log(logStr.c_str(), ELL_DEBUG);
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#endif
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bool showVertexWarning=false;
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s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (using a workaround)
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B3DFile->read(&triangle_brush_id, sizeof(triangle_brush_id));
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#ifdef __BIG_ENDIAN__
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triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id);
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#endif
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SB3dMaterial *B3dMaterial;
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if (triangle_brush_id != -1)
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{
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loadTextures(Materials[triangle_brush_id]);
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B3dMaterial = &Materials[triangle_brush_id];
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meshBuffer->Material = B3dMaterial->Material;
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}
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else
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B3dMaterial = 0;
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const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32);
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meshBuffer->Indices.reallocate(memoryNeeded + meshBuffer->Indices.size() + 1);
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while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
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{
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s32 vertex_id[3];
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B3DFile->read(vertex_id, 3*sizeof(s32));
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#ifdef __BIG_ENDIAN__
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vertex_id[0] = os::Byteswap::byteswap(vertex_id[0]);
|
|
vertex_id[1] = os::Byteswap::byteswap(vertex_id[1]);
|
|
vertex_id[2] = os::Byteswap::byteswap(vertex_id[2]);
|
|
#endif
|
|
|
|
//Make Ids global:
|
|
vertex_id[0] += vertices_Start;
|
|
vertex_id[1] += vertices_Start;
|
|
vertex_id[2] += vertices_Start;
|
|
|
|
for(s32 i=0; i<3; ++i)
|
|
{
|
|
if ((u32)vertex_id[i] >= AnimatedVertices_VertexID.size())
|
|
{
|
|
os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
if (AnimatedVertices_VertexID[ vertex_id[i] ] != -1)
|
|
{
|
|
if ( AnimatedVertices_BufferID[ vertex_id[i] ] != (s32)meshBufferID ) //If this vertex is linked in a different meshbuffer
|
|
{
|
|
AnimatedVertices_VertexID[ vertex_id[i] ] = -1;
|
|
AnimatedVertices_BufferID[ vertex_id[i] ] = -1;
|
|
showVertexWarning=true;
|
|
}
|
|
}
|
|
if (AnimatedVertices_VertexID[ vertex_id[i] ] == -1) //If this vertex is not in the meshbuffer
|
|
{
|
|
//Check for lightmapping:
|
|
if (BaseVertices[ vertex_id[i] ].TCoords2 != core::vector2df(0.f,0.f))
|
|
meshBuffer->convertTo2TCoords(); //Will only affect the meshbuffer the first time this is called
|
|
|
|
//Add the vertex to the meshbuffer:
|
|
if (meshBuffer->VertexType == video::EVT_STANDARD)
|
|
meshBuffer->Vertices_Standard.push_back( BaseVertices[ vertex_id[i] ] );
|
|
else
|
|
meshBuffer->Vertices_2TCoords.push_back(BaseVertices[ vertex_id[i] ] );
|
|
|
|
//create vertex id to meshbuffer index link:
|
|
AnimatedVertices_VertexID[ vertex_id[i] ] = meshBuffer->getVertexCount()-1;
|
|
AnimatedVertices_BufferID[ vertex_id[i] ] = meshBufferID;
|
|
|
|
if (B3dMaterial)
|
|
{
|
|
// Apply Material/Color/etc...
|
|
video::S3DVertex *Vertex=meshBuffer->getVertex(meshBuffer->getVertexCount()-1);
|
|
|
|
if (!HasVertexColors)
|
|
Vertex->Color=B3dMaterial->Material.DiffuseColor;
|
|
else if (Vertex->Color.getAlpha() == 255)
|
|
Vertex->Color.setAlpha( (s32)(B3dMaterial->alpha * 255.0f) );
|
|
|
|
// Use texture's scale
|
|
if (B3dMaterial->Textures[0])
|
|
{
|
|
Vertex->TCoords.X *= B3dMaterial->Textures[0]->Xscale;
|
|
Vertex->TCoords.Y *= B3dMaterial->Textures[0]->Yscale;
|
|
}
|
|
/*
|
|
if (B3dMaterial->Textures[1])
|
|
{
|
|
Vertex->TCoords2.X *=B3dMaterial->Textures[1]->Xscale;
|
|
Vertex->TCoords2.Y *=B3dMaterial->Textures[1]->Yscale;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[0] ] );
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[1] ] );
|
|
meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[2] ] );
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
if (showVertexWarning)
|
|
os::Printer::log("B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes");
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CB3DMeshFileLoader::readChunkBONE(CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkBONE";
|
|
os::Printer::log(logStr.c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
if (B3dStack.getLast().length > 8)
|
|
{
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
|
|
{
|
|
u32 globalVertexID;
|
|
f32 strength;
|
|
B3DFile->read(&globalVertexID, sizeof(globalVertexID));
|
|
B3DFile->read(&strength, sizeof(strength));
|
|
#ifdef __BIG_ENDIAN__
|
|
globalVertexID = os::Byteswap::byteswap(globalVertexID);
|
|
strength = os::Byteswap::byteswap(strength);
|
|
#endif
|
|
globalVertexID += VerticesStart;
|
|
|
|
if (AnimatedVertices_VertexID[globalVertexID]==-1)
|
|
{
|
|
os::Printer::log("B3dMeshLoader: Weight has bad vertex id (no link to meshbuffer index found)");
|
|
}
|
|
else if (strength >0)
|
|
{
|
|
CSkinnedMesh::SWeight *weight=AnimatedMesh->addWeight(inJoint);
|
|
weight->strength=strength;
|
|
//Find the meshbuffer and Vertex index from the Global Vertex ID:
|
|
weight->vertex_id = AnimatedVertices_VertexID[globalVertexID];
|
|
weight->buffer_id = AnimatedVertices_BufferID[globalVertexID];
|
|
}
|
|
}
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CB3DMeshFileLoader::readChunkKEYS(CSkinnedMesh::SJoint *inJoint)
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
// Only print first, that's just too much output otherwise
|
|
if ( !inJoint || (inJoint->PositionKeys.empty() && inJoint->ScaleKeys.empty() && inJoint->RotationKeys.empty()) )
|
|
{
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkKEYS";
|
|
os::Printer::log(logStr.c_str(), ELL_DEBUG);
|
|
}
|
|
#endif
|
|
|
|
s32 flags;
|
|
B3DFile->read(&flags, sizeof(flags));
|
|
#ifdef __BIG_ENDIAN__
|
|
flags = os::Byteswap::byteswap(flags);
|
|
#endif
|
|
|
|
CSkinnedMesh::SPositionKey *oldPosKey=0;
|
|
core::vector3df oldPos[2];
|
|
CSkinnedMesh::SScaleKey *oldScaleKey=0;
|
|
core::vector3df oldScale[2];
|
|
CSkinnedMesh::SRotationKey *oldRotKey=0;
|
|
core::quaternion oldRot[2];
|
|
bool isFirst[3]={true,true,true};
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
s32 frame;
|
|
|
|
B3DFile->read(&frame, sizeof(frame));
|
|
#ifdef __BIG_ENDIAN__
|
|
frame = os::Byteswap::byteswap(frame);
|
|
#endif
|
|
|
|
// Add key frames, frames in Irrlicht are zero-based
|
|
f32 data[4];
|
|
if (flags & 1)
|
|
{
|
|
readFloats(data, 3);
|
|
if ((oldPosKey!=0) && (oldPos[0]==oldPos[1]))
|
|
{
|
|
const core::vector3df pos(data[0], data[1], data[2]);
|
|
if (oldPos[1]==pos)
|
|
oldPosKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldPos[0]=oldPos[1];
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[1].set(oldPosKey->position.set(pos));
|
|
}
|
|
}
|
|
else if (oldPosKey==0 && isFirst[0])
|
|
{
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[0].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
|
oldPosKey=0;
|
|
isFirst[0]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldPosKey!=0)
|
|
oldPos[0]=oldPos[1];
|
|
oldPosKey=AnimatedMesh->addPositionKey(inJoint);
|
|
oldPosKey->frame = (f32)frame-1;
|
|
oldPos[1].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
|
}
|
|
}
|
|
if (flags & 2)
|
|
{
|
|
readFloats(data, 3);
|
|
if ((oldScaleKey!=0) && (oldScale[0]==oldScale[1]))
|
|
{
|
|
const core::vector3df scale(data[0], data[1], data[2]);
|
|
if (oldScale[1]==scale)
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldScale[0]=oldScale[1];
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[1].set(oldScaleKey->scale.set(scale));
|
|
}
|
|
}
|
|
else if (oldScaleKey==0 && isFirst[1])
|
|
{
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[0].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
|
oldScaleKey=0;
|
|
isFirst[1]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldScaleKey!=0)
|
|
oldScale[0]=oldScale[1];
|
|
oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
|
|
oldScaleKey->frame = (f32)frame-1;
|
|
oldScale[1].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
|
}
|
|
}
|
|
if (flags & 4)
|
|
{
|
|
readFloats(data, 4);
|
|
if ((oldRotKey!=0) && (oldRot[0]==oldRot[1]))
|
|
{
|
|
// meant to be in this order since b3d stores W first
|
|
const core::quaternion rot(data[1], data[2], data[3], data[0]);
|
|
if (oldRot[1]==rot)
|
|
oldRotKey->frame = (f32)frame-1;
|
|
else
|
|
{
|
|
oldRot[0]=oldRot[1];
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
oldRot[1].normalize();
|
|
}
|
|
}
|
|
else if (oldRotKey==0 && isFirst[2])
|
|
{
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
// meant to be in this order since b3d stores W first
|
|
oldRot[0].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
oldRot[0].normalize();
|
|
oldRotKey=0;
|
|
isFirst[2]=false;
|
|
}
|
|
else
|
|
{
|
|
if (oldRotKey!=0)
|
|
oldRot[0]=oldRot[1];
|
|
oldRotKey=AnimatedMesh->addRotationKey(inJoint);
|
|
oldRotKey->frame = (f32)frame-1;
|
|
// meant to be in this order since b3d stores W first
|
|
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
|
oldRot[1].normalize();
|
|
}
|
|
}
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CB3DMeshFileLoader::readChunkANIM()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkANIM";
|
|
os::Printer::log(logStr.c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
s32 animFlags; //not stored\used
|
|
s32 animFrames;//not stored\used
|
|
f32 animFPS; //not stored\used
|
|
|
|
B3DFile->read(&animFlags, sizeof(s32));
|
|
B3DFile->read(&animFrames, sizeof(s32));
|
|
readFloats(&animFPS, 1);
|
|
if (animFPS>0.f)
|
|
AnimatedMesh->setAnimationSpeed(animFPS);
|
|
os::Printer::log("FPS", io::path((double)animFPS), ELL_DEBUG);
|
|
|
|
#ifdef __BIG_ENDIAN__
|
|
animFlags = os::Byteswap::byteswap(animFlags);
|
|
animFrames = os::Byteswap::byteswap(animFrames);
|
|
#endif
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CB3DMeshFileLoader::readChunkTEXS()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkTEXS";
|
|
os::Printer::log(logStr.c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
Textures.push_back(SB3dTexture());
|
|
SB3dTexture& B3dTexture = Textures.getLast();
|
|
|
|
readString(B3dTexture.TextureName);
|
|
B3dTexture.TextureName.replace('\\','/');
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("read Texture", B3dTexture.TextureName.c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
B3DFile->read(&B3dTexture.Flags, sizeof(s32));
|
|
B3DFile->read(&B3dTexture.Blend, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags);
|
|
B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend);
|
|
#endif
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Flags", core::stringc(B3dTexture.Flags).c_str(), ELL_DEBUG);
|
|
os::Printer::log("Blend", core::stringc(B3dTexture.Blend).c_str(), ELL_DEBUG);
|
|
#endif
|
|
readFloats(&B3dTexture.Xpos, 1);
|
|
readFloats(&B3dTexture.Ypos, 1);
|
|
readFloats(&B3dTexture.Xscale, 1);
|
|
readFloats(&B3dTexture.Yscale, 1);
|
|
readFloats(&B3dTexture.Angle, 1);
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CB3DMeshFileLoader::readChunkBRUS()
|
|
{
|
|
#ifdef _B3D_READER_DEBUG
|
|
core::stringc logStr;
|
|
for ( u32 i=1; i < B3dStack.size(); ++i )
|
|
logStr += "-";
|
|
logStr += "read ChunkBRUS";
|
|
os::Printer::log(logStr.c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
u32 n_texs;
|
|
B3DFile->read(&n_texs, sizeof(u32));
|
|
#ifdef __BIG_ENDIAN__
|
|
n_texs = os::Byteswap::byteswap(n_texs);
|
|
#endif
|
|
|
|
// number of texture ids read for Irrlicht
|
|
const u32 num_textures = core::min_(n_texs, video::MATERIAL_MAX_TEXTURES);
|
|
// number of bytes to skip (for ignored texture ids)
|
|
const u32 n_texs_offset = (num_textures<n_texs)?(n_texs-num_textures):0;
|
|
|
|
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
|
|
{
|
|
// This is what blitz basic calls a brush, like an Irrlicht material
|
|
|
|
core::stringc name;
|
|
readString(name);
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("read Material", name, ELL_DEBUG);
|
|
#endif
|
|
Materials.push_back(SB3dMaterial());
|
|
SB3dMaterial& B3dMaterial=Materials.getLast();
|
|
|
|
readFloats(&B3dMaterial.red, 1);
|
|
readFloats(&B3dMaterial.green, 1);
|
|
readFloats(&B3dMaterial.blue, 1);
|
|
readFloats(&B3dMaterial.alpha, 1);
|
|
readFloats(&B3dMaterial.shininess, 1);
|
|
|
|
B3DFile->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend));
|
|
B3DFile->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx));
|
|
#ifdef __BIG_ENDIAN__
|
|
B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend);
|
|
B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx);
|
|
#endif
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Blend", core::stringc(B3dMaterial.blend).c_str(), ELL_DEBUG);
|
|
os::Printer::log("FX", core::stringc(B3dMaterial.fx).c_str(), ELL_DEBUG);
|
|
#endif
|
|
|
|
u32 i;
|
|
for (i=0; i<num_textures; ++i)
|
|
{
|
|
s32 texture_id=-1;
|
|
B3DFile->read(&texture_id, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
texture_id = os::Byteswap::byteswap(texture_id);
|
|
#endif
|
|
//--- Get pointers to the texture, based on the IDs ---
|
|
if ((u32)texture_id < Textures.size())
|
|
{
|
|
B3dMaterial.Textures[i]=&Textures[texture_id];
|
|
#ifdef _B3D_READER_DEBUG
|
|
os::Printer::log("Layer", core::stringc(i).c_str(), ELL_DEBUG);
|
|
os::Printer::log("using texture", Textures[texture_id].TextureName.c_str(), ELL_DEBUG);
|
|
#endif
|
|
}
|
|
else
|
|
B3dMaterial.Textures[i]=0;
|
|
}
|
|
// skip other texture ids
|
|
for (i=0; i<n_texs_offset; ++i)
|
|
{
|
|
s32 texture_id=-1;
|
|
B3DFile->read(&texture_id, sizeof(s32));
|
|
#ifdef __BIG_ENDIAN__
|
|
texture_id = os::Byteswap::byteswap(texture_id);
|
|
#endif
|
|
if (ShowWarning && (texture_id != -1) && (n_texs>video::MATERIAL_MAX_TEXTURES))
|
|
{
|
|
os::Printer::log("Too many textures used in one material", B3DFile->getFileName(), ELL_WARNING);
|
|
ShowWarning = false;
|
|
}
|
|
}
|
|
|
|
//Fixes problems when the lightmap is on the first texture:
|
|
if (B3dMaterial.Textures[0] != 0)
|
|
{
|
|
if (B3dMaterial.Textures[0]->Flags & 65536) // 65536 = secondary UV
|
|
{
|
|
SB3dTexture *TmpTexture;
|
|
TmpTexture = B3dMaterial.Textures[1];
|
|
B3dMaterial.Textures[1] = B3dMaterial.Textures[0];
|
|
B3dMaterial.Textures[0] = TmpTexture;
|
|
}
|
|
}
|
|
|
|
//If a preceding texture slot is empty move the others down:
|
|
for (i=num_textures; i>0; --i)
|
|
{
|
|
for (u32 j=i-1; j<num_textures-1; ++j)
|
|
{
|
|
if (B3dMaterial.Textures[j+1] != 0 && B3dMaterial.Textures[j] == 0)
|
|
{
|
|
B3dMaterial.Textures[j] = B3dMaterial.Textures[j+1];
|
|
B3dMaterial.Textures[j+1] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//------ Convert blitz flags/blend to irrlicht -------
|
|
|
|
//Two textures:
|
|
if (B3dMaterial.Textures[1])
|
|
{
|
|
if (B3dMaterial.alpha==1.f)
|
|
{
|
|
if (B3dMaterial.Textures[1]->Blend == 5) //(Multiply 2)
|
|
B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP_M2;
|
|
else
|
|
B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP;
|
|
B3dMaterial.Material.Lighting = false;
|
|
}
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
|
|
}
|
|
}
|
|
else if (B3dMaterial.Textures[0]) //One texture:
|
|
{
|
|
// Flags & 0x1 is usual SOLID, 0x8 is mipmap (handled before)
|
|
if (B3dMaterial.Textures[0]->Flags & 0x2) //(Alpha mapped)
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
|
|
}
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x4) //(Masked)
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // TODO: create color key texture
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x40)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP;
|
|
else if (B3dMaterial.Textures[0]->Flags & 0x80)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP; // TODO: Should be cube map
|
|
else if (B3dMaterial.alpha == 1.f)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
|
|
}
|
|
}
|
|
else //No texture:
|
|
{
|
|
if (B3dMaterial.alpha == 1.f)
|
|
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
|
|
else
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
|
|
}
|
|
}
|
|
|
|
B3dMaterial.Material.DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor();
|
|
B3dMaterial.Material.ColorMaterial=video::ECM_NONE;
|
|
|
|
//------ Material fx ------
|
|
|
|
if (B3dMaterial.fx & 1) //full-bright
|
|
{
|
|
B3dMaterial.Material.AmbientColor = video::SColor(255, 255, 255, 255);
|
|
B3dMaterial.Material.Lighting = false;
|
|
}
|
|
else
|
|
B3dMaterial.Material.AmbientColor = B3dMaterial.Material.DiffuseColor;
|
|
|
|
if (B3dMaterial.fx & 2) //use vertex colors instead of brush color
|
|
B3dMaterial.Material.ColorMaterial=video::ECM_DIFFUSE_AND_AMBIENT;
|
|
|
|
if (B3dMaterial.fx & 4) //flatshaded
|
|
B3dMaterial.Material.GouraudShading = false;
|
|
|
|
if (B3dMaterial.fx & 16) //disable backface culling
|
|
B3dMaterial.Material.BackfaceCulling = false;
|
|
|
|
if (B3dMaterial.fx & 32) //force vertex alpha-blending
|
|
{
|
|
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
|
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
|
|
}
|
|
|
|
B3dMaterial.Material.Shininess = B3dMaterial.shininess;
|
|
}
|
|
|
|
B3dStack.erase(B3dStack.size()-1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CB3DMeshFileLoader::loadTextures(SB3dMaterial& material) const
|
|
{
|
|
if ( getMeshTextureLoader() )
|
|
{
|
|
if ( SceneManager->getParameters()->existsAttribute(B3D_TEXTURE_PATH) )
|
|
getMeshTextureLoader()->setTexturePath( SceneManager->getParameters()->getAttributeAsString(B3D_TEXTURE_PATH) );
|
|
}
|
|
|
|
const bool previous32BitTextureFlag = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_ALWAYS_32_BIT);
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
|
|
|
|
// read texture from disk
|
|
// note that mipmaps might be disabled by Flags & 0x8
|
|
const bool doMipMaps = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
|
|
|
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
SB3dTexture* B3dTexture = material.Textures[i];
|
|
if (B3dTexture && B3dTexture->TextureName.size() && !material.Material.getTexture(i))
|
|
{
|
|
if (!SceneManager->getParameters()->getAttributeAsBool(B3D_LOADER_IGNORE_MIPMAP_FLAG))
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, (B3dTexture->Flags & 0x8) ? true:false);
|
|
{
|
|
video::ITexture* tex = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(B3dTexture->TextureName) : NULL;
|
|
material.Material.setTexture(i, tex);
|
|
}
|
|
if (material.Textures[i]->Flags & 0x10) // Clamp U
|
|
material.Material.TextureLayer[i].TextureWrapU=video::ETC_CLAMP;
|
|
if (material.Textures[i]->Flags & 0x20) // Clamp V
|
|
material.Material.TextureLayer[i].TextureWrapV=video::ETC_CLAMP;
|
|
if (material.Textures[i]->Flags & 0x20) // Clamp R
|
|
material.Material.TextureLayer[i].TextureWrapW=video::ETC_CLAMP;
|
|
}
|
|
}
|
|
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, doMipMaps);
|
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, previous32BitTextureFlag);
|
|
}
|
|
|
|
|
|
void CB3DMeshFileLoader::readString(core::stringc& newstring)
|
|
{
|
|
newstring="";
|
|
while (B3DFile->getPos() <= B3DFile->getSize())
|
|
{
|
|
c8 character;
|
|
B3DFile->read(&character, sizeof(character));
|
|
if (character==0)
|
|
return;
|
|
newstring.append(character);
|
|
}
|
|
}
|
|
|
|
|
|
void CB3DMeshFileLoader::readFloats(f32* vec, u32 count)
|
|
{
|
|
B3DFile->read(vec, count*sizeof(f32));
|
|
#ifdef __BIG_ENDIAN__
|
|
for (u32 n=0; n<count; ++n)
|
|
vec[n] = os::Byteswap::byteswap(vec[n]);
|
|
#endif
|
|
}
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_B3D_LOADER_
|
|
|