irrlicht/source/Irrlicht/CB3DMeshFileLoader.cpp
cutealien 1d58677e18 Clean up include dependencies in public headers
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
2023-08-13 15:31:42 +00:00

1111 lines
33 KiB
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// Copyright (C) 2006-2012 Luke Hoschke
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// B3D Mesh loader
// File format designed by Mark Sibly for the Blitz3D engine and has been
// declared public domain
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
#include "CB3DMeshFileLoader.h"
#include "CMeshTextureLoader.h"
#include "IVideoDriver.h"
#include "IAttributes.h"
#include "IFileSystem.h"
#include "os.h"
#ifdef _DEBUG
#define _B3D_READER_DEBUG
#endif
namespace irr
{
namespace scene
{
//! Constructor
CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager* smgr)
: SceneManager(smgr), AnimatedMesh(0), B3DFile(0), NormalsInFile(false),
HasVertexColors(false), ShowWarning(true)
{
#ifdef _DEBUG
setDebugName("CB3DMeshFileLoader");
#endif
TextureLoader = new CMeshTextureLoader( SceneManager->getFileSystem(), SceneManager->getVideoDriver() );
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CB3DMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "b3d" );
}
//! 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* CB3DMeshFileLoader::createMesh(io::IReadFile* file)
{
if (!file)
return 0;
if ( getMeshTextureLoader() )
getMeshTextureLoader()->setMeshFile(file);
B3DFile = file;
AnimatedMesh = new scene::CSkinnedMesh();
ShowWarning = true; // If true a warning is issued if too many textures are used
VerticesStart=0;
if ( load() )
{
AnimatedMesh->finalize();
}
else
{
AnimatedMesh->drop();
AnimatedMesh = 0;
}
return AnimatedMesh;
}
bool CB3DMeshFileLoader::load()
{
B3dStack.clear();
NormalsInFile=false;
HasVertexColors=false;
//------ Get header ------
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
if ( strncmp( header.name, "BB3D", 4 ) != 0 )
{
os::Printer::log("File is not a b3d file. Loading failed (No header found)", B3DFile->getFileName(), ELL_ERROR);
return false;
}
// Add main chunk...
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
// Get file version, but ignore it, as it's not important with b3d files...
s32 fileVersion;
B3DFile->read(&fileVersion, sizeof(fileVersion));
#ifdef __BIG_ENDIAN__
fileVersion = os::Byteswap::byteswap(fileVersion);
#endif
//------ Read main chunk ------
while ( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos() )
{
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
if ( strncmp( B3dStack.getLast().name, "TEXS", 4 ) == 0 )
{
if (!readChunkTEXS())
return false;
}
else if ( strncmp( B3dStack.getLast().name, "BRUS", 4 ) == 0 )
{
if (!readChunkBRUS())
return false;
}
else if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
{
if (!readChunkNODE((CSkinnedMesh::SJoint*)0) )
return false;
}
else
{
os::Printer::log("Unknown chunk found in mesh base - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.clear();
BaseVertices.clear();
AnimatedVertices_VertexID.clear();
AnimatedVertices_BufferID.clear();
Materials.clear();
Textures.clear();
return true;
}
bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *inJoint)
{
CSkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
readString(joint->Name);
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for ( u32 i=1; i < B3dStack.size(); ++i )
logStr += "-";
logStr += "read ChunkNODE";
os::Printer::log(logStr.c_str(), joint->Name.c_str(), ELL_DEBUG);
#endif
f32 position[3], scale[3], rotation[4];
readFloats(position, 3);
readFloats(scale, 3);
readFloats(rotation, 4);
joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ;
joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]);
joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
//Build LocalMatrix:
core::matrix4 positionMatrix;
positionMatrix.setTranslation( joint->Animatedposition );
core::matrix4 scaleMatrix;
scaleMatrix.setScale( joint->Animatedscale );
core::matrix4 rotationMatrix;
joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
if (inJoint)
joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
else
joint->GlobalMatrix = joint->LocalMatrix;
while(B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
{
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
{
if (!readChunkNODE(joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 )
{
VerticesStart=BaseVertices.size();
if (!readChunkMESH(joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 )
{
if (!readChunkBONE(joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 )
{
if(!readChunkKEYS(joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 )
{
if (!readChunkANIM())
return false;
}
else
{
os::Printer::log("Unknown chunk found in node chunk - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkMESH(CSkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for ( u32 i=1; i < B3dStack.size(); ++i )
logStr += "-";
logStr += "read ChunkMESH";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
s32 brushID;
B3DFile->read(&brushID, sizeof(brushID));
#ifdef __BIG_ENDIAN__
brushID = os::Byteswap::byteswap(brushID);
#endif
NormalsInFile=false;
HasVertexColors=false;
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
{
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));
if ( strncmp( B3dStack.getLast().name, "VRTS", 4 ) == 0 )
{
if (!readChunkVRTS(inJoint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "TRIS", 4 ) == 0 )
{
scene::SSkinMeshBuffer *meshBuffer = AnimatedMesh->addMeshBuffer();
if (brushID!=-1)
{
loadTextures(Materials[brushID]);
meshBuffer->Material=Materials[brushID].Material;
}
if(readChunkTRIS(meshBuffer,AnimatedMesh->getMeshBuffers().size()-1, VerticesStart)==false)
return false;
if (!NormalsInFile)
{
s32 i;
for ( i=0; i<(s32)meshBuffer->Indices.size(); i+=3)
{
core::plane3df p(meshBuffer->getVertex(meshBuffer->Indices[i+0])->Pos,
meshBuffer->getVertex(meshBuffer->Indices[i+1])->Pos,
meshBuffer->getVertex(meshBuffer->Indices[i+2])->Pos);
meshBuffer->getVertex(meshBuffer->Indices[i+0])->Normal += p.Normal;
meshBuffer->getVertex(meshBuffer->Indices[i+1])->Normal += p.Normal;
meshBuffer->getVertex(meshBuffer->Indices[i+2])->Normal += p.Normal;
}
for ( i = 0; i<(s32)meshBuffer->getVertexCount(); ++i )
{
meshBuffer->getVertex(i)->Normal.normalize();
BaseVertices[VerticesStart+i].Normal=meshBuffer->getVertex(i)->Normal;
}
}
}
else
{
os::Printer::log("Unknown chunk found in mesh - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
/*
VRTS:
int flags ;1=normal values present, 2=rgba values present
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
but we only support 3
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
{
float x,y,z ;always present
float nx,ny,nz ;vertex normal: present if (flags&1)
float red,green,blue,alpha ;vertex color: present if (flags&2)
float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
}
*/
bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for ( u32 i=1; i < B3dStack.size(); ++i )
logStr += "-";
logStr += "ChunkVRTS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
const s32 max_tex_coords = 3;
s32 flags, tex_coord_sets, tex_coord_set_size;
B3DFile->read(&flags, sizeof(flags));
B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets));
B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
#ifdef __BIG_ENDIAN__
flags = os::Byteswap::byteswap(flags);
tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
#endif
if (tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong
{
os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR);
return false;
}
//------ Allocate Memory, for speed -----------//
s32 numberOfReads = 3;
if (flags & 1)
{
NormalsInFile = true;
numberOfReads += 3;
}
if (flags & 2)
{
numberOfReads += 4;
HasVertexColors=true;
}
numberOfReads += tex_coord_sets*tex_coord_set_size;
const s32 memoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / numberOfReads;
BaseVertices.reallocate(memoryNeeded + BaseVertices.size() + 1);
AnimatedVertices_VertexID.reallocate(memoryNeeded + AnimatedVertices_VertexID.size() + 1);
//--------------------------------------------//
while( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
f32 position[3];
f32 normal[3]={0.f, 0.f, 0.f};
f32 color[4]={1.0f, 1.0f, 1.0f, 1.0f};
f32 tex_coords[max_tex_coords][4];
readFloats(position, 3);
if (flags & 1)
readFloats(normal, 3);
if (flags & 2)
readFloats(color, 4);
for (s32 i=0; i<tex_coord_sets; ++i)
readFloats(tex_coords[i], tex_coord_set_size);
f32 tu=0.0f, tv=0.0f;
if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
{
tu=tex_coords[0][0];
tv=tex_coords[0][1];
}
f32 tu2=0.0f, tv2=0.0f;
if (tex_coord_sets>1 && tex_coord_set_size>1)
{
tu2=tex_coords[1][0];
tv2=tex_coords[1][1];
}
// Create Vertex...
video::S3DVertex2TCoords Vertex(position[0], position[1], position[2],
normal[0], normal[1], normal[2],
video::SColorf(color[0], color[1], color[2], color[3]).toSColor(),
tu, tv, tu2, tv2);
// Transform the Vertex position by nested node...
inJoint->GlobalMatrix.transformVect(Vertex.Pos);
inJoint->GlobalMatrix.rotateVect(Vertex.Normal);
//Add it...
BaseVertices.push_back(Vertex);
AnimatedVertices_VertexID.push_back(-1);
AnimatedVertices_BufferID.push_back(-1);
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkTRIS(scene::SSkinMeshBuffer *meshBuffer, u32 meshBufferID, s32 vertices_Start)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for ( u32 i=1; i < B3dStack.size(); ++i )
logStr += "-";
logStr += "ChunkTRIS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
bool showVertexWarning=false;
s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (using a workaround)
B3DFile->read(&triangle_brush_id, sizeof(triangle_brush_id));
#ifdef __BIG_ENDIAN__
triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id);
#endif
SB3dMaterial *B3dMaterial;
if (triangle_brush_id != -1)
{
loadTextures(Materials[triangle_brush_id]);
B3dMaterial = &Materials[triangle_brush_id];
meshBuffer->Material = B3dMaterial->Material;
}
else
B3dMaterial = 0;
const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32);
meshBuffer->Indices.reallocate(memoryNeeded + meshBuffer->Indices.size() + 1);
while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
s32 vertex_id[3];
B3DFile->read(vertex_id, 3*sizeof(s32));
#ifdef __BIG_ENDIAN__
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_