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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
167 lines
4.0 KiB
C++
167 lines
4.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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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#ifndef __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IFileSystem.h"
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#include "ISceneManager.h"
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#include "irrString.h"
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#include "SMesh.h"
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#include "matrix4.h"
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namespace irr
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{
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namespace scene
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{
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//! Meshloader capable of loading 3ds meshes.
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class C3DSMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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C3DSMeshFileLoader(ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~C3DSMeshFileLoader();
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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. ".cob")
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virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
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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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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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private:
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// byte-align structures
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#include "irrpack.h"
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struct ChunkHeader
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{
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u16 id;
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s32 length;
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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struct ChunkData
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{
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ChunkData() : read(0) {}
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ChunkHeader header;
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s32 read;
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};
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struct SCurrentMaterial
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{
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void clear() {
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Material=video::SMaterial();
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Name="";
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Filename[0]="";
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Filename[1]="";
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Filename[2]="";
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Filename[3]="";
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Filename[4]="";
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Strength[0]=0.f;
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Strength[1]=0.f;
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Strength[2]=0.f;
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Strength[3]=0.f;
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Strength[4]=0.f;
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}
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video::SMaterial Material;
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core::stringc Name;
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core::stringc Filename[5];
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f32 Strength[5];
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};
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struct SMaterialGroup
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{
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SMaterialGroup() : faceCount(0), faces(0) {};
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SMaterialGroup(const SMaterialGroup& o)
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{
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*this = o;
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}
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~SMaterialGroup()
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{
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clear();
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}
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void clear()
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{
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delete [] faces;
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faces = 0;
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faceCount = 0;
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}
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void operator =(const SMaterialGroup& o)
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{
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MaterialName = o.MaterialName;
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faceCount = o.faceCount;
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faces = new u16[faceCount];
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for (u16 i=0; i<faceCount; ++i)
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faces[i] = o.faces[i];
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}
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core::stringc MaterialName;
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u16 faceCount;
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u16* faces;
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};
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bool readChunk(io::IReadFile* file, ChunkData* parent);
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bool readMaterialChunk(io::IReadFile* file, ChunkData* parent);
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bool readFrameChunk(io::IReadFile* file, ChunkData* parent);
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bool readTrackChunk(io::IReadFile* file, ChunkData& data,
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IMeshBuffer* mb, const core::vector3df& pivot);
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bool readObjectChunk(io::IReadFile* file, ChunkData* parent);
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bool readPercentageChunk(io::IReadFile* file, ChunkData* chunk, f32& percentage);
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bool readColorChunk(io::IReadFile* file, ChunkData* chunk, video::SColor& out);
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void readChunkData(io::IReadFile* file, ChunkData& data);
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void readString(io::IReadFile* file, ChunkData& data, core::stringc& out);
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void readVertices(io::IReadFile* file, ChunkData& data);
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void readIndices(io::IReadFile* file, ChunkData& data);
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void readMaterialGroup(io::IReadFile* file, ChunkData& data);
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void readTextureCoords(io::IReadFile* file, ChunkData& data);
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void composeObject(io::IReadFile* file, const core::stringc& name);
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void loadMaterials(io::IReadFile* file);
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void cleanUp();
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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f32* Vertices;
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u16* Indices;
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u32* SmoothingGroups;
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core::array<u16> TempIndices;
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f32* TCoords;
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u16 CountVertices;
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u16 CountFaces; // = CountIndices/4
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u16 CountTCoords;
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core::array<SMaterialGroup> MaterialGroups;
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SCurrentMaterial CurrentMaterial;
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core::array<SCurrentMaterial> Materials;
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core::array<core::stringc> MeshBufferNames;
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core::matrix4 TransformationMatrix;
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SMesh* Mesh;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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