// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include #include "IMeshLoader.h" #include "ISceneManager.h" #include "irrString.h" #include "SMeshBuffer.h" namespace irr { namespace scene { //! Meshloader capable of loading obj meshes. class COBJMeshFileLoader : public IMeshLoader { public: //! Constructor COBJMeshFileLoader(scene::ISceneManager *smgr); //! destructor virtual ~COBJMeshFileLoader(); //! returns true if the file maybe is able to be loaded by this class //! based on the file extension (e.g. ".obj") bool isALoadableFileExtension(const io::path &filename) const override; //! creates/loads an animated mesh from the file. //! \return Pointer to the created mesh. Returns 0 if loading failed. //! If you no longer need the mesh, you should call IAnimatedMesh::drop(). //! See IReferenceCounted::drop() for more information. IAnimatedMesh *createMesh(io::IReadFile *file) override; private: struct SObjMtl { SObjMtl() : Meshbuffer(0), Bumpiness(1.0f), Illumination(0), RecalculateNormals(false) { Meshbuffer = new SMeshBuffer(); } SObjMtl(const SObjMtl &o) : Name(o.Name), Group(o.Group), Bumpiness(o.Bumpiness), Illumination(o.Illumination), RecalculateNormals(false) { Meshbuffer = new SMeshBuffer(); Meshbuffer->Material = o.Meshbuffer->Material; } std::map VertMap; scene::SMeshBuffer *Meshbuffer; core::stringc Name; core::stringc Group; f32 Bumpiness; c8 Illumination; bool RecalculateNormals; }; // returns a pointer to the first printable character available in the buffer const c8 *goFirstWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines = true); // returns a pointer to the first printable character after the first non-printable const c8 *goNextWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines = true); // returns a pointer to the next printable character after the first line break const c8 *goNextLine(const c8 *buf, const c8 *const bufEnd); // copies the current word from the inBuf to the outBuf u32 copyWord(c8 *outBuf, const c8 *inBuf, u32 outBufLength, const c8 *const pBufEnd); // copies the current line from the inBuf to the outBuf core::stringc copyLine(const c8 *inBuf, const c8 *const bufEnd); // combination of goNextWord followed by copyWord const c8 *goAndCopyNextWord(c8 *outBuf, const c8 *inBuf, u32 outBufLength, const c8 *const pBufEnd); //! Find and return the material with the given name SObjMtl *findMtl(const core::stringc &mtlName, const core::stringc &grpName); //! Read RGB color const c8 *readColor(const c8 *bufPtr, video::SColor &color, const c8 *const pBufEnd); //! Read 3d vector of floats const c8 *readVec3(const c8 *bufPtr, core::vector3df &vec, const c8 *const pBufEnd); //! Read 2d vector of floats const c8 *readUV(const c8 *bufPtr, core::vector2df &vec, const c8 *const pBufEnd); //! Read boolean value represented as 'on' or 'off' const c8 *readBool(const c8 *bufPtr, bool &tf, const c8 *const bufEnd); // reads and convert to integer the vertex indices in a line of obj file's face statement // -1 for the index if it doesn't exist // indices are changed to 0-based index instead of 1-based from the obj file bool retrieveVertexIndices(c8 *vertexData, s32 *idx, const c8 *bufEnd, u32 vbsize, u32 vtsize, u32 vnsize); void cleanUp(); scene::ISceneManager *SceneManager; core::array Materials; }; } // end namespace scene } // end namespace irr