// 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 "CB3DMeshFileLoader.h" #include "IVideoDriver.h" #include "IFileSystem.h" #include "os.h" #include #ifdef _DEBUG #define _B3D_READER_DEBUG #endif namespace irr { namespace scene { //! Constructor CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager *smgr) : AnimatedMesh(0), B3DFile(0), VerticesStart(0), NormalsInFile(false), HasVertexColors(false), ShowWarning(true) { #ifdef _DEBUG setDebugName("CB3DMeshFileLoader"); #endif } //! 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; 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); joint->Name = readString(); #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.value_or("").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) { /* ok */ } else if (brushID < 0 || (u32)brushID >= Materials.size()) { os::Printer::log("Illegal brush ID found", B3DFile->getFileName(), ELL_ERROR); return false; } else { meshBuffer->Material = Materials[brushID].Material; } if (readChunkTRIS(meshBuffer, AnimatedMesh->getMeshBuffers().size() - 1, VerticesStart) == false) return false; if (!NormalsInFile) { s32 i; auto &indices = meshBuffer->Indices->Data; for (i = 0; i < (s32)indices.size(); i += 3) { core::plane3df p(meshBuffer->getVertex(indices[i + 0])->Pos, meshBuffer->getVertex(indices[i + 1])->Pos, meshBuffer->getVertex(indices[i + 2])->Pos); meshBuffer->getVertex(indices[i + 0])->Normal += p.Normal; meshBuffer->getVertex(indices[i + 1])->Normal += p.Normal; meshBuffer->getVertex(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 < 0 || tex_coord_set_size < 0 || 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); Vertex.Normal = inJoint->GlobalMatrix.rotateAndScaleVect(Vertex.Normal); Vertex.Normal.normalize(); // renormalize: normal might have been skewed by scaling // 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) B3dMaterial = 0; else if (triangle_brush_id < 0 || (u32)triangle_brush_id >= Materials.size()) { os::Printer::log("Illegal material index found", B3DFile->getFileName(), ELL_ERROR); return false; } else { B3dMaterial = &Materials[triangle_brush_id]; meshBuffer->Material = B3dMaterial->Material; } const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32); meshBuffer->Indices->Data.reserve(memoryNeeded + meshBuffer->Indices->Data.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->Data.push_back(BaseVertices[vertex_id[i]]); else meshBuffer->Vertices_2TCoords->Data.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 = video::SColorf(B3dMaterial->red, B3dMaterial->green, B3dMaterial->blue, B3dMaterial->alpha).toSColor(); 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->Data.push_back(AnimatedVertices_VertexID[vertex_id[0]]); meshBuffer->Indices->Data.push_back(AnimatedVertices_VertexID[vertex_id[1]]); meshBuffer->Indices->Data.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 (globalVertexID >= AnimatedVertices_VertexID.size()) { os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR); return false; } 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(); B3dTexture.TextureName = readString(); std::replace(B3dTexture.TextureName.begin(), B3dTexture.TextureName.end(), '\\', '/'); #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 a Irrlicht Material auto name = readString(); #ifdef _B3D_READER_DEBUG os::Printer::log("read Material", name.c_str(), 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 preceeding 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]) { 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.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; } } //------ Material fx ------ 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; } } B3dStack.erase(B3dStack.size() - 1); return true; } std::string CB3DMeshFileLoader::readString() { std::string newstring = ""; while (true) { c8 character; if (B3DFile->read(&character, sizeof(character)) == 0) break; // eof if (character == 0) break; newstring.push_back(character); } return newstring; } 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