115 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			115 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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| 
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| #ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
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| #define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
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| 
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| #include <map>
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| #include "IMeshLoader.h"
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| #include "ISceneManager.h"
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| #include "irrString.h"
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| #include "SMeshBuffer.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| //! Meshloader capable of loading obj meshes.
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| class COBJMeshFileLoader : public IMeshLoader
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| {
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| public:
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| 
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| 	//! Constructor
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| 	COBJMeshFileLoader(scene::ISceneManager* smgr);
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| 
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| 	//! destructor
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| 	virtual ~COBJMeshFileLoader();
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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. ".obj")
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| 	bool isALoadableFileExtension(const io::path& filename) const override;
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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* createMesh(io::IReadFile* file) override;
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| 
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| private:
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| 
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| 	struct SObjMtl
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| 	{
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| 		SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
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| 			RecalculateNormals(false)
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| 		{
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| 			Meshbuffer = new SMeshBuffer();
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| 			Meshbuffer->Material.Shininess = 0.0f;
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| 			Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
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| 			Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
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| 			Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
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| 		}
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| 
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| 		SObjMtl(const SObjMtl& o)
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| 			: Name(o.Name), Group(o.Group),
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| 			Bumpiness(o.Bumpiness), Illumination(o.Illumination),
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| 			RecalculateNormals(false)
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| 		{
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| 			Meshbuffer = new SMeshBuffer();
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| 			Meshbuffer->Material = o.Meshbuffer->Material;
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| 		}
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| 
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| 		std::map<video::S3DVertex, int> VertMap;
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| 		scene::SMeshBuffer *Meshbuffer;
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| 		core::stringc Name;
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| 		core::stringc Group;
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| 		f32 Bumpiness;
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| 		c8 Illumination;
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| 		bool RecalculateNormals;
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| 	};
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| 
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| 	// returns a pointer to the first printable character available in the buffer
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| 	const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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| 	// returns a pointer to the first printable character after the first non-printable
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| 	const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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| 	// returns a pointer to the next printable character after the first line break
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| 	const c8* goNextLine(const c8* buf, const c8* const bufEnd);
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| 	// copies the current word from the inBuf to the outBuf
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| 	u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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| 	// copies the current line from the inBuf to the outBuf
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| 	core::stringc copyLine(const c8* inBuf, const c8* const bufEnd);
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| 
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| 	// combination of goNextWord followed by copyWord
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| 	const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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| 
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| 	//! Find and return the material with the given name
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| 	SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName);
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| 
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| 	//! Read RGB color
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| 	const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd);
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| 	//! Read 3d vector of floats
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| 	const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd);
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| 	//! Read 2d vector of floats
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| 	const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd);
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| 	//! Read boolean value represented as 'on' or 'off'
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| 	const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd);
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| 
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| 	// reads and convert to integer the vertex indices in a line of obj file's face statement
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| 	// -1 for the index if it doesn't exist
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| 	// indices are changed to 0-based index instead of 1-based from the obj file
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| 	bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
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| 
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| 	void cleanUp();
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| 
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| 	scene::ISceneManager* SceneManager;
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| 
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| 	core::array<SObjMtl*> Materials;
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| };
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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| 
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