irrlicht/source/Irrlicht/COBJMeshFileLoader.h

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// 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
#ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
#define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
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#include <map>
#include "IMeshLoader.h"
#include "IFileSystem.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, io::IFileSystem* fs);
//! 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")
virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_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.
virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
private:
struct SObjMtl
{
SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
RecalculateNormals(false)
{
Meshbuffer = new SMeshBuffer();
Meshbuffer->Material.Shininess = 0.0f;
Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
}
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;
}
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std::map<video::S3DVertex, int> 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;
io::IFileSystem* FileSystem;
core::array<SObjMtl*> Materials;
};
} // end namespace scene
} // end namespace irr
#endif