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381 lines
10 KiB
C++
381 lines
10 KiB
C++
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// 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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// This file was written by Jonas Petersen and modified by Nikolaus Gebhardt.
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// See CLMTSMeshFileLoder.h for details.
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/*
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CLMTSMeshFileLoader.cpp
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LMTSMeshFileLoader
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Written by Jonas Petersen (a.k.a. jox)
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Version 1.5 - 15 March 2005
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Get the latest version here: http://development.mindfloaters.de/
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This class allows loading meshes with lightmaps (*.lmts + *.tga files) that were created
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using Pulsar LMTools by Lord Trancos (http://www.geocities.com/dxlab/index_en.html)
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Notes:
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- This version does not support user data in the *.lmts files, but still loads those files (by skipping the extra data).
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License:
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--------
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It's free. You are encouraged to give me credit if you use it in your software.
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Version History:
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----------------
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Version 1.5 - 15 March 2005
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- Did a better cleanup. No memory leaks in case of an loading error.
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- Added "#include <stdio.h>" for sprintf.
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Version 1.4 - 12 March 2005
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- Fixed bug in texture and subset loading code that would possibly cause crash.
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- Fixed memory cleanup to avoid leak when loading more then one mesh
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- Used the irrlicht Logger instead of cerr to output warnings and errors.
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For this I had to change the constructor
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from:
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CLMTSMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver)
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to:
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CLMTSMeshFileLoader(IrrlichtDevice* device)
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Version 1.3 - 15 February 2005
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- Fixed bug that prevented loading more than one different lmts files.
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- Removed unnecessary "#include <os.h>".
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- Added "std::" in front of "cerr". This was necessary for Visual Studio .NET,
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I hope it's not disturbing other compilers.
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- Added warning message when a texture can not be loaded.
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- Changed the documentation a bit (minor).
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Version 1.2
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- To avoid confusion I skipped version 1.2 because the website was offering
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version 1.2 even though it was only version 1.1. Sorry about that.
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Version 1.1 - 29 July 2004
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- Added setTexturePath() function
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- Minor improvements
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Version 1.0 - 29 July 2004
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- Initial release
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*/
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//////////////////////////////////////////////////////////////////////
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_LMTS_LOADER_
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#include "CLMTSMeshFileLoader.h"
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#include "CMeshTextureLoader.h"
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#include "SMeshBufferLightMap.h"
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#include "SAnimatedMesh.h"
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#include "SMeshBuffer.h"
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#include "irrString.h"
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#include "IReadFile.h"
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#include "IAttributes.h"
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#include "ISceneManager.h"
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#include "os.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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CLMTSMeshFileLoader::CLMTSMeshFileLoader(io::IFileSystem* fs,
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video::IVideoDriver* driver, io::IAttributes* parameters)
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: Textures(0), Subsets(0), Triangles(0),
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Parameters(parameters), Driver(driver), FileSystem(fs), FlipEndianess(false)
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{
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#ifdef _DEBUG
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setDebugName("CLMTSMeshFileLoader");
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#endif
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if (Driver)
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Driver->grab();
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if (FileSystem)
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FileSystem->grab();
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TextureLoader = new CMeshTextureLoader( FileSystem, Driver );
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}
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CLMTSMeshFileLoader::~CLMTSMeshFileLoader()
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{
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cleanup();
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if (Driver)
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Driver->drop();
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if (FileSystem)
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FileSystem->drop();
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}
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void CLMTSMeshFileLoader::cleanup()
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{
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delete [] Textures;
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Textures = 0;
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delete [] Subsets;
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Subsets = 0;
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delete [] Triangles;
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Triangles = 0;
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}
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bool CLMTSMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "lmts" );
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}
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IAnimatedMesh* CLMTSMeshFileLoader::createMesh(io::IReadFile* file)
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{
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if ( getMeshTextureLoader() )
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getMeshTextureLoader()->setMeshFile(file);
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u32 i;
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u32 id;
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// HEADER
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file->read(&Header, sizeof(SLMTSHeader));
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if (Header.MagicID == 0x4C4D5354)
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{
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FlipEndianess = true;
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Header.MagicID = os::Byteswap::byteswap(Header.MagicID);
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Header.Version = os::Byteswap::byteswap(Header.Version);
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Header.HeaderSize = os::Byteswap::byteswap(Header.HeaderSize);
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Header.TextureCount = os::Byteswap::byteswap(Header.TextureCount);
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Header.SubsetCount = os::Byteswap::byteswap(Header.SubsetCount);
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Header.TriangleCount = os::Byteswap::byteswap(Header.TriangleCount);
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Header.SubsetSize = os::Byteswap::byteswap(Header.SubsetSize);
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Header.VertexSize = os::Byteswap::byteswap(Header.VertexSize);
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}
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if (Header.MagicID != 0x53544D4C) { // "LMTS"
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os::Printer::log("LMTS ERROR: wrong header magic id!", ELL_ERROR);
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return 0;
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}
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//Skip any User Data (arbitrary app specific data)
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const s32 userSize = Header.HeaderSize - sizeof(SLMTSHeader);
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if (userSize>0)
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file->seek(userSize,true);
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// TEXTURES
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file->read(&id, sizeof(u32));
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if (FlipEndianess)
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id = os::Byteswap::byteswap(id);
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if (id != 0x54584554) { // "TEXT"
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os::Printer::log("LMTS ERROR: wrong texture magic id!", ELL_ERROR);
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return 0;
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}
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Textures = new SLMTSTextureInfoEntry[Header.TextureCount];
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file->read(Textures, sizeof(SLMTSTextureInfoEntry)*Header.TextureCount);
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if (FlipEndianess)
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{
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for (i=0; i<Header.TextureCount; ++i)
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Textures[i].Flags = os::Byteswap::byteswap(Textures[i].Flags);
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}
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// SUBSETS
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file->read(&id, sizeof(u32));
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if (FlipEndianess)
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id = os::Byteswap::byteswap(id);
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if (id != 0x53425553) // "SUBS"
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{
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os::Printer::log("LMTS ERROR: wrong subset magic id!", ELL_ERROR);
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cleanup();
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return 0;
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}
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Subsets = new SLMTSSubsetInfoEntry[Header.SubsetCount];
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const s32 subsetUserSize = Header.SubsetSize - sizeof(SLMTSSubsetInfoEntry);
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for (i=0; i<Header.SubsetCount; ++i)
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{
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file->read(&Subsets[i], sizeof(SLMTSSubsetInfoEntry));
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if (FlipEndianess)
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{
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Subsets[i].Offset = os::Byteswap::byteswap(Subsets[i].Offset);
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Subsets[i].Count = os::Byteswap::byteswap(Subsets[i].Count);
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Subsets[i].TextID1 = os::Byteswap::byteswap(Subsets[i].TextID1);
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Subsets[i].TextID2 = os::Byteswap::byteswap(Subsets[i].TextID2);
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}
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if (subsetUserSize>0)
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file->seek(subsetUserSize,true);
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}
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// TRIANGLES
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file->read(&id, sizeof(u32));
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if (FlipEndianess)
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id = os::Byteswap::byteswap(id);
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if (id != 0x53495254) // "TRIS"
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{
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os::Printer::log("LMTS ERROR: wrong triangle magic id!", ELL_ERROR);
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cleanup();
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return 0;
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}
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Triangles = new SLMTSTriangleDataEntry[(Header.TriangleCount*3)];
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const s32 triUserSize = Header.VertexSize - sizeof(SLMTSTriangleDataEntry);
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for (i=0; i<(Header.TriangleCount*3); ++i)
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{
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file->read(&Triangles[i], sizeof(SLMTSTriangleDataEntry));
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if (FlipEndianess)
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{
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Triangles[i].X = os::Byteswap::byteswap(Triangles[i].X);
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Triangles[i].Y = os::Byteswap::byteswap(Triangles[i].Y);
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Triangles[i].Z = os::Byteswap::byteswap(Triangles[i].Z);
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Triangles[i].U1 = os::Byteswap::byteswap(Triangles[i].U1);
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Triangles[i].V1 = os::Byteswap::byteswap(Triangles[i].U2);
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Triangles[i].U2 = os::Byteswap::byteswap(Triangles[i].V1);
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Triangles[i].V2 = os::Byteswap::byteswap(Triangles[i].V2);
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}
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if (triUserSize>0)
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file->seek(triUserSize,true);
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}
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/////////////////////////////////////////////////////////////////
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SMesh* mesh = new SMesh();
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constructMesh(mesh);
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loadTextures(mesh);
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cleanup();
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SAnimatedMesh* am = new SAnimatedMesh();
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am->Type = EAMT_LMTS; // not unknown to irrlicht anymore
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am->addMesh(mesh);
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am->recalculateBoundingBox();
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mesh->drop();
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return am;
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}
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void CLMTSMeshFileLoader::constructMesh(SMesh* mesh)
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{
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for (s32 i=0; i<Header.SubsetCount; ++i)
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{
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scene::SMeshBufferLightMap* meshBuffer = new scene::SMeshBufferLightMap();
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// EMT_LIGHTMAP_M2/EMT_LIGHTMAP_M4 also possible
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meshBuffer->Material.MaterialType = video::EMT_LIGHTMAP;
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meshBuffer->Material.Wireframe = false;
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meshBuffer->Material.Lighting = false;
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mesh->addMeshBuffer(meshBuffer);
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const u32 offs = Subsets[i].Offset * 3;
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for (u32 sc=0; sc<Subsets[i].Count; sc++)
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{
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const u32 idx = meshBuffer->getVertexCount();
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for (u32 vu=0; vu<3; ++vu)
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{
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const SLMTSTriangleDataEntry& v = Triangles[offs+(3*sc)+vu];
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meshBuffer->Vertices.push_back(
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video::S3DVertex2TCoords(
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v.X, v.Y, v.Z,
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video::SColor(255,255,255,255),
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v.U1, v.V1, v.U2, v.V2));
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}
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const core::vector3df normal = core::plane3df(
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meshBuffer->Vertices[idx].Pos,
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meshBuffer->Vertices[idx+1].Pos,
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meshBuffer->Vertices[idx+2].Pos).Normal;
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meshBuffer->Vertices[idx].Normal = normal;
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meshBuffer->Vertices[idx+1].Normal = normal;
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meshBuffer->Vertices[idx+2].Normal = normal;
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meshBuffer->Indices.push_back(idx);
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meshBuffer->Indices.push_back(idx+1);
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meshBuffer->Indices.push_back(idx+2);
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}
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meshBuffer->drop();
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}
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for (u32 j=0; j<mesh->MeshBuffers.size(); ++j)
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mesh->MeshBuffers[j]->recalculateBoundingBox();
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mesh->recalculateBoundingBox();
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}
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void CLMTSMeshFileLoader::loadTextures(SMesh* mesh)
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{
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if (!Driver || !FileSystem)
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return;
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// load textures
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// a little too much space, but won't matter here
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core::array<video::ITexture*> tex;
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tex.reallocate(Header.TextureCount);
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core::array<video::ITexture*> lig;
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lig.reallocate(Header.TextureCount);
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core::array<u32> id2id;
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id2id.reallocate(Header.TextureCount);
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if ( getMeshTextureLoader() )
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{
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if ( Parameters->existsAttribute(LMTS_TEXTURE_PATH) )
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getMeshTextureLoader()->setTexturePath(Parameters->getAttributeAsString(LMTS_TEXTURE_PATH));
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}
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core::stringc s;
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for (u32 t=0; t<Header.TextureCount; ++t)
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{
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video::ITexture* tmptex = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(Textures[t].Filename) : NULL;
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if ( !tmptex )
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{
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os::Printer::log("LMTS WARNING: Texture does not exist", s.c_str(), ELL_WARNING);
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}
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if (Textures[t].Flags & 0x01)
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{
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id2id.push_back(lig.size());
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lig.push_back(tmptex);
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}
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else
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{
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id2id.push_back(tex.size());
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tex.push_back(tmptex);
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}
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}
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// attach textures to materials.
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for (u32 i=0; i<Header.SubsetCount; ++i)
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{
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if (Subsets[i].TextID1 < Header.TextureCount && id2id[Subsets[i].TextID1] < tex.size())
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mesh->getMeshBuffer(i)->getMaterial().setTexture(0, tex[id2id[Subsets[i].TextID1]]);
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if (Subsets[i].TextID2 < Header.TextureCount && id2id[Subsets[i].TextID2] < lig.size())
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mesh->getMeshBuffer(i)->getMaterial().setTexture(1, lig[id2id[Subsets[i].TextID2]]);
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if (!mesh->getMeshBuffer(i)->getMaterial().getTexture(1))
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mesh->getMeshBuffer(i)->getMaterial().MaterialType = video::EMT_SOLID;
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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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#endif // _IRR_COMPILE_WITH_LMTS_LOADER_
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