irrlicht/source/Irrlicht/CLMTSMeshFileLoader.cpp

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