// 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 "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_B3D_LOADER_ #include "CB3DMeshFileLoader.h" #include "IVideoDriver.h" #include "IFileSystem.h" #include "os.h" #ifdef _DEBUG #define _B3D_READER_DEBUG #endif namespace irr { namespace scene { //! Constructor CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager* smgr) : AnimatedMesh(0), B3DFile(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); readString(joint->Name); #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.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) { meshBuffer->Material=Materials[brushID].Material; } if(readChunkTRIS(meshBuffer,AnimatedMesh->getMeshBuffers().size()-1, VerticesStart)==false) return false; if (!NormalsInFile) { s32 i; for ( i=0; i<(s32)meshBuffer->Indices.size(); i+=3) { core::plane3df p(meshBuffer->getVertex(meshBuffer->Indices[i+0])->Pos, meshBuffer->getVertex(meshBuffer->Indices[i+1])->Pos, meshBuffer->getVertex(meshBuffer->Indices[i+2])->Pos); meshBuffer->getVertex(meshBuffer->Indices[i+0])->Normal += p.Normal; meshBuffer->getVertex(meshBuffer->Indices[i+1])->Normal += p.Normal; meshBuffer->getVertex(meshBuffer->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 >= 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= 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); inJoint->GlobalMatrix.rotateVect(Vertex.Normal); //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 = &Materials[triangle_brush_id]; meshBuffer->Material = B3dMaterial->Material; } else B3dMaterial = 0; const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32); meshBuffer->Indices.reallocate(memoryNeeded + meshBuffer->Indices.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.push_back( BaseVertices[ vertex_id[i] ] ); else meshBuffer->Vertices_2TCoords.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=B3dMaterial->Material.DiffuseColor; 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.push_back( AnimatedVertices_VertexID[ vertex_id[0] ] ); meshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[1] ] ); meshBuffer->Indices.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 (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(); readString(B3dTexture.TextureName); B3dTexture.TextureName.replace('\\','/'); #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 B3DFile->getPos()) //this chunk repeats { // This is what blitz basic calls a brush, like a Irrlicht Material core::stringc name; readString(name); #ifdef _B3D_READER_DEBUG os::Printer::log("read Material", name, 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; iread(&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; iread(&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; jBlend == 5) //(Multiply 2) B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP_M2; else B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP; B3dMaterial.Material.Lighting = false; } else { 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.Textures[0]->Flags & 0x40) B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP; else if (B3dMaterial.Textures[0]->Flags & 0x80) B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP; // TODO: Should be cube map 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; } } B3dMaterial.Material.DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor(); B3dMaterial.Material.ColorMaterial=video::ECM_NONE; //------ Material fx ------ if (B3dMaterial.fx & 1) //full-bright { B3dMaterial.Material.AmbientColor = video::SColor(255, 255, 255, 255); B3dMaterial.Material.Lighting = false; } else B3dMaterial.Material.AmbientColor = B3dMaterial.Material.DiffuseColor; if (B3dMaterial.fx & 2) //use vertex colors instead of brush color B3dMaterial.Material.ColorMaterial=video::ECM_DIFFUSE_AND_AMBIENT; if (B3dMaterial.fx & 4) //flatshaded B3dMaterial.Material.GouraudShading = false; 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; } B3dMaterial.Material.Shininess = B3dMaterial.shininess; } B3dStack.erase(B3dStack.size()-1); return true; } void CB3DMeshFileLoader::readString(core::stringc& newstring) { newstring=""; while (B3DFile->getPos() <= B3DFile->getSize()) { c8 character; B3DFile->read(&character, sizeof(character)); if (character==0) return; newstring.append(character); } } void CB3DMeshFileLoader::readFloats(f32* vec, u32 count) { B3DFile->read(vec, count*sizeof(f32)); #ifdef __BIG_ENDIAN__ for (u32 n=0; n