// 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 originally written by ZDimitor. // I (Nikolaus Gebhardt) did some few changes to this: // - replaced logging calls to their os:: counterparts // - removed some logging calls // - removed setTexture path and replaced it with the directory of the mesh // - added EAMT_MY3D file type // - fixed a memory leak when decompressing RLE data. // - cleaned multi character constant problems with gcc // - removed octree child scene node generation because irrlicht is now able to draw // scene nodes with transparent and sold materials in them at the same time. (see changes.txt) // Thanks a lot to ZDimitor for his work on this and that he gave me // his permission to add it into Irrlicht. //-------------------------------------------------------------------------------- // This tool created by ZDimitor everyone can use it as wants //-------------------------------------------------------------------------------- #ifndef __CMY3D_MESH_FILE_LOADER_H_INCLUDED__ #define __CMY3D_MESH_FILE_LOADER_H_INCLUDED__ #ifdef _MSC_VER #pragma once #endif #include "IMeshLoader.h" #include "SMesh.h" #include "SMeshBufferLightMap.h" #include "IFileSystem.h" #include "IVideoDriver.h" #include "irrString.h" #include "ISceneManager.h" namespace irr { namespace scene { // byte-align structures #include "irrpack.h" struct SMyColor { SMyColor () {;} SMyColor (s32 __R, s32 __G, s32 __B, s32 __A) : R(__R), G(__G), B(__B), A(__A) {} s32 R, G, B, A; } PACK_STRUCT; // material header struct SMyMaterialHeader { c8 Name[256]; // material name u32 Index; SMyColor AmbientColor; SMyColor DiffuseColor; SMyColor EmissiveColor; SMyColor SpecularColor; f32 Shininess; f32 Transparency; u32 TextureCount; // texture count } PACK_STRUCT; // Default alignment #include "irrunpack.h" class CMY3DMeshFileLoader : public IMeshLoader { public: CMY3DMeshFileLoader(ISceneManager *scmgr, io::IFileSystem* fs); virtual ~CMY3DMeshFileLoader(); virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_; virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_; //! getting access to the nodes (with transparent material), creating //! while loading .my3d file const core::array& getChildNodes() const; private: video::ITexture* readEmbeddedLightmap(io::IReadFile* file, char* namebuf); scene::ISceneManager* SceneManager; io::IFileSystem* FileSystem; struct SMyMaterialEntry { SMyMaterialEntry () : Texture1FileName("null"), Texture2FileName("null"), Texture1(0), Texture2(0), MaterialType(video::EMT_SOLID) { Header.Name[0] = 0; } SMyMaterialHeader Header; core::stringc Texture1FileName; core::stringc Texture2FileName; video::ITexture *Texture1; video::ITexture *Texture2; video::E_MATERIAL_TYPE MaterialType; }; struct SMyMeshBufferEntry { SMyMeshBufferEntry() : MaterialIndex(-1), MeshBuffer(0) {} SMyMeshBufferEntry(s32 mi, SMeshBufferLightMap* mb) : MaterialIndex(mi), MeshBuffer(mb) {} s32 MaterialIndex; SMeshBufferLightMap* MeshBuffer; }; SMyMaterialEntry* getMaterialEntryByIndex (u32 matInd); SMeshBufferLightMap* getMeshBufferByMaterialIndex(u32 matInd); core::array MaterialEntry; core::array MeshBufferEntry; core::array ChildNodes; }; } // end namespace scene } // end namespace irr #endif // __CMY3D_MESH_FILE_LOADER_H_INCLUDED__