// Copyright (C) 2010-2012 Gaz Davidson / Joseph Ellis // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_SMF_LOADER_ #include "CSMFMeshFileLoader.h" #include "CMeshTextureLoader.h" #include "SAnimatedMesh.h" #include "SMeshBuffer.h" #include "IReadFile.h" #include "coreutil.h" #include "os.h" #include "IVideoDriver.h" namespace irr { namespace scene { CSMFMeshFileLoader::CSMFMeshFileLoader(irr::io::IFileSystem* fs, video::IVideoDriver* driver) { TextureLoader = new CMeshTextureLoader( fs, driver ); } //! Returns true if the file might be loaded by this class. bool CSMFMeshFileLoader::isALoadableFileExtension(const io::path& filename) const { return core::hasFileExtension(filename, "smf"); } //! Creates/loads an animated mesh from the file. IAnimatedMesh* CSMFMeshFileLoader::createMesh(io::IReadFile* file) { if ( !file ) return 0; if ( getMeshTextureLoader() ) getMeshTextureLoader()->setMeshFile(file); // create empty mesh SMesh *mesh = new SMesh(); // load file u16 version; u8 flags; s32 limbCount; s32 i; io::BinaryFile::read(file, version); io::BinaryFile::read(file, flags); io::BinaryFile::read(file, limbCount); // load mesh data core::matrix4 identity; for (i=0; i < limbCount; ++i) loadLimb(file, mesh, identity); // recalculate buffer bounding boxes for (i=0; i < (s32)mesh->getMeshBufferCount(); ++i) mesh->getMeshBuffer(i)->recalculateBoundingBox(); mesh->recalculateBoundingBox(); SAnimatedMesh *am = new SAnimatedMesh(); am->addMesh(mesh); mesh->drop(); am->recalculateBoundingBox(); return am; } void CSMFMeshFileLoader::loadLimb(io::IReadFile* file, SMesh* mesh, const core::matrix4 &parentTransformation) { core::matrix4 transformation; // limb transformation core::vector3df translate, rotate, scale; io::BinaryFile::read(file, translate); io::BinaryFile::read(file, rotate); io::BinaryFile::read(file, scale); transformation.setTranslation(translate); transformation.setRotationDegrees(rotate); transformation.setScale(scale); transformation = parentTransformation * transformation; core::stringc textureName, textureGroupName; // texture information io::BinaryFile::read(file, textureGroupName); io::BinaryFile::read(file, textureName); // attempt to load texture using known formats video::ITexture* texture = 0; const c8* extensions[] = {".jpg", ".png", ".tga", ".bmp", 0}; for (const c8 **ext = extensions; !texture && *ext; ++ext) { texture = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(textureName + *ext) : NULL; if (texture) { textureName = textureName + *ext; break; } } // find the correct mesh buffer u32 i; for (i=0; iMeshBuffers.size(); ++i) if (mesh->MeshBuffers[i]->getMaterial().TextureLayer[0].Texture == texture) break; // create mesh buffer if none was found if (i == mesh->MeshBuffers.size()) { CMeshBuffer* mb = new CMeshBuffer(); mb->Material.TextureLayer[0].Texture = texture; // horribly hacky way to do this, maybe it's in the flags? if (core::hasFileExtension(textureName, "tga", "png")) mb->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; else mb->Material.MaterialType = video::EMT_SOLID; mesh->MeshBuffers.push_back(mb); } CMeshBuffer* mb = (CMeshBuffer*)mesh->MeshBuffers[i]; u16 vertexCount, firstVertex = mb->getVertexCount(); io::BinaryFile::read(file, vertexCount); mb->Vertices.reallocate(mb->Vertices.size() + vertexCount); // add vertices and set positions for (i=0; iVertices.push_back(vert); } // set vertex normals for (i=0; i < vertexCount; ++i) { core::vector3df normal; io::BinaryFile::read(file, normal); transformation.rotateVect(normal); mb->Vertices[firstVertex + i].Normal = normal; } // set texture coordinates for (i=0; i < vertexCount; ++i) { core::vector2df tcoords; io::BinaryFile::read(file, tcoords); mb->Vertices[firstVertex + i].TCoords = tcoords; } // triangles u32 triangleCount; // vertexCount used as temporary io::BinaryFile::read(file, vertexCount); triangleCount=3*vertexCount; mb->Indices.reallocate(mb->Indices.size() + triangleCount); for (i=0; i < triangleCount; ++i) { u16 index; io::BinaryFile::read(file, index); mb->Indices.push_back(firstVertex + index); } // read limbs s32 limbCount; io::BinaryFile::read(file, limbCount); for (s32 l=0; l < limbCount; ++l) loadLimb(file, mesh, transformation); } } // namespace scene // todo: at some point in the future let's move these to a place where everyone can use them. namespace io { #if _BIGENDIAN #define _SYSTEM_BIG_ENDIAN_ (true) #else #define _SYSTEM_BIG_ENDIAN_ (false) #endif template void BinaryFile::read(io::IReadFile* file, T &out, bool bigEndian) { file->read((void*)&out, sizeof(out)); if (bigEndian != (_SYSTEM_BIG_ENDIAN_)) out = os::Byteswap::byteswap(out); } //! reads a 3d vector from the file, moving the file pointer along void BinaryFile::read(io::IReadFile* file, core::vector3df &outVector2d, bool bigEndian) { BinaryFile::read(file, outVector2d.X, bigEndian); BinaryFile::read(file, outVector2d.Y, bigEndian); BinaryFile::read(file, outVector2d.Z, bigEndian); } //! reads a 2d vector from the file, moving the file pointer along void BinaryFile::read(io::IReadFile* file, core::vector2df &outVector2d, bool bigEndian) { BinaryFile::read(file, outVector2d.X, bigEndian); BinaryFile::read(file, outVector2d.Y, bigEndian); } //! reads a null terminated string from the file, moving the file pointer along void BinaryFile::read(io::IReadFile* file, core::stringc &outString, bool bigEndian) { c8 c; file->read((void*)&c, 1); while (c) { outString += c; file->read((void*)&c, 1); } } } // namespace io } // namespace irr #endif // compile with SMF loader