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Giving the loader it's own enum allowed me to add more options. EITH_OPTIMAL which reduces buffers back to 16-bit if they don't need 32-bit. Using that in obj loader. Also 32-bit meshes with EMT_PARALLAX_MAP_SOLID material should now work in obj loader (untested as I got no test-case) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6340 dfc29bdd-3216-0410-991c-e03cc46cb475
125 lines
4.7 KiB
C++
125 lines
4.7 KiB
C++
// 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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#ifndef IRR_C_OBJ_MESH_FILE_LOADER_H_INCLUDED
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#define IRR_C_OBJ_MESH_FILE_LOADER_H_INCLUDED
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#include "IMeshLoader.h"
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#include "IFileSystem.h"
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#include "ISceneManager.h"
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#include "irrString.h"
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#include "CDynamicMeshBuffer.h"
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#include "irrMap.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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//! Meshloader capable of loading obj meshes.
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class COBJMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~COBJMeshFileLoader();
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".obj")
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virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
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private:
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struct SObjMtl
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{
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SObjMtl(E_INDEX_TYPE_HINT typeHint)
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: IndexType(typeHint == EITH_16BIT ? video::EIT_16BIT : video::EIT_32BIT)
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, Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
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RecalculateNormals(false)
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{
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Meshbuffer = new CDynamicMeshBuffer(irr::video::EVT_STANDARD, IndexType);
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Meshbuffer->Material.Shininess = 0.0f;
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Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
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Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
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Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
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}
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SObjMtl(const SObjMtl& o)
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: IndexType(o.IndexType), Name(o.Name), Group(o.Group),
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Bumpiness(o.Bumpiness), Illumination(o.Illumination),
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RecalculateNormals(false)
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{
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Meshbuffer = new CDynamicMeshBuffer(irr::video::EVT_STANDARD, IndexType);
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Meshbuffer->Material = o.Meshbuffer->Material;
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}
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core::map<video::S3DVertex, int> VertMap;
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irr::video::E_INDEX_TYPE IndexType;
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scene::CDynamicMeshBuffer *Meshbuffer;
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core::stringc Name;
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core::stringc Group;
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f32 Bumpiness;
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c8 Illumination;
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bool RecalculateNormals;
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};
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// helper method for material reading
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const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath);
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// returns a pointer to the first printable character available in the buffer
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const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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// returns a pointer to the first printable character after the first non-printable
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const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
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// returns a pointer to the next printable character after the first line break
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const c8* goNextLine(const c8* buf, const c8* const bufEnd);
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// copies the current word from the inBuf to the outBuf
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u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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// copies the current line from the inBuf to the outBuf
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core::stringc copyLine(const c8* inBuf, const c8* const bufEnd);
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// combination of goNextWord followed by copyWord
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const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
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//! Read the material from the given file
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void readMTL(const c8* fileName, const io::path& relPath);
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//! Find and return the material with the given name
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SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName);
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//! Read RGB color
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const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd);
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//! Read 3d vector of floats
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const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd);
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//! Read 2d vector of floats
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const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd);
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//! Read boolean value represented as 'on' or 'off'
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const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd);
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// reads and convert to integer the vertex indices in a line of obj file's face statement
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// -1 for the index if it doesn't exist
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// indices are changed to 0-based index instead of 1-based from the obj file
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bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
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void cleanUp();
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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core::array<SObjMtl*> Materials;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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