irrlicht/source/Irrlicht/CB3DMeshFileLoader.h
Lars Mueller 6ab23fa848 Ensure that absent bone names work
Achieved by refactoring the code to use
`std::optional<std::string>` instead of `core::stringc`.
2024-01-31 00:04:18 +01:00

84 lines
2.2 KiB
C++

// 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
#pragma once
#include "IMeshLoader.h"
#include "ISceneManager.h"
#include "CSkinnedMesh.h"
#include "SB3DStructs.h"
#include "IReadFile.h"
namespace irr
{
namespace scene
{
//! Meshloader for B3D format
class CB3DMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CB3DMeshFileLoader(scene::ISceneManager* smgr);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool isALoadableFileExtension(const io::path& filename) const override;
//! 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* createMesh(io::IReadFile* file) override;
private:
bool load();
bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
bool readChunkANIM();
bool readChunkTEXS();
bool readChunkBRUS();
std::string readString();
void readFloats(f32* vec, u32 count);
core::array<SB3dChunk> B3dStack;
core::array<SB3dMaterial> Materials;
core::array<SB3dTexture> Textures;
core::array<s32> AnimatedVertices_VertexID;
core::array<s32> AnimatedVertices_BufferID;
core::array<video::S3DVertex2TCoords> BaseVertices;
CSkinnedMesh* AnimatedMesh;
io::IReadFile* B3DFile;
//B3Ds have Vertex ID's local within the mesh I don't want this
// Variable needs to be class member due to recursion in calls
u32 VerticesStart;
bool NormalsInFile;
bool HasVertexColors;
bool ShowWarning;
};
} // end namespace scene
} // end namespace irr