irrlicht/source/Irrlicht/CB3DMeshFileLoader.cpp
Desour 2bf1d12353 Reformat the code, using:
find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
2024-03-20 19:35:52 +01:00

957 lines
29 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
#include "CB3DMeshFileLoader.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "os.h"
#include <algorithm>
#ifdef _DEBUG
#define _B3D_READER_DEBUG
#endif
namespace irr
{
namespace scene
{
//! Constructor
CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager *smgr) :
AnimatedMesh(0), B3DFile(0), VerticesStart(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);
joint->Name = readString();
#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.value_or("").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) { /* ok */
} else if (brushID < 0 || (u32)brushID >= Materials.size()) {
os::Printer::log("Illegal brush ID found", B3DFile->getFileName(), ELL_ERROR);
return false;
} else {
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 < 0 || tex_coord_set_size < 0 ||
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 < tex_coord_sets; ++i)
readFloats(tex_coords[i], tex_coord_set_size);
f32 tu = 0.0f, tv = 0.0f;
if (tex_coord_sets >= 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 = 0;
else if (triangle_brush_id < 0 || (u32)triangle_brush_id >= Materials.size()) {
os::Printer::log("Illegal material index found", B3DFile->getFileName(), ELL_ERROR);
return false;
} else {
B3dMaterial = &Materials[triangle_brush_id];
meshBuffer->Material = B3dMaterial->Material;
}
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 (globalVertexID >= AnimatedVertices_VertexID.size()) {
os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR);
return false;
}
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();
B3dTexture.TextureName = readString();
std::replace(B3dTexture.TextureName.begin(), B3dTexture.TextureName.end(), '\\', '/');
#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 < n_texs) ? (n_texs - num_textures) : 0;
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
// This is what blitz basic calls a brush, like a Irrlicht Material
auto name = readString();
#ifdef _B3D_READER_DEBUG
os::Printer::log("read Material", name.c_str(), 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; i < num_textures; ++i) {
s32 texture_id = -1;
B3DFile->read(&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; i < n_texs_offset; ++i) {
s32 texture_id = -1;
B3DFile->read(&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; j < num_textures - 1; ++j) {
if (B3dMaterial.Textures[j + 1] != 0 && B3dMaterial.Textures[j] == 0) {
B3dMaterial.Textures[j] = B3dMaterial.Textures[j + 1];
B3dMaterial.Textures[j + 1] = 0;
}
}
}
//------ Convert blitz flags/blend to irrlicht -------
// Two textures:
if (B3dMaterial.Textures[1]) {
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.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;
}
std::string CB3DMeshFileLoader::readString()
{
std::string newstring = "";
while (true) {
c8 character;
if (B3DFile->read(&character, sizeof(character)) == 0)
break; // eof
if (character == 0)
break;
newstring.push_back(character);
}
return newstring;
}
void CB3DMeshFileLoader::readFloats(f32 *vec, u32 count)
{
B3DFile->read(vec, count * sizeof(f32));
#ifdef __BIG_ENDIAN__
for (u32 n = 0; n < count; ++n)
vec[n] = os::Byteswap::byteswap(vec[n]);
#endif
}
} // end namespace scene
} // end namespace irr