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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
243 lines
6.3 KiB
C++
243 lines
6.3 KiB
C++
// Copyright (C) 2010-2012 Gaz Davidson / Joseph Ellis
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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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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
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#include "CSMFMeshFileLoader.h"
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#include "CMeshTextureLoader.h"
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#include "SAnimatedMesh.h"
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#include "SMeshBuffer.h"
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#include "IReadFile.h"
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#include "coreutil.h"
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#include "os.h"
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#include "IVideoDriver.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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CSMFMeshFileLoader::CSMFMeshFileLoader(irr::io::IFileSystem* fs, video::IVideoDriver* driver)
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{
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TextureLoader = new CMeshTextureLoader( fs, driver );
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}
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//! Returns true if the file might be loaded by this class.
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bool CSMFMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension(filename, "smf");
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}
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//! Creates/loads an animated mesh from the file.
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IAnimatedMesh* CSMFMeshFileLoader::createMesh(io::IReadFile* file)
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{
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if ( !file )
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return 0;
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if ( getMeshTextureLoader() )
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getMeshTextureLoader()->setMeshFile(file);
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// create empty mesh
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SMesh *mesh = new SMesh();
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// load file
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u16 version;
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u8 flags;
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s32 limbCount;
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s32 i;
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io::BinaryFile::read(file, version);
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io::BinaryFile::read(file, flags);
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io::BinaryFile::read(file, limbCount);
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// load mesh data
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core::matrix4 identity;
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for (i=0; i < limbCount; ++i)
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loadLimb(file, mesh, identity);
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// recalculate buffer bounding boxes
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for (i=0; i < (s32)mesh->getMeshBufferCount(); ++i)
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mesh->getMeshBuffer(i)->recalculateBoundingBox();
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mesh->recalculateBoundingBox();
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SAnimatedMesh *am = new SAnimatedMesh();
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am->addMesh(mesh);
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mesh->drop();
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am->recalculateBoundingBox();
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return am;
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}
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void CSMFMeshFileLoader::loadLimb(io::IReadFile* file, SMesh* mesh, const core::matrix4 &parentTransformation)
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{
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core::matrix4 transformation;
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// limb transformation
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core::vector3df translate, rotate, scale;
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io::BinaryFile::read(file, translate);
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io::BinaryFile::read(file, rotate);
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io::BinaryFile::read(file, scale);
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transformation.setTranslation(translate);
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transformation.setRotationDegrees(rotate);
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transformation.setScale(scale);
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transformation = parentTransformation * transformation;
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core::stringc textureName, textureGroupName;
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// texture information
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io::BinaryFile::read(file, textureGroupName);
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io::BinaryFile::read(file, textureName);
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// attempt to load texture using known formats
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video::ITexture* texture = 0;
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const c8* extensions[] = {".jpg", ".png", ".tga", ".bmp", 0};
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for (const c8 **ext = extensions; !texture && *ext; ++ext)
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{
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texture = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(textureName + *ext) : NULL;
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if (texture)
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{
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textureName = textureName + *ext;
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break;
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}
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}
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// find the correct mesh buffer
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u32 i;
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for (i=0; i<mesh->MeshBuffers.size(); ++i)
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if (mesh->MeshBuffers[i]->getMaterial().TextureLayer[0].Texture == texture)
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break;
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// create mesh buffer if none was found
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if (i == mesh->MeshBuffers.size())
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{
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CMeshBuffer<video::S3DVertex>* mb = new CMeshBuffer<video::S3DVertex>();
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mb->Material.TextureLayer[0].Texture = texture;
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// horribly hacky way to do this, maybe it's in the flags?
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if (core::hasFileExtension(textureName, "tga", "png"))
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mb->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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else
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mb->Material.MaterialType = video::EMT_SOLID;
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mesh->MeshBuffers.push_back(mb);
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}
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CMeshBuffer<video::S3DVertex>* mb = (CMeshBuffer<video::S3DVertex>*)mesh->MeshBuffers[i];
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u16 vertexCount, firstVertex = mb->getVertexCount();
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io::BinaryFile::read(file, vertexCount);
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mb->Vertices.reallocate(mb->Vertices.size() + vertexCount);
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// add vertices and set positions
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for (i=0; i<vertexCount; ++i)
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{
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core::vector3df pos;
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io::BinaryFile::read(file, pos);
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transformation.transformVect(pos);
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video::S3DVertex vert;
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vert.Color = 0xFFFFFFFF;
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vert.Pos = pos;
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mb->Vertices.push_back(vert);
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}
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// set vertex normals
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for (i=0; i < vertexCount; ++i)
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{
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core::vector3df normal;
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io::BinaryFile::read(file, normal);
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transformation.rotateVect(normal);
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mb->Vertices[firstVertex + i].Normal = normal;
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}
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// set texture coordinates
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for (i=0; i < vertexCount; ++i)
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{
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core::vector2df tcoords;
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io::BinaryFile::read(file, tcoords);
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mb->Vertices[firstVertex + i].TCoords = tcoords;
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}
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// triangles
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u32 triangleCount;
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// vertexCount used as temporary
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io::BinaryFile::read(file, vertexCount);
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triangleCount=3*vertexCount;
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mb->Indices.reallocate(mb->Indices.size() + triangleCount);
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for (i=0; i < triangleCount; ++i)
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{
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u16 index;
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io::BinaryFile::read(file, index);
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mb->Indices.push_back(firstVertex + index);
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}
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// read limbs
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s32 limbCount;
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io::BinaryFile::read(file, limbCount);
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for (s32 l=0; l < limbCount; ++l)
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loadLimb(file, mesh, transformation);
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}
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} // namespace scene
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// todo: at some point in the future let's move these to a place where everyone can use them.
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namespace io
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{
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#if _BIGENDIAN
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#define _SYSTEM_BIG_ENDIAN_ (true)
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#else
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#define _SYSTEM_BIG_ENDIAN_ (false)
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#endif
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template <class T>
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void BinaryFile::read(io::IReadFile* file, T &out, bool bigEndian)
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{
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file->read((void*)&out, sizeof(out));
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if (bigEndian != (_SYSTEM_BIG_ENDIAN_))
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out = os::Byteswap::byteswap(out);
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}
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//! reads a 3d vector from the file, moving the file pointer along
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void BinaryFile::read(io::IReadFile* file, core::vector3df &outVector2d, bool bigEndian)
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{
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BinaryFile::read(file, outVector2d.X, bigEndian);
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BinaryFile::read(file, outVector2d.Y, bigEndian);
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BinaryFile::read(file, outVector2d.Z, bigEndian);
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}
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//! reads a 2d vector from the file, moving the file pointer along
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void BinaryFile::read(io::IReadFile* file, core::vector2df &outVector2d, bool bigEndian)
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{
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BinaryFile::read(file, outVector2d.X, bigEndian);
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BinaryFile::read(file, outVector2d.Y, bigEndian);
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}
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//! reads a null terminated string from the file, moving the file pointer along
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void BinaryFile::read(io::IReadFile* file, core::stringc &outString, bool bigEndian)
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{
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c8 c;
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file->read((void*)&c, 1);
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while (c)
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{
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outString += c;
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file->read((void*)&c, 1);
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}
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}
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} // namespace io
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} // namespace irr
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#endif // compile with SMF loader
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