irrlicht/source/Irrlicht/CXMeshFileLoader.h
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00

186 lines
5.0 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_X_MESH_FILE_LOADER_H_INCLUDED__
#define __C_X_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "irrString.h"
#include "CSkinnedMesh.h"
namespace irr
{
namespace io
{
class IFileSystem;
class IReadFile;
} // end namespace io
namespace scene
{
class IMeshManipulator;
//! Meshloader capable of loading x meshes.
class CXMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CXMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".cob")
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;
struct SXMesh
{
SXMesh() : MaxSkinWeightsPerVertex(0), MaxSkinWeightsPerFace(0), BoneCount(0),AttachedJointID(-1),HasSkinning(false), HasVertexColors(false) {}
// this mesh contains triangulated texture data.
// because in an .x file, faces can be made of more than 3
// vertices, the indices data structure is triangulated during the
// loading process. The IndexCountPerFace array is filled during
// this triangulation process and stores how much indices belong to
// every face. This data structure can be ignored, because all data
// in this structure is triangulated.
core::stringc Name;
u32 MaxSkinWeightsPerVertex;
u32 MaxSkinWeightsPerFace;
u32 BoneCount;
core::array<u16> IndexCountPerFace; // default 3, but could be more
core::array<scene::SSkinMeshBuffer*> Buffers;
core::array<video::S3DVertex> Vertices;
core::array<core::vector2df> TCoords2;
core::array<u32> Indices;
core::array<u32> FaceMaterialIndices; // index of material for each face
core::array<video::SMaterial> Materials; // material array
core::array<u32> WeightJoint;
core::array<u32> WeightNum;
s32 AttachedJointID;
bool HasSkinning;
bool HasVertexColors;
};
private:
bool load(io::IReadFile* file);
bool readFileIntoMemory(io::IReadFile* file);
bool parseFile();
bool parseDataObject();
bool parseDataObjectTemplate();
bool parseDataObjectFrame(CSkinnedMesh::SJoint *parent);
bool parseDataObjectTransformationMatrix(core::matrix4 &mat);
bool parseDataObjectMesh(SXMesh &mesh);
bool parseDataObjectSkinWeights(SXMesh &mesh);
bool parseDataObjectSkinMeshHeader(SXMesh &mesh);
bool parseDataObjectMeshNormals(SXMesh &mesh);
bool parseDataObjectMeshTextureCoords(SXMesh &mesh);
bool parseDataObjectMeshVertexColors(SXMesh &mesh);
bool parseDataObjectMeshMaterialList(SXMesh &mesh);
bool parseDataObjectAnimationSet();
bool parseDataObjectAnimationTicksPerSecond();
bool parseDataObjectAnimation();
bool parseDataObjectAnimationKey(ISkinnedMesh::SJoint *joint);
bool parseDataObjectTextureFilename(core::stringc& texturename);
bool parseUnknownDataObject();
//! places pointer to next begin of a token, and ignores comments
void findNextNoneWhiteSpace();
//! places pointer to next begin of a token, which must be a number,
// and ignores comments
void findNextNoneWhiteSpaceNumber();
//! returns next parseable token. Returns empty string if no token there
core::stringc getNextToken();
//! reads header of dataobject including the opening brace.
//! returns false if error happened, and writes name of object
//! if there is one
bool readHeadOfDataObject(core::stringc* outname=0);
//! checks for closing curly brace, returns false if not there
bool checkForClosingBrace();
//! checks for one following semicolons, returns false if not there
bool checkForOneFollowingSemicolons();
//! checks for two following semicolons, returns false if they are not there
bool checkForTwoFollowingSemicolons();
//! reads a x file style string
bool getNextTokenAsString(core::stringc& out);
void readUntilEndOfLine();
u16 readBinWord();
u32 readBinDWord();
u32 readInt();
f32 readFloat();
bool readVector2(core::vector2df& vec);
bool readVector3(core::vector3df& vec);
bool readMatrix(core::matrix4& mat);
bool readRGB(video::SColor& color);
bool readRGBA(video::SColor& color);
CSkinnedMesh* AnimatedMesh;
c8* Buffer;
const c8* P;
c8* End;
// counter for number arrays in binary format
u32 BinaryNumCount;
u32 Line;
io::path FilePath;
CSkinnedMesh::SJoint *CurFrame;
core::array<SXMesh*> Meshes;
u32 MajorVersion;
u32 MinorVersion;
bool BinaryFormat;
c8 FloatSize;
};
} // end namespace scene
} // end namespace irr
#endif