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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
149 lines
3.2 KiB
C++
149 lines
3.2 KiB
C++
// Copyright (C) 2009-2012 Gaz Davidson
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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 __C_PLY_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_PLY_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "ISceneManager.h"
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#include "CDynamicMeshBuffer.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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enum E_PLY_PROPERTY_TYPE
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{
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EPLYPT_INT8 = 0,
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EPLYPT_INT16,
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EPLYPT_INT32,
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EPLYPT_FLOAT32,
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EPLYPT_FLOAT64,
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EPLYPT_LIST,
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EPLYPT_UNKNOWN
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};
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//! Meshloader capable of loading obj meshes.
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class CPLYMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CPLYMeshFileLoader(scene::ISceneManager* smgr);
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//! Destructor
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virtual ~CPLYMeshFileLoader();
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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. ".ply")
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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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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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private:
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struct SPLYProperty
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{
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core::stringc Name;
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E_PLY_PROPERTY_TYPE Type;
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union
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{
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u8 Int8;
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u16 Int16;
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u32 Int32;
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f32 Float32;
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f64 Double;
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struct SPLYListProperty
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{
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E_PLY_PROPERTY_TYPE CountType;
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E_PLY_PROPERTY_TYPE ItemType;
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} List;
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} Data;
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inline u32 size() const
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{
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switch(Type)
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{
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case EPLYPT_INT8:
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return 1;
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case EPLYPT_INT16:
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return 2;
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case EPLYPT_INT32:
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case EPLYPT_FLOAT32:
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return 4;
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case EPLYPT_FLOAT64:
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return 8;
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case EPLYPT_LIST:
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case EPLYPT_UNKNOWN:
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default:
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return 0;
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}
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}
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inline bool isFloat() const
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{
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switch(Type)
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{
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case EPLYPT_FLOAT32:
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case EPLYPT_FLOAT64:
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return true;
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case EPLYPT_INT8:
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case EPLYPT_INT16:
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case EPLYPT_INT32:
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case EPLYPT_LIST:
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case EPLYPT_UNKNOWN:
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default:
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return false;
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}
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}
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};
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struct SPLYElement
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{
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// name of the element. We only want "vertex" and "face" elements
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// but we have to parse the others anyway.
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core::stringc Name;
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// The number of elements in the file
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u32 Count;
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// Properties of this element
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core::array<SPLYProperty> Properties;
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// in binary files, true if this is a fixed size
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bool IsFixedWidth;
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// known size in bytes, 0 if unknown
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u32 KnownSize;
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};
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bool allocateBuffer();
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c8* getNextLine();
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c8* getNextWord();
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void fillBuffer();
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E_PLY_PROPERTY_TYPE getPropertyType(const c8* typeString) const;
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bool readVertex(const SPLYElement &Element, scene::CDynamicMeshBuffer* mb);
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bool readFace(const SPLYElement &Element, scene::CDynamicMeshBuffer* mb);
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void skipElement(const SPLYElement &Element);
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void skipProperty(const SPLYProperty &Property);
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f32 getFloat(E_PLY_PROPERTY_TYPE t);
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u32 getInt(E_PLY_PROPERTY_TYPE t);
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void moveForward(u32 bytes);
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core::array<SPLYElement*> ElementList;
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scene::ISceneManager* SceneManager;
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io::IReadFile *File;
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c8 *Buffer;
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bool IsBinaryFile, IsWrongEndian, EndOfFile;
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s32 WordLength;
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c8 *StartPointer, *EndPointer, *LineEndPointer;
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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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