mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 18:20:30 +01:00
59fc4401f1
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.
186 lines
5.0 KiB
C++
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
|