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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
411 lines
12 KiB
C++
411 lines
12 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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_COLLADA_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_COLLADA_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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#include "irrString.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "ISceneManager.h"
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#include "irrMap.h"
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#include "CAttributes.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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#ifdef _DEBUG
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//#define COLLADA_READER_DEBUG
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#endif
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class IColladaPrefab;
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enum ECOLLADA_PARAM_NAME
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{
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ECPN_COLOR = 0,
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ECPN_AMBIENT,
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ECPN_DIFFUSE,
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ECPN_SPECULAR,
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ECPN_SHININESS,
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ECPN_TRANSPARENCY,
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ECPN_YFOV,
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ECPN_ZNEAR,
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ECPN_ZFAR,
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ECPN_COUNT
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};
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enum ECOLLADA_PARAM_TYPE
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{
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ECPT_FLOAT = 0,
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ECPT_FLOAT2,
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ECPT_FLOAT3,
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ECPT_FLOAT4,
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ECPT_COUNT
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};
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//! Collada Parameter
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struct SColladaParam
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{
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SColladaParam()
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: Name(ECPN_COUNT), Type(ECPT_COUNT)
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{
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for (int i=0; i<4; ++i) Floats[i] = 0;
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}
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ECOLLADA_PARAM_NAME Name;
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ECOLLADA_PARAM_TYPE Type;
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f32 Floats[4];
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};
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enum ECOLLADA_INPUT_SEMANTIC
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{
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ECIS_POSITION = 0,
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ECIS_VERTEX,
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ECIS_NORMAL,
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ECIS_TEXCOORD,
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ECIS_UV,
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ECIS_TANGENT,
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ECIS_IMAGE,
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ECIS_TEXTURE,
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ECIS_COLOR,
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ECIS_COUNT
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};
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//! Collada Input
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struct SColladaInput
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{
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SColladaInput()
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: Semantic(ECIS_COUNT), Data(0), Offset(0), Set(0), Stride(1)
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{
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}
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ECOLLADA_INPUT_SEMANTIC Semantic;
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core::stringc Source;
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f32* Data;
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u32 Offset;
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u32 Set;
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u32 Stride;
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};
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//! Collada images
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struct SColladaImage
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{
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core::stringc Id;
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core::stringc Source;
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core::dimension2du Dimension;
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bool SourceIsFilename;
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};
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//! Collada texture
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struct SColladaTexture
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{
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video::ITexture* Texture;
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core::stringc Id;
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};
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//! Collada material
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struct SColladaMaterial
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{
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video::SMaterial Mat;
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core::stringc Id;
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core::stringc InstanceEffectId;
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f32 Transparency;
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inline bool operator< (const SColladaMaterial & other) const
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{
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return Id < other.Id;
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}
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};
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//! Collada effect (materials, shaders, and programs)
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struct SColladaEffect
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{
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core::stringc Id;
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f32 Transparency;
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core::array<core::stringc> Textures;
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video::SMaterial Mat;
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// TODO: Parameters looks somewhat lazy workaround, I think we should really read all parameters correct.
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io::IAttributes * Parameters;
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inline bool operator< (const SColladaEffect & other) const
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{
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return Id < other.Id;
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}
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};
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struct SNumberArray // for storing float and int arrays
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{
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core::stringc Name;
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core::array<f32> Data;
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};
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struct SAccessor
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{
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SAccessor()
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: Count(0), Offset(0), Stride(1) {}
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// I don't store the source of the accessor here because I assume
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// it to use the array of the source this accessor is located in.
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int Count;
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int Offset;
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int Stride;
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core::array<SColladaParam> Parameters; // parameters defining the accessor
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};
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struct SSource
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{
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core::stringc Id;
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SNumberArray Array;
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core::array<SAccessor> Accessors;
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};
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class CScenePrefab;
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//! Meshloader capable of loading COLLADA meshes and scene descriptions into Irrlicht.
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class CColladaFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CColladaFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~CColladaFileLoader();
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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. ".cob")
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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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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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private:
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//! skips an (unknown) section in the collada document
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void skipSection(io::IXMLReaderUTF8* reader, bool reportSkipping);
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//! reads the <COLLADA> section and its content
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void readColladaSection(io::IXMLReaderUTF8* reader);
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//! reads a <library> section and its content
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void readLibrarySection(io::IXMLReaderUTF8* reader);
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//! reads a <visual_scene> element and stores it as a prefab
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void readVisualScene(io::IXMLReaderUTF8* reader);
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//! reads a <scene> section and its content
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void readSceneSection(io::IXMLReaderUTF8* reader);
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//! reads a <asset> section and its content
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void readAssetSection(io::IXMLReaderUTF8* reader);
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//! reads a <node> section and its content
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//! if a prefab pointer is passed the nodes are created as scene prefabs children of that prefab
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void readNodeSection(io::IXMLReaderUTF8* reader, scene::ISceneNode* parent, CScenePrefab* p=0);
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//! reads a <lookat> element and its content and creates a matrix from it
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core::matrix4 readLookAtNode(io::IXMLReaderUTF8* reader);
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//! reads a <matrix> element and its content and creates a matrix from it
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core::matrix4 readMatrixNode(io::IXMLReaderUTF8* reader);
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//! reads a <perspective> element and its content and creates a matrix from it
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core::matrix4 readPerspectiveNode(io::IXMLReaderUTF8* reader);
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//! reads a <rotate> element and its content and creates a matrix from it
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core::matrix4 readRotateNode(io::IXMLReaderUTF8* reader);
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//! reads a <skew> element and its content and creates a matrix from it
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core::matrix4 readSkewNode(io::IXMLReaderUTF8* reader);
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//! reads a <boundingbox> element and its content and stores it in bbox
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void readBboxNode(io::IXMLReaderUTF8* reader, core::aabbox3df& bbox);
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//! reads a <scale> element and its content and creates a matrix from it
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core::matrix4 readScaleNode(io::IXMLReaderUTF8* reader);
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//! reads a <translate> element and its content and creates a matrix from it
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core::matrix4 readTranslateNode(io::IXMLReaderUTF8* reader);
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//! reads a <color> element
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video::SColorf readColorNode(io::IXMLReaderUTF8* reader);
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//! reads a <float> element
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f32 readFloatNode(io::IXMLReaderUTF8* reader);
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//! reads a <instance> node
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void readInstanceNode(io::IXMLReaderUTF8* reader,
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scene::ISceneNode* parent, scene::ISceneNode** outNode,
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CScenePrefab* p=0, const core::stringc& type=core::stringc());
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//! creates a scene node from Prefabs (with name given in 'url')
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void instantiateNode(scene::ISceneNode* parent, scene::ISceneNode** outNode=0,
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CScenePrefab* p=0, const core::stringc& url="",
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const core::stringc& type=core::stringc());
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//! reads a <light> element and stores it as prefab
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void readLightPrefab(io::IXMLReaderUTF8* reader);
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//! reads a <camera> element and stores it as prefab
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void readCameraPrefab(io::IXMLReaderUTF8* reader);
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//! reads a <image> element and stores it in the image section
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void readImage(io::IXMLReaderUTF8* reader);
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//! reads a <texture> element and stores it in the texture section
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void readTexture(io::IXMLReaderUTF8* reader);
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//! reads a <material> element and stores it in the material section
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void readMaterial(io::IXMLReaderUTF8* reader);
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//! reads a <effect> element and stores it in the effects section
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void readEffect(io::IXMLReaderUTF8* reader, SColladaEffect * effect = 0);
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//! reads a <geometry> element and stores it as mesh if possible
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void readGeometry(io::IXMLReaderUTF8* reader);
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//! parses a float from a char pointer and moves the pointer to
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//! the end of the parsed float
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inline f32 readFloat(const c8** p);
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//! parses an int from a char pointer and moves the pointer to
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//! the end of the parsed float
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inline s32 readInt(const c8** p);
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//! places pointer to next begin of a token
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void findNextNoneWhiteSpace(const c8** p);
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//! reads floats from inside of xml element until end of xml element
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void readFloatsInsideElement(io::IXMLReaderUTF8* reader, f32* floats, u32 count);
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//! reads ints from inside of xml element until end of xml element
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void readIntsInsideElement(io::IXMLReaderUTF8* reader, s32* ints, u32 count);
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//! clears all loaded data
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void clearData();
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//! parses all collada parameters inside an element and stores them in ColladaParameters
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void readColladaParameters(io::IXMLReaderUTF8* reader, const core::stringc& parentName);
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//! returns a collada parameter or none if not found
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SColladaParam* getColladaParameter(ECOLLADA_PARAM_NAME name);
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//! parses all collada inputs inside an element and stores them in Inputs. Reads
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//! until first tag which is not an input tag or the end of the parent is reached
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void readColladaInputs(io::IXMLReaderUTF8* reader, const core::stringc& parentName);
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//! reads a collada input tag and adds it to the input parameter
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void readColladaInput(io::IXMLReaderUTF8* reader, core::array<SColladaInput>& inputs);
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//! returns a collada input or none if not found
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SColladaInput* getColladaInput(ECOLLADA_INPUT_SEMANTIC input);
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//! read Collada Id, uses id or name if id is missing
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core::stringc readId(io::IXMLReaderUTF8* reader);
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//! changes the XML URI into an internal id
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void uriToId(core::stringc& str);
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//! reads a polygons section and creates a mesh from it
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void readPolygonSection(io::IXMLReaderUTF8* reader,
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core::array<SSource>& sources, scene::SMesh* mesh,
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const core::stringc& geometryId);
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//! finds a material, possible instancing it
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const SColladaMaterial * findMaterial(const core::stringc & materialName);
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//! reads and bind materials as given by the symbol->target bind mapping
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void readBindMaterialSection(io::IXMLReaderUTF8* reader, const core::stringc & id);
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//! create an Irrlicht texture from the SColladaImage
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video::ITexture* getTextureFromImage(core::stringc uri, SColladaEffect * effect);
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//! read a parameter and value
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void readParameter(io::IXMLReaderUTF8* reader, io::IAttributes* parameters);
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//! Flip z axis in matrix around to convert between right-handed and left-handed coordinate system.
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//! Note that function is symmetric (no difference if called before or after a transpose).
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core::matrix4 flipZAxis(const core::matrix4& m);
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//! replace escape characters with the unescaped ones
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void unescape(irr::core::stringc& uri);
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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scene::IAnimatedMesh* DummyMesh;
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core::stringc CurrentlyLoadingMesh;
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scene::IAnimatedMesh* FirstLoadedMesh;
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io::path FirstLoadedMeshName;
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s32 LoadedMeshCount;
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u32 Version;
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bool FlipAxis;
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core::array<IColladaPrefab*> Prefabs;
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core::array<SColladaParam> ColladaParameters;
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core::array<SColladaImage> Images;
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core::array<SColladaTexture> Textures;
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core::array<SColladaMaterial> Materials;
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core::array<SColladaInput> Inputs;
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core::array<SColladaEffect> Effects;
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//! meshbuffer reference ("geomid/matname") -> index into MeshesToBind
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core::map<core::stringc,u32> MaterialsToBind;
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//! Array of buffers for each material binding
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core::array< core::array<irr::scene::IMeshBuffer*> > MeshesToBind;
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bool CreateInstances;
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struct EscapeCharacterURL
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{
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EscapeCharacterURL(irr::c8 c, const irr::c8* e)
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: Character(c)
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{
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Escape = e;
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}
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irr::c8 Character; // unescaped (like ' ')
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irr::core::stringc Escape; // escaped (like '%20')
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};
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irr::core::array<EscapeCharacterURL> EscapeCharsAnyURI;
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};
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//! following class is for holding and createing instances of library objects,
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//! named prefabs in this loader.
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class IColladaPrefab : public virtual IReferenceCounted
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{
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public:
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//! creates an instance of this prefab
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virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
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scene::ISceneManager* mgr) = 0;
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//! returns id of this prefab
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virtual const core::stringc& getId() = 0;
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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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