irrlicht/source/Irrlicht/CPLYMeshFileLoader.h
cutealien 8310a3fbad Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-12-12 16:32:41 +00:00

149 lines
3.2 KiB
C++

// Copyright (C) 2009-2012 Gaz Davidson
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_PLY_MESH_FILE_LOADER_H_INCLUDED__
#define __C_PLY_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "ISceneManager.h"
#include "CDynamicMeshBuffer.h"
namespace irr
{
namespace scene
{
enum E_PLY_PROPERTY_TYPE
{
EPLYPT_INT8 = 0,
EPLYPT_INT16,
EPLYPT_INT32,
EPLYPT_FLOAT32,
EPLYPT_FLOAT64,
EPLYPT_LIST,
EPLYPT_UNKNOWN
};
//! Meshloader capable of loading obj meshes.
class CPLYMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CPLYMeshFileLoader(scene::ISceneManager* smgr);
//! Destructor
virtual ~CPLYMeshFileLoader();
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".ply")
virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
//! creates/loads an animated mesh from the file.
virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
private:
struct SPLYProperty
{
core::stringc Name;
E_PLY_PROPERTY_TYPE Type;
union
{
u8 Int8;
u16 Int16;
u32 Int32;
f32 Float32;
f64 Double;
struct SPLYListProperty
{
E_PLY_PROPERTY_TYPE CountType;
E_PLY_PROPERTY_TYPE ItemType;
} List;
} Data;
inline u32 size() const
{
switch(Type)
{
case EPLYPT_INT8:
return 1;
case EPLYPT_INT16:
return 2;
case EPLYPT_INT32:
case EPLYPT_FLOAT32:
return 4;
case EPLYPT_FLOAT64:
return 8;
case EPLYPT_LIST:
case EPLYPT_UNKNOWN:
default:
return 0;
}
}
inline bool isFloat() const
{
switch(Type)
{
case EPLYPT_FLOAT32:
case EPLYPT_FLOAT64:
return true;
case EPLYPT_INT8:
case EPLYPT_INT16:
case EPLYPT_INT32:
case EPLYPT_LIST:
case EPLYPT_UNKNOWN:
default:
return false;
}
}
};
struct SPLYElement
{
// name of the element. We only want "vertex" and "face" elements
// but we have to parse the others anyway.
core::stringc Name;
// The number of elements in the file
u32 Count;
// Properties of this element
core::array<SPLYProperty> Properties;
// in binary files, true if this is a fixed size
bool IsFixedWidth;
// known size in bytes, 0 if unknown
u32 KnownSize;
};
bool allocateBuffer();
c8* getNextLine();
c8* getNextWord();
void fillBuffer();
E_PLY_PROPERTY_TYPE getPropertyType(const c8* typeString) const;
bool readVertex(const SPLYElement &Element, scene::CDynamicMeshBuffer* mb);
bool readFace(const SPLYElement &Element, scene::CDynamicMeshBuffer* mb);
void skipElement(const SPLYElement &Element);
void skipProperty(const SPLYProperty &Property);
f32 getFloat(E_PLY_PROPERTY_TYPE t);
u32 getInt(E_PLY_PROPERTY_TYPE t);
void moveForward(u32 bytes);
core::array<SPLYElement*> ElementList;
scene::ISceneManager* SceneManager;
io::IReadFile *File;
c8 *Buffer;
bool IsBinaryFile, IsWrongEndian, EndOfFile;
s32 WordLength;
c8 *StartPointer, *EndPointer, *LineEndPointer;
};
} // end namespace scene
} // end namespace irr
#endif