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