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authorDavid Walter Seikel2016-03-28 22:28:34 +1000
committerDavid Walter Seikel2016-03-28 22:28:34 +1000
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parentMove lemon to the src/others directory. (diff)
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Move Irrlicht to src/others.
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __C_COLLADA_MESH_FILE_LOADER_H_INCLUDED__
6#define __C_COLLADA_MESH_FILE_LOADER_H_INCLUDED__
7
8#include "IMeshLoader.h"
9#include "IFileSystem.h"
10#include "IVideoDriver.h"
11#include "irrString.h"
12#include "SMesh.h"
13#include "SMeshBuffer.h"
14#include "ISceneManager.h"
15#include "irrMap.h"
16#include "CAttributes.h"
17
18namespace irr
19{
20namespace scene
21{
22
23#ifdef _DEBUG
24//#define COLLADA_READER_DEBUG
25#endif
26
27class IColladaPrefab;
28
29enum ECOLLADA_PARAM_NAME
30{
31 ECPN_COLOR = 0,
32 ECPN_AMBIENT,
33 ECPN_DIFFUSE,
34 ECPN_SPECULAR,
35 ECPN_SHININESS,
36 ECPN_TRANSPARENCY,
37 ECPN_YFOV,
38 ECPN_ZNEAR,
39 ECPN_ZFAR,
40
41 ECPN_COUNT
42};
43
44enum ECOLLADA_PARAM_TYPE
45{
46 ECPT_FLOAT = 0,
47 ECPT_FLOAT2,
48 ECPT_FLOAT3,
49 ECPT_FLOAT4,
50
51 ECPT_COUNT
52};
53
54//! Collada Parameter
55struct SColladaParam
56{
57 SColladaParam()
58 : Name(ECPN_COUNT), Type(ECPT_COUNT)
59 {
60 for (int i=0; i<4; ++i) Floats[i] = 0;
61 }
62
63 ECOLLADA_PARAM_NAME Name;
64 ECOLLADA_PARAM_TYPE Type;
65
66 f32 Floats[4];
67};
68
69enum ECOLLADA_INPUT_SEMANTIC
70{
71 ECIS_POSITION = 0,
72 ECIS_VERTEX,
73 ECIS_NORMAL,
74 ECIS_TEXCOORD,
75 ECIS_UV,
76 ECIS_TANGENT,
77 ECIS_IMAGE,
78 ECIS_TEXTURE,
79
80 ECIS_COUNT
81};
82
83//! Collada Input
84struct SColladaInput
85{
86 SColladaInput()
87 : Semantic(ECIS_COUNT), Data(0), Offset(0), Set(0), Stride(1)
88 {
89 }
90
91 ECOLLADA_INPUT_SEMANTIC Semantic;
92 core::stringc Source;
93 f32* Data;
94 u32 Offset;
95 u32 Set;
96 u32 Stride;
97};
98
99//! Collada images
100struct SColladaImage
101{
102 core::stringc Id;
103 core::stringc Source;
104 core::dimension2du Dimension;
105 bool SourceIsFilename;
106};
107
108
109//! Collada texture
110struct SColladaTexture
111{
112 video::ITexture* Texture;
113 core::stringc Id;
114};
115
116
117//! Collada material
118struct SColladaMaterial
119{
120 video::SMaterial Mat;
121 core::stringc Id;
122 core::stringc InstanceEffectId;
123 f32 Transparency;
124
125 inline bool operator< (const SColladaMaterial & other) const
126 {
127 return Id < other.Id;
128 }
129};
130
131//! Collada effect (materials, shaders, and programs)
132struct SColladaEffect
133{
134 core::stringc Id;
135 f32 Transparency;
136 core::array<core::stringc> Textures;
137 video::SMaterial Mat;
138 // TODO: Parameters looks somewhat lazy workaround, I think we should really read all parameters correct.
139 io::IAttributes * Parameters;
140
141 inline bool operator< (const SColladaEffect & other) const
142 {
143 return Id < other.Id;
144 }
145};
146
147
148struct SNumberArray // for storing float and int arrays
149{
150 core::stringc Name;
151 core::array<f32> Data;
152};
153
154struct SAccessor
155{
156 SAccessor()
157 : Count(0), Offset(0), Stride(1) {}
158 // I don't store the source of the accessor here because I assume
159 // it to use the array of the source this accessor is located in.
160
161 int Count;
162 int Offset;
163 int Stride;
164
165 core::array<SColladaParam> Parameters; // parameters defining the accessor
166};
167
168struct SSource
169{
170 core::stringc Id;
171 SNumberArray Array;
172 core::array<SAccessor> Accessors;
173};
174
175class CScenePrefab;
176
177//! Meshloader capable of loading COLLADA meshes and scene descriptions into Irrlicht.
178class CColladaFileLoader : public IMeshLoader
179{
180public:
181
182 //! Constructor
183 CColladaFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
184
185 //! destructor
186 virtual ~CColladaFileLoader();
187
188 //! returns true if the file maybe is able to be loaded by this class
189 //! based on the file extension (e.g. ".cob")
190 virtual bool isALoadableFileExtension(const io::path& filename) const;
191
192 //! creates/loads an animated mesh from the file.
193 //! \return Pointer to the created mesh. Returns 0 if loading failed.
194 //! If you no longer need the mesh, you should call IAnimatedMesh::drop().
195 //! See IReferenceCounted::drop() for more information.
196 virtual IAnimatedMesh* createMesh(io::IReadFile* file);
197
198private:
199
200 //! skips an (unknown) section in the collada document
201 void skipSection(io::IXMLReaderUTF8* reader, bool reportSkipping);
202
203 //! reads the <COLLADA> section and its content
204 void readColladaSection(io::IXMLReaderUTF8* reader);
205
206 //! reads a <library> section and its content
207 void readLibrarySection(io::IXMLReaderUTF8* reader);
208
209 //! reads a <visual_scene> element and stores it as a prefab
210 void readVisualScene(io::IXMLReaderUTF8* reader);
211
212 //! reads a <scene> section and its content
213 void readSceneSection(io::IXMLReaderUTF8* reader);
214
215 //! reads a <asset> section and its content
216 void readAssetSection(io::IXMLReaderUTF8* reader);
217
218 //! reads a <node> section and its content
219 //! if a prefab pointer is passed the nodes are created as scene prefabs children of that prefab
220 void readNodeSection(io::IXMLReaderUTF8* reader, scene::ISceneNode* parent, CScenePrefab* p=0);
221
222 //! reads a <lookat> element and its content and creates a matrix from it
223 core::matrix4 readLookAtNode(io::IXMLReaderUTF8* reader);
224
225 //! reads a <matrix> element and its content and creates a matrix from it
226 core::matrix4 readMatrixNode(io::IXMLReaderUTF8* reader);
227
228 //! reads a <perspective> element and its content and creates a matrix from it
229 core::matrix4 readPerspectiveNode(io::IXMLReaderUTF8* reader);
230
231 //! reads a <rotate> element and its content and creates a matrix from it
232 core::matrix4 readRotateNode(io::IXMLReaderUTF8* reader);
233
234 //! reads a <skew> element and its content and creates a matrix from it
235 core::matrix4 readSkewNode(io::IXMLReaderUTF8* reader);
236
237 //! reads a <boundingbox> element and its content and stores it in bbox
238 void readBboxNode(io::IXMLReaderUTF8* reader, core::aabbox3df& bbox);
239
240 //! reads a <scale> element and its content and creates a matrix from it
241 core::matrix4 readScaleNode(io::IXMLReaderUTF8* reader);
242
243 //! reads a <translate> element and its content and creates a matrix from it
244 core::matrix4 readTranslateNode(io::IXMLReaderUTF8* reader);
245
246 //! reads a <color> element
247 video::SColorf readColorNode(io::IXMLReaderUTF8* reader);
248
249 //! reads a <float> element
250 f32 readFloatNode(io::IXMLReaderUTF8* reader);
251
252 //! reads a <instance> node
253 void readInstanceNode(io::IXMLReaderUTF8* reader,
254 scene::ISceneNode* parent, scene::ISceneNode** outNode,
255 CScenePrefab* p=0, const core::stringc& type=core::stringc());
256
257 //! creates a scene node from Prefabs (with name given in 'url')
258 void instantiateNode(scene::ISceneNode* parent, scene::ISceneNode** outNode=0,
259 CScenePrefab* p=0, const core::stringc& url="",
260 const core::stringc& type=core::stringc());
261
262 //! reads a <light> element and stores it as prefab
263 void readLightPrefab(io::IXMLReaderUTF8* reader);
264
265 //! reads a <camera> element and stores it as prefab
266 void readCameraPrefab(io::IXMLReaderUTF8* reader);
267
268 //! reads a <image> element and stores it in the image section
269 void readImage(io::IXMLReaderUTF8* reader);
270
271 //! reads a <texture> element and stores it in the texture section
272 void readTexture(io::IXMLReaderUTF8* reader);
273
274 //! reads a <material> element and stores it in the material section
275 void readMaterial(io::IXMLReaderUTF8* reader);
276
277 //! reads a <effect> element and stores it in the effects section
278 void readEffect(io::IXMLReaderUTF8* reader, SColladaEffect * effect = 0);
279
280 //! reads a <geometry> element and stores it as mesh if possible
281 void readGeometry(io::IXMLReaderUTF8* reader);
282
283 //! parses a float from a char pointer and moves the pointer to
284 //! the end of the parsed float
285 inline f32 readFloat(const c8** p);
286
287 //! parses an int from a char pointer and moves the pointer to
288 //! the end of the parsed float
289 inline s32 readInt(const c8** p);
290
291 //! places pointer to next begin of a token
292 void findNextNoneWhiteSpace(const c8** p);
293
294 //! reads floats from inside of xml element until end of xml element
295 void readFloatsInsideElement(io::IXMLReaderUTF8* reader, f32* floats, u32 count);
296
297 //! reads ints from inside of xml element until end of xml element
298 void readIntsInsideElement(io::IXMLReaderUTF8* reader, s32* ints, u32 count);
299
300 //! clears all loaded data
301 void clearData();
302
303 //! parses all collada parameters inside an element and stores them in ColladaParameters
304 void readColladaParameters(io::IXMLReaderUTF8* reader, const core::stringc& parentName);
305
306 //! returns a collada parameter or none if not found
307 SColladaParam* getColladaParameter(ECOLLADA_PARAM_NAME name);
308
309 //! parses all collada inputs inside an element and stores them in Inputs. Reads
310 //! until first tag which is not an input tag or the end of the parent is reached
311 void readColladaInputs(io::IXMLReaderUTF8* reader, const core::stringc& parentName);
312
313 //! reads a collada input tag and adds it to the input parameter
314 void readColladaInput(io::IXMLReaderUTF8* reader, core::array<SColladaInput>& inputs);
315
316 //! returns a collada input or none if not found
317 SColladaInput* getColladaInput(ECOLLADA_INPUT_SEMANTIC input);
318
319 //! read Collada Id, uses id or name if id is missing
320 core::stringc readId(io::IXMLReaderUTF8* reader);
321
322 //! changes the XML URI into an internal id
323 void uriToId(core::stringc& str);
324
325 //! reads a polygons section and creates a mesh from it
326 void readPolygonSection(io::IXMLReaderUTF8* reader,
327 core::array<SSource>& sources, scene::SMesh* mesh,
328 const core::stringc& geometryId);
329
330 //! finds a material, possible instancing it
331 const SColladaMaterial * findMaterial(const core::stringc & materialName);
332
333 //! reads and bind materials as given by the symbol->target bind mapping
334 void readBindMaterialSection(io::IXMLReaderUTF8* reader, const core::stringc & id);
335
336 //! create an Irrlicht texture from the SColladaImage
337 video::ITexture* getTextureFromImage(core::stringc uri, SColladaEffect * effect);
338
339 //! read a parameter and value
340 void readParameter(io::IXMLReaderUTF8* reader, io::IAttributes* parameters);
341
342 scene::ISceneManager* SceneManager;
343 io::IFileSystem* FileSystem;
344
345 scene::IAnimatedMesh* DummyMesh;
346 core::stringc CurrentlyLoadingMesh;
347
348 scene::IAnimatedMesh* FirstLoadedMesh;
349 io::path FirstLoadedMeshName;
350 s32 LoadedMeshCount;
351 u32 Version;
352 bool FlipAxis;
353
354 core::array<IColladaPrefab*> Prefabs;
355 core::array<SColladaParam> ColladaParameters;
356 core::array<SColladaImage> Images;
357 core::array<SColladaTexture> Textures;
358 core::array<SColladaMaterial> Materials;
359 core::array<SColladaInput> Inputs;
360 core::array<SColladaEffect> Effects;
361 //! meshbuffer reference ("geomid/matname") -> index into MeshesToBind
362 core::map<core::stringc,u32> MaterialsToBind;
363 //! Array of buffers for each material binding
364 core::array< core::array<irr::scene::IMeshBuffer*> > MeshesToBind;
365
366 bool CreateInstances;
367};
368
369
370
371//! following class is for holding and createing instances of library objects,
372//! named prefabs in this loader.
373class IColladaPrefab : public virtual IReferenceCounted
374{
375public:
376 //! creates an instance of this prefab
377 virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
378 scene::ISceneManager* mgr) = 0;
379
380 //! returns id of this prefab
381 virtual const core::stringc& getId() = 0;
382};
383
384
385} // end namespace scene
386} // end namespace irr
387
388#endif
389