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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_3DS_MESH_FILE_LOADER_H_INCLUDED__
6#define __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
7
8#include "IMeshLoader.h"
9#include "IFileSystem.h"
10#include "ISceneManager.h"
11#include "irrString.h"
12#include "SMesh.h"
13#include "matrix4.h"
14
15namespace irr
16{
17namespace scene
18{
19
20//! Meshloader capable of loading 3ds meshes.
21class C3DSMeshFileLoader : public IMeshLoader
22{
23public:
24
25 //! Constructor
26 C3DSMeshFileLoader(ISceneManager* smgr, io::IFileSystem* fs);
27
28 //! destructor
29 virtual ~C3DSMeshFileLoader();
30
31 //! returns true if the file maybe is able to be loaded by this class
32 //! based on the file extension (e.g. ".cob")
33 virtual bool isALoadableFileExtension(const io::path& filename) const;
34
35 //! creates/loads an animated mesh from the file.
36 //! \return Pointer to the created mesh. Returns 0 if loading failed.
37 //! If you no longer need the mesh, you should call IAnimatedMesh::drop().
38 //! See IReferenceCounted::drop() for more information.
39 virtual IAnimatedMesh* createMesh(io::IReadFile* file);
40
41private:
42
43// byte-align structures
44#include "irrpack.h"
45
46 struct ChunkHeader
47 {
48 u16 id;
49 s32 length;
50 } PACK_STRUCT;
51
52// Default alignment
53#include "irrunpack.h"
54
55 struct ChunkData
56 {
57 ChunkData() : read(0) {}
58
59 ChunkHeader header;
60 s32 read;
61 };
62
63 struct SCurrentMaterial
64 {
65 void clear() {
66 Material=video::SMaterial();
67 Name="";
68 Filename[0]="";
69 Filename[1]="";
70 Filename[2]="";
71 Filename[3]="";
72 Filename[4]="";
73 Strength[0]=0.f;
74 Strength[1]=0.f;
75 Strength[2]=0.f;
76 Strength[3]=0.f;
77 Strength[4]=0.f;
78 }
79
80 video::SMaterial Material;
81 core::stringc Name;
82 core::stringc Filename[5];
83 f32 Strength[5];
84 };
85
86 struct SMaterialGroup
87 {
88 SMaterialGroup() : faceCount(0), faces(0) {};
89
90 SMaterialGroup(const SMaterialGroup& o)
91 {
92 *this = o;
93 }
94
95 ~SMaterialGroup()
96 {
97 clear();
98 }
99
100 void clear()
101 {
102 delete [] faces;
103 faces = 0;
104 faceCount = 0;
105 }
106
107 void operator =(const SMaterialGroup& o)
108 {
109 MaterialName = o.MaterialName;
110 faceCount = o.faceCount;
111 faces = new u16[faceCount];
112 for (u16 i=0; i<faceCount; ++i)
113 faces[i] = o.faces[i];
114 }
115
116 core::stringc MaterialName;
117 u16 faceCount;
118 u16* faces;
119 };
120
121 bool readChunk(io::IReadFile* file, ChunkData* parent);
122 bool readMaterialChunk(io::IReadFile* file, ChunkData* parent);
123 bool readFrameChunk(io::IReadFile* file, ChunkData* parent);
124 bool readTrackChunk(io::IReadFile* file, ChunkData& data,
125 IMeshBuffer* mb, const core::vector3df& pivot);
126 bool readObjectChunk(io::IReadFile* file, ChunkData* parent);
127 bool readPercentageChunk(io::IReadFile* file, ChunkData* chunk, f32& percentage);
128 bool readColorChunk(io::IReadFile* file, ChunkData* chunk, video::SColor& out);
129
130 void readChunkData(io::IReadFile* file, ChunkData& data);
131 void readString(io::IReadFile* file, ChunkData& data, core::stringc& out);
132 void readVertices(io::IReadFile* file, ChunkData& data);
133 void readIndices(io::IReadFile* file, ChunkData& data);
134 void readMaterialGroup(io::IReadFile* file, ChunkData& data);
135 void readTextureCoords(io::IReadFile* file, ChunkData& data);
136
137 void composeObject(io::IReadFile* file, const core::stringc& name);
138 void loadMaterials(io::IReadFile* file);
139 void cleanUp();
140
141 scene::ISceneManager* SceneManager;
142 io::IFileSystem* FileSystem;
143
144 f32* Vertices;
145 u16* Indices;
146 u32* SmoothingGroups;
147 core::array<u16> TempIndices;
148 f32* TCoords;
149 u16 CountVertices;
150 u16 CountFaces; // = CountIndices/4
151 u16 CountTCoords;
152 core::array<SMaterialGroup> MaterialGroups;
153
154 SCurrentMaterial CurrentMaterial;
155 core::array<SCurrentMaterial> Materials;
156 core::array<core::stringc> MeshBufferNames;
157 core::matrix4 TransformationMatrix;
158
159 SMesh* Mesh;
160};
161
162} // end namespace scene
163} // end namespace irr
164
165#endif
166