From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../source/Irrlicht/COBJMeshFileLoader.h | 244 ++++++++++----------- 1 file changed, 122 insertions(+), 122 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/COBJMeshFileLoader.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/COBJMeshFileLoader.h b/libraries/irrlicht-1.8/source/Irrlicht/COBJMeshFileLoader.h index 06e71d6..0fa2ba6 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/COBJMeshFileLoader.h +++ b/libraries/irrlicht-1.8/source/Irrlicht/COBJMeshFileLoader.h @@ -1,122 +1,122 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__ -#define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__ - -#include "IMeshLoader.h" -#include "IFileSystem.h" -#include "ISceneManager.h" -#include "irrString.h" -#include "SMeshBuffer.h" -#include "irrMap.h" - -namespace irr -{ -namespace scene -{ - -//! Meshloader capable of loading obj meshes. -class COBJMeshFileLoader : public IMeshLoader -{ -public: - - //! Constructor - COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs); - - //! destructor - virtual ~COBJMeshFileLoader(); - - //! returns true if the file maybe is able to be loaded by this class - //! based on the file extension (e.g. ".obj") - virtual bool isALoadableFileExtension(const io::path& filename) const; - - //! creates/loads an animated mesh from the file. - //! \return Pointer to the created mesh. Returns 0 if loading failed. - //! If you no longer need the mesh, you should call IAnimatedMesh::drop(). - //! See IReferenceCounted::drop() for more information. - virtual IAnimatedMesh* createMesh(io::IReadFile* file); - -private: - - struct SObjMtl - { - SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0), - RecalculateNormals(false) - { - Meshbuffer = new SMeshBuffer(); - Meshbuffer->Material.Shininess = 0.0f; - Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor(); - Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor(); - Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor(); - } - - SObjMtl(const SObjMtl& o) - : Name(o.Name), Group(o.Group), - Bumpiness(o.Bumpiness), Illumination(o.Illumination), - RecalculateNormals(false) - { - Meshbuffer = new SMeshBuffer(); - Meshbuffer->Material = o.Meshbuffer->Material; - } - - core::map VertMap; - scene::SMeshBuffer *Meshbuffer; - core::stringc Name; - core::stringc Group; - f32 Bumpiness; - c8 Illumination; - bool RecalculateNormals; - }; - - // helper method for material reading - const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath); - - // returns a pointer to the first printable character available in the buffer - const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); - // returns a pointer to the first printable character after the first non-printable - const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); - // returns a pointer to the next printable character after the first line break - const c8* goNextLine(const c8* buf, const c8* const bufEnd); - // copies the current word from the inBuf to the outBuf - u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); - // copies the current line from the inBuf to the outBuf - core::stringc copyLine(const c8* inBuf, const c8* const bufEnd); - - // combination of goNextWord followed by copyWord - const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); - - //! Read the material from the given file - void readMTL(const c8* fileName, const io::path& relPath); - - //! Find and return the material with the given name - SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName); - - //! Read RGB color - const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd); - //! Read 3d vector of floats - const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd); - //! Read 2d vector of floats - const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd); - //! Read boolean value represented as 'on' or 'off' - const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd); - - // reads and convert to integer the vertex indices in a line of obj file's face statement - // -1 for the index if it doesn't exist - // indices are changed to 0-based index instead of 1-based from the obj file - bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize); - - void cleanUp(); - - scene::ISceneManager* SceneManager; - io::IFileSystem* FileSystem; - - core::array Materials; -}; - -} // end namespace scene -} // end namespace irr - -#endif - +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__ +#define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__ + +#include "IMeshLoader.h" +#include "IFileSystem.h" +#include "ISceneManager.h" +#include "irrString.h" +#include "SMeshBuffer.h" +#include "irrMap.h" + +namespace irr +{ +namespace scene +{ + +//! Meshloader capable of loading obj meshes. +class COBJMeshFileLoader : public IMeshLoader +{ +public: + + //! Constructor + COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs); + + //! destructor + virtual ~COBJMeshFileLoader(); + + //! returns true if the file maybe is able to be loaded by this class + //! based on the file extension (e.g. ".obj") + virtual bool isALoadableFileExtension(const io::path& filename) const; + + //! creates/loads an animated mesh from the file. + //! \return Pointer to the created mesh. Returns 0 if loading failed. + //! If you no longer need the mesh, you should call IAnimatedMesh::drop(). + //! See IReferenceCounted::drop() for more information. + virtual IAnimatedMesh* createMesh(io::IReadFile* file); + +private: + + struct SObjMtl + { + SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0), + RecalculateNormals(false) + { + Meshbuffer = new SMeshBuffer(); + Meshbuffer->Material.Shininess = 0.0f; + Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor(); + Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor(); + Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor(); + } + + SObjMtl(const SObjMtl& o) + : Name(o.Name), Group(o.Group), + Bumpiness(o.Bumpiness), Illumination(o.Illumination), + RecalculateNormals(false) + { + Meshbuffer = new SMeshBuffer(); + Meshbuffer->Material = o.Meshbuffer->Material; + } + + core::map VertMap; + scene::SMeshBuffer *Meshbuffer; + core::stringc Name; + core::stringc Group; + f32 Bumpiness; + c8 Illumination; + bool RecalculateNormals; + }; + + // helper method for material reading + const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath); + + // returns a pointer to the first printable character available in the buffer + const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); + // returns a pointer to the first printable character after the first non-printable + const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); + // returns a pointer to the next printable character after the first line break + const c8* goNextLine(const c8* buf, const c8* const bufEnd); + // copies the current word from the inBuf to the outBuf + u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); + // copies the current line from the inBuf to the outBuf + core::stringc copyLine(const c8* inBuf, const c8* const bufEnd); + + // combination of goNextWord followed by copyWord + const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); + + //! Read the material from the given file + void readMTL(const c8* fileName, const io::path& relPath); + + //! Find and return the material with the given name + SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName); + + //! Read RGB color + const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd); + //! Read 3d vector of floats + const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd); + //! Read 2d vector of floats + const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd); + //! Read boolean value represented as 'on' or 'off' + const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd); + + // reads and convert to integer the vertex indices in a line of obj file's face statement + // -1 for the index if it doesn't exist + // indices are changed to 0-based index instead of 1-based from the obj file + bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize); + + void cleanUp(); + + scene::ISceneManager* SceneManager; + io::IFileSystem* FileSystem; + + core::array Materials; +}; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1