aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8/source/Irrlicht/CXMeshFileLoader.h
blob: 1a0c658210bf66ecf1f57ed63b7b9934cc23ce92 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
// 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_X_MESH_FILE_LOADER_H_INCLUDED__
#define __C_X_MESH_FILE_LOADER_H_INCLUDED__

#include "IMeshLoader.h"
#include "irrString.h"
#include "CSkinnedMesh.h"


namespace irr
{
namespace io
{
	class IFileSystem;
	class IReadFile;
} // end namespace io
namespace scene
{
class IMeshManipulator;

//! Meshloader capable of loading x meshes.
class CXMeshFileLoader : public IMeshLoader
{
public:

	//! Constructor
	CXMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);

	//! returns true if the file maybe is able to be loaded by this class
	//! based on the file extension (e.g. ".cob")
	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);

	struct SXTemplateMaterial
	{
		core::stringc Name; // template name from Xfile
		video::SMaterial Material; // material
	};

	struct SXMesh
	{
		SXMesh() : MaxSkinWeightsPerVertex(0), MaxSkinWeightsPerFace(0), BoneCount(0),AttachedJointID(-1),HasSkinning(false), HasVertexColors(false) {}
		// this mesh contains triangulated texture data.
		// because in an .x file, faces can be made of more than 3
		// vertices, the indices data structure is triangulated during the
		// loading process. The IndexCountPerFace array is filled during
		// this triangulation process and stores how much indices belong to
		// every face. This data structure can be ignored, because all data
		// in this structure is triangulated.

		core::stringc Name;

		u32 MaxSkinWeightsPerVertex;
		u32 MaxSkinWeightsPerFace;
		u32 BoneCount;

		core::array<u16> IndexCountPerFace; // default 3, but could be more

		core::array<scene::SSkinMeshBuffer*> Buffers;

		core::array<video::S3DVertex> Vertices;
		core::array<core::vector2df> TCoords2;

		core::array<u32> Indices;

		core::array<u32> FaceMaterialIndices; // index of material for each face

		core::array<video::SMaterial> Materials; // material array

		core::array<u32> WeightJoint;
		core::array<u32> WeightNum;

		s32 AttachedJointID;

		bool HasSkinning;
		bool HasVertexColors;
	};

private:

	bool load(io::IReadFile* file);

	bool readFileIntoMemory(io::IReadFile* file);

	bool parseFile();

	bool parseDataObject();

	bool parseDataObjectTemplate();

	bool parseDataObjectFrame(CSkinnedMesh::SJoint *parent);

	bool parseDataObjectTransformationMatrix(core::matrix4 &mat);

	bool parseDataObjectMesh(SXMesh &mesh);

	bool parseDataObjectSkinWeights(SXMesh &mesh);

	bool parseDataObjectSkinMeshHeader(SXMesh &mesh);

	bool parseDataObjectMeshNormals(SXMesh &mesh);

	bool parseDataObjectMeshTextureCoords(SXMesh &mesh);

	bool parseDataObjectMeshVertexColors(SXMesh &mesh);

	bool parseDataObjectMeshMaterialList(SXMesh &mesh);

	bool parseDataObjectMaterial(video::SMaterial& material);

	bool parseDataObjectAnimationSet();

	bool parseDataObjectAnimation();

	bool parseDataObjectAnimationKey(ISkinnedMesh::SJoint *joint);

	bool parseDataObjectTextureFilename(core::stringc& texturename);

	bool parseUnknownDataObject();

	//! places pointer to next begin of a token, and ignores comments
	void findNextNoneWhiteSpace();

	//! places pointer to next begin of a token, which must be a number,
	// and ignores comments
	void findNextNoneWhiteSpaceNumber();

	//! returns next parseable token. Returns empty string if no token there
	core::stringc getNextToken();

	//! reads header of dataobject including the opening brace.
	//! returns false if error happened, and writes name of object
	//! if there is one
	bool readHeadOfDataObject(core::stringc* outname=0);

	//! checks for closing curly brace, returns false if not there
	bool checkForClosingBrace();

	//! checks for one following semicolons, returns false if not there
	bool checkForOneFollowingSemicolons();

	//! checks for two following semicolons, returns false if they are not there
	bool checkForTwoFollowingSemicolons();

	//! reads a x file style string
	bool getNextTokenAsString(core::stringc& out);

	void readUntilEndOfLine();

	u16 readBinWord();
	u32 readBinDWord();
	u32 readInt();
	f32 readFloat();
	bool readVector2(core::vector2df& vec);
	bool readVector3(core::vector3df& vec);
	bool readMatrix(core::matrix4& mat);
	bool readRGB(video::SColor& color);
	bool readRGBA(video::SColor& color);

	ISceneManager* SceneManager;
	io::IFileSystem* FileSystem;

	core::array<CSkinnedMesh::SJoint*> *AllJoints;

	CSkinnedMesh* AnimatedMesh;

	c8* Buffer;
	const c8* P;
	c8* End;
	// counter for number arrays in binary format
	u32 BinaryNumCount;
	u32 Line;
	io::path FilePath;

	CSkinnedMesh::SJoint *CurFrame;

	core::array<SXMesh*> Meshes;

	core::array<SXTemplateMaterial> TemplateMaterials;

	u32 MajorVersion;
	u32 MinorVersion;
	bool BinaryFormat;
	c8 FloatSize;
};

} // end namespace scene
} // end namespace irr

#endif