aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/src/others/irrlicht-1.8.1/source/Irrlicht/CB3DMeshFileLoader.h
blob: 6b3d4b8a48fc42defc19025fdc1cd2c87fe36364 (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
// Copyright (C) 2006-2012 Luke Hoschke
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

// B3D Mesh loader
// File format designed by Mark Sibly for the Blitz3D engine and has been
// declared public domain

#include "IrrCompileConfig.h"

#ifndef __C_B3D_MESH_LOADER_H_INCLUDED__
#define __C_B3D_MESH_LOADER_H_INCLUDED__

#include "IMeshLoader.h"
#include "ISceneManager.h"
#include "CSkinnedMesh.h"
#include "IReadFile.h"

namespace irr
{

namespace scene
{

//! Meshloader for B3D format
class CB3DMeshFileLoader : public IMeshLoader
{
public:

	//! Constructor
	CB3DMeshFileLoader(scene::ISceneManager* smgr);

	//! returns true if the file maybe is able to be loaded by this class
	//! based on the file extension (e.g. ".bsp")
	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 SB3dChunkHeader
	{
		c8 name[4];
		s32 size;
	};

	struct SB3dChunk
	{
		SB3dChunk(const SB3dChunkHeader& header, long sp)
			: length(header.size+8), startposition(sp)
		{
			name[0]=header.name[0];
			name[1]=header.name[1];
			name[2]=header.name[2];
			name[3]=header.name[3];
		}

		c8 name[4];
		s32 length;
		long startposition;
	};

	struct SB3dTexture
	{
		core::stringc TextureName;
		s32 Flags;
		s32 Blend;
		f32 Xpos;
		f32 Ypos;
		f32 Xscale;
		f32 Yscale;
		f32 Angle;
	};

	struct SB3dMaterial
	{
		SB3dMaterial() : red(1.0f), green(1.0f),
			blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
			fx(0)
		{
			for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
				Textures[i]=0;
		}
		video::SMaterial Material;
		f32 red, green, blue, alpha;
		f32 shininess;
		s32 blend,fx;
		SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
	};

	bool load();
	bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
	bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
	bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
	bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
	bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
	bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
	bool readChunkANIM();
	bool readChunkTEXS();
	bool readChunkBRUS();

	void loadTextures(SB3dMaterial& material) const;

	void readString(core::stringc& newstring);
	void readFloats(f32* vec, u32 count);

	core::array<SB3dChunk> B3dStack;

	core::array<SB3dMaterial> Materials;
	core::array<SB3dTexture> Textures;

	core::array<s32> AnimatedVertices_VertexID;

	core::array<s32> AnimatedVertices_BufferID;

	core::array<video::S3DVertex2TCoords> BaseVertices;

	ISceneManager*	SceneManager;
	CSkinnedMesh*	AnimatedMesh;
	io::IReadFile*	B3DFile;

	//B3Ds have Vertex ID's local within the mesh I don't want this
	// Variable needs to be class member due to recursion in calls
	u32 VerticesStart;

	bool NormalsInFile;
	bool HasVertexColors;
	bool ShowWarning;
};


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

#endif // __C_B3D_MESH_LOADER_H_INCLUDED__