// B3D Mesh loader //file format designed by mark sibly for the blitz3d engine and has been declared public domain //loader by luke hoschke #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_B3D_LOADER_ #include "CB3DMeshFileLoader.h" #include "IVideoDriver.h" #include "os.h" namespace irr { namespace scene { //! Constructor CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager* smgr) : NormalsInFile(false), SceneManager(smgr), AnimatedMesh(0), B3DFile(0) { #ifdef _DEBUG setDebugName("CB3DMeshFileLoader"); #endif } //! destructor CB3DMeshFileLoader::~CB3DMeshFileLoader() { for (s32 n=Materials.size()-1; n>=0; --n) delete Materials[n].Material; } //! returns true if the file maybe is able to be loaded by this class //! based on the file extension (e.g. ".bsp") bool CB3DMeshFileLoader::isALoadableFileExtension(const c8* fileName) const { return strstr(fileName, ".b3d") != 0; } //! 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. IAnimatedMesh* CB3DMeshFileLoader::createMesh(io::IReadFile* f) { if (!f) return 0; B3DFile = f; AnimatedMesh = new scene::CSkinnedMesh(); Buffers = &AnimatedMesh->getMeshBuffers(); AllJoints = &AnimatedMesh->getAllJoints(); if ( load() ) { AnimatedMesh->finalize(); } else { AnimatedMesh->drop(); AnimatedMesh = 0; } return AnimatedMesh; } bool CB3DMeshFileLoader::load() { B3dStack.clear(); NormalsInFile=false; //------ Get header ------ SB3dChunkHeader header; B3DFile->read(&header, sizeof(header)); #ifdef __BIG_ENDIAN__ header.size = os::Byteswap::byteswap(header.size); #endif if ( strncmp( header.name, "BB3D", 4 ) != 0 ) { os::Printer::log("File is not a b3d file. Loading failed (No header found)", B3DFile->getFileName(), ELL_ERROR); return false; } // Add main chunk... B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8)); // Get file version, but ignore it, as it's not important with b3d files... s32 fileVersion; B3DFile->read(&fileVersion, sizeof(fileVersion)); #ifdef __BIG_ENDIAN__ fileVersion = os::Byteswap::byteswap(fileVersion); #endif //------ Read main chunk ------ while ( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos() ) { B3DFile->read(&header, sizeof(header)); #ifdef __BIG_ENDIAN__ header.size = os::Byteswap::byteswap(header.size); #endif B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8)); if ( strncmp( B3dStack.getLast().name, "TEXS", 4 ) == 0 ) { if (!readChunkTEXS()) return false; } else if ( strncmp( B3dStack.getLast().name, "BRUS", 4 ) == 0 ) { if (!readChunkBRUS()) return false; } else if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 ) { if (!readChunkNODE((CSkinnedMesh::SJoint*)0) ) return false; } else { os::Printer::log("Unknown chunk found in mesh base - skipping"); B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length); B3dStack.erase(B3dStack.size()-1); } } B3dStack.clear(); BaseVertices.clear(); AnimatedVertices_VertexID.clear(); AnimatedVertices_BufferID.clear(); Materials.clear(); Textures.clear(); Buffers=0; AllJoints=0; return true; } bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *InJoint) { const core::stringc JointName = readString(); f32 position[3], scale[3], rotation[4]; readFloats(position, 3); readFloats(scale, 3); readFloats(rotation, 4); CSkinnedMesh::SJoint *Joint = AnimatedMesh->createJoint(InJoint); Joint->Name = JointName; Joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ; Joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]); Joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]); //Build LocalMatrix: core::matrix4 positionMatrix; positionMatrix.setTranslation( Joint->Animatedposition ); core::matrix4 scaleMatrix; scaleMatrix.setScale( Joint->Animatedscale ); core::matrix4 rotationMatrix = Joint->Animatedrotation.getMatrix(); Joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix; if (InJoint) Joint->GlobalMatrix = InJoint->GlobalMatrix * Joint->LocalMatrix; else Joint->GlobalMatrix = Joint->LocalMatrix; while(B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats { SB3dChunkHeader header; B3DFile->read(&header, sizeof(header)); #ifdef __BIG_ENDIAN__ header.size = os::Byteswap::byteswap(header.size); #endif B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8)); if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 ) { if (!readChunkNODE(Joint)) return false; } else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 ) { if (!readChunkMESH(Joint)) return false; } else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 ) { if (!readChunkBONE(Joint)) return false; } else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 ) { if(!readChunkKEYS(Joint)) return false; } else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 ) { if (!readChunkANIM()) return false; } else { os::Printer::log("Unknown chunk found in node chunk - skipping"); B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length); B3dStack.erase(B3dStack.size()-1); } } B3dStack.erase(B3dStack.size()-1); return true; } bool CB3DMeshFileLoader::readChunkMESH(CSkinnedMesh::SJoint *InJoint) { const s32 vertices_Start=BaseVertices.size(); //B3Ds have Vertex ID's local within the mesh I don't want this s32 brush_id; B3DFile->read(&brush_id, sizeof(brush_id)); #ifdef __BIG_ENDIAN__ brush_id = os::Byteswap::byteswap(brush_id); #endif NormalsInFile=false; while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats { SB3dChunkHeader header; B3DFile->read(&header, sizeof(header)); #ifdef __BIG_ENDIAN__ header.size = os::Byteswap::byteswap(header.size); #endif B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8)); if ( strncmp( B3dStack.getLast().name, "VRTS", 4 ) == 0 ) { if (!readChunkVRTS(InJoint)) return false; } else if ( strncmp( B3dStack.getLast().name, "TRIS", 4 ) == 0 ) { scene::SSkinMeshBuffer *MeshBuffer = AnimatedMesh->createBuffer(); if (brush_id!=-1) MeshBuffer->Material=(*Materials[brush_id].Material); if(readChunkTRIS(MeshBuffer,AnimatedMesh->getMeshBuffers().size()-1, vertices_Start)==false) return false; if (!NormalsInFile) { s32 i; for ( i=0; i<(s32)MeshBuffer->Indices.size(); i+=3) { core::plane3df p(MeshBuffer->getVertex(MeshBuffer->Indices[i+0])->Pos, MeshBuffer->getVertex(MeshBuffer->Indices[i+1])->Pos, MeshBuffer->getVertex(MeshBuffer->Indices[i+2])->Pos); MeshBuffer->getVertex(MeshBuffer->Indices[i+0])->Normal += p.Normal; MeshBuffer->getVertex(MeshBuffer->Indices[i+1])->Normal += p.Normal; MeshBuffer->getVertex(MeshBuffer->Indices[i+2])->Normal += p.Normal; } for ( i = 0; i<(s32)MeshBuffer->getVertexCount(); ++i ) { MeshBuffer->getVertex(i)->Normal.normalize(); BaseVertices[vertices_Start+i].Normal=MeshBuffer->getVertex(i)->Normal; } } } else { os::Printer::log("Unknown chunk found in mesh - skipping"); B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length); B3dStack.erase(B3dStack.size()-1); } } B3dStack.erase(B3dStack.size()-1); return true; } /* VRTS: int flags ;1=normal values present, 2=rgba values present int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8 but we only support 3 int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4 { float x,y,z ;always present float nx,ny,nz ;vertex normal: present if (flags&1) float red,green,blue,alpha ;vertex color: present if (flags&2) float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords } */ bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *InJoint) { const s32 max_tex_coords = 3; s32 flags, tex_coord_sets, tex_coord_set_size; B3DFile->read(&flags, sizeof(flags)); B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets)); B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size)); #ifdef __BIG_ENDIAN__ flags = os::Byteswap::byteswap(flags); tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets); tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size); #endif if (tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong { os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR); return false; } //------ Allocate Memory, for speed -----------// s32 NumberOfReads = 3; if (flags & 1) NumberOfReads += 3; if (flags & 2) NumberOfReads += 4; NumberOfReads += tex_coord_sets*tex_coord_set_size; const s32 MemoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / NumberOfReads; BaseVertices.reallocate(MemoryNeeded + BaseVertices.size() + 1); AnimatedVertices_VertexID.reallocate(MemoryNeeded + AnimatedVertices_VertexID.size() + 1); //--------------------------------------------// while( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats { f32 position[3]; f32 normal[3]={0.f, 0.f, 0.f}; f32 color[4]={1.0f, 1.0f, 1.0f, 1.0f}; f32 tex_coords[max_tex_coords][4]; readFloats(position, 3); if (flags & 1) { NormalsInFile = true; readFloats(normal, 3); } if (flags & 2) readFloats(color, 4); for (s32 i=0; i= 1 && tex_coord_set_size >= 2) { tu=tex_coords[0][0]; tv=tex_coords[0][1]; } f32 tu2=0.0f, tv2=0.0f; if (tex_coord_sets>1 && tex_coord_set_size>1) { tu2=tex_coords[1][0]; tv2=tex_coords[1][1]; } // Create Vertex... video::S3DVertex2TCoords Vertex(position[0], position[1], position[2], normal[0], normal[1], normal[2], video::SColorf(color[0], color[1], color[2], color[3]).toSColor(), tu, tv, tu2, tv2); // Transform the Vertex position by nested node... InJoint->GlobalMatrix.transformVect(Vertex.Pos); InJoint->GlobalMatrix.rotateVect(Vertex.Normal); //Add it... BaseVertices.push_back(Vertex); AnimatedVertices_VertexID.push_back(-1); AnimatedVertices_BufferID.push_back(-1); } B3dStack.erase(B3dStack.size()-1); return true; } bool CB3DMeshFileLoader::readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 vertices_Start) { bool showVertexWarning=false; s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (using a workaround) B3DFile->read(&triangle_brush_id, sizeof(triangle_brush_id)); #ifdef __BIG_ENDIAN__ triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id); #endif SB3dMaterial *B3dMaterial; if (triangle_brush_id != -1) B3dMaterial = &Materials[triangle_brush_id]; else B3dMaterial = 0; if (B3dMaterial) MeshBuffer->Material = (*B3dMaterial->Material); const s32 MemoryNeeded = B3dStack.getLast().length / sizeof(s32); MeshBuffer->Indices.reallocate(MemoryNeeded + MeshBuffer->Indices.size() + 1); while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats { s32 vertex_id[3]; B3DFile->read(vertex_id, 3*sizeof(s32)); #ifdef __BIG_ENDIAN__ vertex_id[0] = os::Byteswap::byteswap(vertex_id[0]); vertex_id[1] = os::Byteswap::byteswap(vertex_id[1]); vertex_id[2] = os::Byteswap::byteswap(vertex_id[2]); #endif //Make Ids global: vertex_id[0] += vertices_Start; vertex_id[1] += vertices_Start; vertex_id[2] += vertices_Start; for(s32 i=0; i<3; ++i) { if ((u32)vertex_id[i] >= AnimatedVertices_VertexID.size()) { os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR); return false; } if (AnimatedVertices_VertexID[ vertex_id[i] ] != -1) { if ( AnimatedVertices_BufferID[ vertex_id[i] ] != (s32)MeshBufferID ) //If this vertex is linked in a different meshbuffer { AnimatedVertices_VertexID[ vertex_id[i] ] = -1; AnimatedVertices_BufferID[ vertex_id[i] ] = -1; showVertexWarning=true; } } if (AnimatedVertices_VertexID[ vertex_id[i] ] == -1) //If this vertex is not in the meshbuffer { //Check for lightmapping: if (BaseVertices[ vertex_id[i] ].TCoords2 != core::vector2df(0.f,0.f)) MeshBuffer->MoveTo_2TCoords(); //Will only affect the meshbuffer the first time this is called //Add the vertex to the meshbuffer: if (MeshBuffer->VertexType == video::EVT_STANDARD) MeshBuffer->Vertices_Standard.push_back( BaseVertices[ vertex_id[i] ] ); else MeshBuffer->Vertices_2TCoords.push_back(BaseVertices[ vertex_id[i] ] ); //create vertex id to meshbuffer index link: AnimatedVertices_VertexID[ vertex_id[i] ] = MeshBuffer->getVertexCount()-1; AnimatedVertices_BufferID[ vertex_id[i] ] = MeshBufferID; if (B3dMaterial) { // Apply Material/Colour/etc... video::S3DVertex *Vertex=MeshBuffer->getVertex(MeshBuffer->getVertexCount()-1); if (Vertex->Color.getAlpha() == 255) Vertex->Color.setAlpha( (s32)(B3dMaterial->alpha * 255.0f) ); // Use texture's scale if (B3dMaterial->Textures[0]) { Vertex->TCoords.X *= B3dMaterial->Textures[0]->Xscale; Vertex->TCoords.Y *= B3dMaterial->Textures[0]->Yscale; } /* if (B3dMaterial->Textures[1]) { Vertex->TCoords2.X *=B3dMaterial->Textures[1]->Xscale; Vertex->TCoords2.Y *=B3dMaterial->Textures[1]->Yscale; } */ } } } MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[0] ] ); MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[1] ] ); MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[2] ] ); } B3dStack.erase(B3dStack.size()-1); if (showVertexWarning) os::Printer::log("B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes"); return true; } bool CB3DMeshFileLoader::readChunkBONE(CSkinnedMesh::SJoint *InJoint) { if (B3dStack.getLast().length > 8) { while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats { CSkinnedMesh::SWeight *weight=AnimatedMesh->createWeight(InJoint); u32 globalVertexID; B3DFile->read(&globalVertexID, sizeof(globalVertexID)); B3DFile->read(&weight->strength, sizeof(weight->strength)); #ifdef __BIG_ENDIAN__ globalVertexID = os::Byteswap::byteswap(globalVertexID); weight->strength = os::Byteswap::byteswap(weight->strength); #endif if (AnimatedVertices_VertexID[globalVertexID]==-1) { os::Printer::log("B3dMeshLoader: Weight has bad vertex id (no link to meshbuffer index found)"); weight->vertex_id = weight->buffer_id = 0; } else { //Find the MeshBuffer and Vertex index from the Global Vertex ID: weight->vertex_id = AnimatedVertices_VertexID[globalVertexID]; weight->buffer_id = AnimatedVertices_BufferID[globalVertexID]; } } } B3dStack.erase(B3dStack.size()-1); return true; } bool CB3DMeshFileLoader::readChunkKEYS(CSkinnedMesh::SJoint *InJoint) { s32 flags; B3DFile->read(&flags, sizeof(flags)); #ifdef __BIG_ENDIAN__ flags = os::Byteswap::byteswap(flags); #endif while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats { s32 frame; B3DFile->read(&frame, sizeof(frame)); #ifdef __BIG_ENDIAN__ frame = os::Byteswap::byteswap(frame); #endif // Add key frames if (flags & 1) { f32 positionData[3]; readFloats(positionData, 3); CSkinnedMesh::SPositionKey *Key=AnimatedMesh->createPositionKey(InJoint); Key->frame = (f32)frame; Key->position.set(positionData[0], positionData[1], positionData[2]); } if (flags & 2) { f32 scaleData[3]; readFloats(scaleData, 3); CSkinnedMesh::SScaleKey *Key=AnimatedMesh->createScaleKey(InJoint); Key->frame = (f32)frame; Key->scale.set(scaleData[0], scaleData[1], scaleData[2]); } if (flags & 4) { f32 rotationData[4]; readFloats(rotationData, 4); CSkinnedMesh::SRotationKey *Key=AnimatedMesh->createRotationKey(InJoint); Key->frame = (f32)frame; Key->rotation.set(rotationData[1], rotationData[2], rotationData[3], rotationData[0]); // meant to be in this order } } B3dStack.erase(B3dStack.size()-1); return true; } bool CB3DMeshFileLoader::readChunkANIM() { s32 animFlags; //not stored\used s32 animFrames;//not stored\used f32 animFPS; //not stored\used B3DFile->read(&animFlags, sizeof(s32)); B3DFile->read(&animFrames, sizeof(s32)); readFloats(&animFPS, 1); #ifdef __BIG_ENDIAN__ animFlags = os::Byteswap::byteswap(animFlags); animFrames = os::Byteswap::byteswap(animFrames); #endif B3dStack.erase(B3dStack.size()-1); return true; } bool CB3DMeshFileLoader::readChunkTEXS() { bool Previous32BitTextureFlag = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_ALWAYS_32_BIT); SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats { core::stringc TextureName=readString(); TextureName=stripPathFromString(B3DFile->getFileName(),true) + stripPathFromString(TextureName,false); SB3dTexture B3dTexture; B3dTexture.Texture=SceneManager->getVideoDriver()->getTexture ( TextureName.c_str() ); B3DFile->read(&B3dTexture.Flags, sizeof(s32)); B3DFile->read(&B3dTexture.Blend, sizeof(s32)); #ifdef __BIG_ENDIAN__ B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags); B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend); #endif readFloats(&B3dTexture.Xpos, 1); readFloats(&B3dTexture.Ypos, 1); readFloats(&B3dTexture.Xscale, 1); readFloats(&B3dTexture.Yscale, 1); readFloats(&B3dTexture.Angle, 1); Textures.push_back(B3dTexture); } B3dStack.erase(B3dStack.size()-1); SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, Previous32BitTextureFlag); return true; } bool CB3DMeshFileLoader::readChunkBRUS() { u32 n_texs; B3DFile->read(&n_texs, sizeof(u32)); #ifdef __BIG_ENDIAN__ n_texs = os::Byteswap::byteswap(n_texs); #endif if (n_texs>video::MATERIAL_MAX_TEXTURES) { os::Printer::log("Too many textures used in one material", B3DFile->getFileName(), ELL_WARNING); } // number of texture ids read for Irrlicht const u32 num_textures = core::min_(n_texs, video::MATERIAL_MAX_TEXTURES); // number of bytes to skip (for ignored texture ids) const u32 n_texs_offset = (num_textures B3DFile->getPos()) //this chunk repeats { // This is what blitz basic calls a brush, like a Irrlicht Material readString(); //MaterialName not used, but still need to read it SB3dMaterial B3dMaterial; B3dMaterial.Material = new video::SMaterial(); readFloats(&B3dMaterial.red, 1); readFloats(&B3dMaterial.green, 1); readFloats(&B3dMaterial.blue, 1); readFloats(&B3dMaterial.alpha, 1); readFloats(&B3dMaterial.shininess, 1); B3DFile->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend)); B3DFile->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx)); #ifdef __BIG_ENDIAN__ B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend); B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx); #endif for (u32 i=0; iread(&texture_id, sizeof(s32)); #ifdef __BIG_ENDIAN__ texture_id = os::Byteswap::byteswap(texture_id); #endif //--- Get pointers to the texture, based on the IDs --- if (texture_id != -1) B3dMaterial.Textures[i]=&Textures[texture_id]; else B3dMaterial.Textures[i]=0; } // skip other texture ids if (n_texs_offset) B3DFile->seek(n_texs_offset, true); //Fixes problems when the lightmap is on the first texture: if (B3dMaterial.Textures[0] != 0) { if (B3dMaterial.Textures[0]->Flags & 65536) // 65536 = secondary UV { SB3dTexture *TmpTexture; TmpTexture = B3dMaterial.Textures[1]; B3dMaterial.Textures[1] = B3dMaterial.Textures[0]; B3dMaterial.Textures[0] = TmpTexture; } } //If the first texture is empty: if (B3dMaterial.Textures[1] != 0 && B3dMaterial.Textures[0] == 0) { B3dMaterial.Textures[0] = B3dMaterial.Textures[1]; B3dMaterial.Textures[1] = 0; } if (B3dMaterial.Textures[0] != 0) B3dMaterial.Material->setTexture(0, B3dMaterial.Textures[0]->Texture); if (B3dMaterial.Textures[1] != 0) B3dMaterial.Material->setTexture(1, B3dMaterial.Textures[1]->Texture); //------ Convert blitz flags/blend to irrlicht ------- //Two textures: if (B3dMaterial.Textures[1]) { if (B3dMaterial.alpha==1.f) { if (B3dMaterial.Textures[1]->Blend & 5) //(Multiply 2) B3dMaterial.Material->MaterialType = video::EMT_LIGHTMAP_M2; else B3dMaterial.Material->MaterialType = video::EMT_LIGHTMAP; } else B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; } else if (B3dMaterial.Textures[0]) //One texture: { if (B3dMaterial.Textures[0]->Flags & 2) //(Alpha mapped) B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; else if (B3dMaterial.Textures[0]->Flags & 4) //(Masked) B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Todo: create color key texture else if (B3dMaterial.alpha == 1.f) B3dMaterial.Material->MaterialType = video::EMT_SOLID; else B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; } else //No texture: { if (B3dMaterial.alpha == 1.f) B3dMaterial.Material->MaterialType = video::EMT_SOLID; else B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; } B3dMaterial.Material->AmbientColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor (); //------ Material fx ------ if (B3dMaterial.fx & 1) //full-bright { B3dMaterial.Material->AmbientColor = video::SColor(255, 255, 255, 255); B3dMaterial.Material->Lighting = false; } //if (B3dMaterial.fx & 2) //use vertex colors instead of brush color if (B3dMaterial.fx & 4) //flatshaded B3dMaterial.Material->GouraudShading = false; if (B3dMaterial.fx & 16) //disable backface culling B3dMaterial.Material->BackfaceCulling = false; if (B3dMaterial.fx & 32) //force vertex alpha-blending B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; B3dMaterial.Material->DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor (); B3dMaterial.Material->EmissiveColor = video::SColorf(0.5, 0.5, 0.5, 0).toSColor (); B3dMaterial.Material->SpecularColor = video::SColorf(0, 0, 0, 0).toSColor (); B3dMaterial.Material->Shininess = B3dMaterial.shininess; Materials.push_back(B3dMaterial); } B3dStack.erase(B3dStack.size()-1); return true; } core::stringc CB3DMeshFileLoader::readString() { core::stringc newstring; while (B3DFile->getPos() <= B3DFile->getSize()) { c8 character; B3DFile->read(&character, sizeof(character)); if (character==0) break; newstring.append(character); } return newstring; } core::stringc CB3DMeshFileLoader::stripPathFromString(const core::stringc& string, bool returnPath) const { s32 slashIndex=string.findLast('/'); // forward slash s32 backSlash=string.findLast('\\'); // back slash if (backSlash>slashIndex) slashIndex=backSlash; if (slashIndex==-1)//no slashes found { if (returnPath) return core::stringc(); //no path to return else return string; } if (returnPath) return string.subString(0, slashIndex + 1); else return string.subString(slashIndex+1, string.size() - (slashIndex+1)); } void CB3DMeshFileLoader::readFloats(f32* vec, u32 count) { B3DFile->read(vec, count*sizeof(f32)); #ifdef __BIG_ENDIAN__ for (u32 n=0; n