irrlicht/source/Irrlicht/CSMFMeshFileLoader.cpp

233 lines
6.0 KiB
C++

// Copyright (C) 2010-2011 Gaz Davidson / Joseph Ellis
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
#include "CSMFMeshFileLoader.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "IReadFile.h"
#include "coreutil.h"
#include "os.h"
#include "IVideoDriver.h"
namespace irr
{
namespace scene
{
CSMFMeshFileLoader::CSMFMeshFileLoader(video::IVideoDriver* driver)
: Driver(driver)
{
}
//! Returns true if the file might be loaded by this class.
bool CSMFMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension(filename, "smf");
}
//! Creates/loads an animated mesh from the file.
IAnimatedMesh* CSMFMeshFileLoader::createMesh(io::IReadFile* file)
{
// create empty mesh
SMesh *mesh = new SMesh();
// load file
u16 version;
u8 flags;
s32 limbCount;
s32 i;
io::BinaryFile::read(file, version);
io::BinaryFile::read(file, flags);
io::BinaryFile::read(file, limbCount);
// load mesh data
core::matrix4 identity;
for (i=0; i < limbCount; ++i)
loadLimb(file, mesh, identity);
// recalculate buffer bounding boxes
for (i=0; i < (s32)mesh->getMeshBufferCount(); ++i)
mesh->getMeshBuffer(i)->recalculateBoundingBox();
mesh->recalculateBoundingBox();
SAnimatedMesh *am = new SAnimatedMesh();
am->addMesh(mesh);
mesh->drop();
am->recalculateBoundingBox();
return am;
}
void CSMFMeshFileLoader::loadLimb(io::IReadFile* file, SMesh* mesh, const core::matrix4 &parentTransformation)
{
core::matrix4 transformation;
// limb transformation
core::vector3df translate, rotate, scale;
io::BinaryFile::read(file, translate);
io::BinaryFile::read(file, rotate);
io::BinaryFile::read(file, scale);
transformation.setTranslation(translate);
transformation.setRotationDegrees(rotate);
transformation.setScale(scale);
transformation = parentTransformation * transformation;
core::stringc textureName, textureGroupName;
// texture information
io::BinaryFile::read(file, textureGroupName);
io::BinaryFile::read(file, textureName);
// attempt to load texture using known formats
video::ITexture* texture = 0;
const c8* extensions[] = {".jpg", ".png", ".tga", ".bmp", 0};
for (const c8 **ext = extensions; !texture && *ext; ++ext)
{
texture = Driver->getTexture(textureName + *ext);
if (texture)
textureName = textureName + *ext;
}
// find the correct mesh buffer
u32 i;
for (i=0; i<mesh->MeshBuffers.size(); ++i)
if (mesh->MeshBuffers[i]->getMaterial().TextureLayer[0].Texture == texture)
break;
// create mesh buffer if none was found
if (i == mesh->MeshBuffers.size())
{
CMeshBuffer<video::S3DVertex>* mb = new CMeshBuffer<video::S3DVertex>();
mb->Material.TextureLayer[0].Texture = texture;
// horribly hacky way to do this, maybe it's in the flags?
if (core::hasFileExtension(textureName, "tga", "png"))
mb->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
else
mb->Material.MaterialType = video::EMT_SOLID;
mesh->MeshBuffers.push_back(mb);
}
CMeshBuffer<video::S3DVertex>* mb = (CMeshBuffer<video::S3DVertex>*)mesh->MeshBuffers[i];
u16 vertexCount, firstVertex = mb->getVertexCount();
io::BinaryFile::read(file, vertexCount);
mb->Vertices.reallocate(mb->Vertices.size() + vertexCount);
// add vertices and set positions
for (i=0; i<vertexCount; ++i)
{
core::vector3df pos;
io::BinaryFile::read(file, pos);
transformation.transformVect(pos);
video::S3DVertex vert;
vert.Color = 0xFFFFFFFF;
vert.Pos = pos;
mb->Vertices.push_back(vert);
}
// set vertex normals
for (i=0; i < vertexCount; ++i)
{
core::vector3df normal;
io::BinaryFile::read(file, normal);
transformation.rotateVect(normal);
mb->Vertices[firstVertex + i].Normal = normal;
}
// set texture coordinates
for (i=0; i < vertexCount; ++i)
{
core::vector2df tcoords;
io::BinaryFile::read(file, tcoords);
mb->Vertices[firstVertex + i].TCoords = tcoords;
}
// triangles
u32 triangleCount;
// vertexCount used as temporary
io::BinaryFile::read(file, vertexCount);
triangleCount=3*vertexCount;
mb->Indices.reallocate(mb->Indices.size() + triangleCount);
for (i=0; i < triangleCount; ++i)
{
u16 index;
io::BinaryFile::read(file, index);
mb->Indices.push_back(firstVertex + index);
}
// read limbs
s32 limbCount;
io::BinaryFile::read(file, limbCount);
for (s32 l=0; l < limbCount; ++l)
loadLimb(file, mesh, transformation);
}
} // namespace scene
// todo: at some point in the future let's move these to a place where everyone can use them.
namespace io
{
#if _BIGENDIAN
#define _SYSTEM_BIG_ENDIAN_ (true)
#else
#define _SYSTEM_BIG_ENDIAN_ (false)
#endif
template <class T>
void BinaryFile::read(io::IReadFile* file, T &out, bool bigEndian)
{
file->read((void*)&out, sizeof(out));
if (bigEndian != (_SYSTEM_BIG_ENDIAN_))
out = os::Byteswap::byteswap(out);
}
//! reads a 3d vector from the file, moving the file pointer along
void BinaryFile::read(io::IReadFile* file, core::vector3df &outVector2d, bool bigEndian)
{
BinaryFile::read(file, outVector2d.X, bigEndian);
BinaryFile::read(file, outVector2d.Y, bigEndian);
BinaryFile::read(file, outVector2d.Z, bigEndian);
}
//! reads a 2d vector from the file, moving the file pointer along
void BinaryFile::read(io::IReadFile* file, core::vector2df &outVector2d, bool bigEndian)
{
BinaryFile::read(file, outVector2d.X, bigEndian);
BinaryFile::read(file, outVector2d.Y, bigEndian);
}
//! reads a null terminated string from the file, moving the file pointer along
void BinaryFile::read(io::IReadFile* file, core::stringc &outString, bool bigEndian)
{
c8 c;
file->read((void*)&c, 1);
while (c)
{
outString += c;
file->read((void*)&c, 1);
}
}
} // namespace io
} // namespace irr
#endif // compile with SMF loader