irrlicht/source/Irrlicht/CB3DMeshFileLoader.h

119 lines
2.7 KiB
C++

// B3D mesh loader
#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);
//! destructor
virtual ~CB3DMeshFileLoader();
//! 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 c8* fileName);
//! 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 IUnknown::drop() for more information.
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
struct SB3dChunkHeader
{
c8 name[4];
s32 size;
};
struct SB3dChunk
{
c8 name[4];
s32 length;
s32 startposition;
};
struct SB3dTexture
{
irr::video::ITexture* Texture;
s32 Flags;
s32 Blend;
f32 Xpos;
f32 Ypos;
f32 Xscale;
f32 Yscale;
f32 Angle;
};
struct SB3dMaterial
{
irr::video::SMaterial* Material;
f32 red, green, blue, alpha;
f32 shininess;
s32 blend,fx;
SB3dTexture *Textures[2];
};
bool load();
bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint, scene::SSkinMeshBuffer *MeshBuffer, s32 Vertices_Start);
bool readChunkTRIS(CSkinnedMesh::SJoint* InJoint, scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
bool readChunkANIM(CSkinnedMesh::SJoint* InJoint);
bool readChunkTEXS();
bool readChunkBRUS();
core::stringc readString();
core::stringc stripPathFromString(core::stringc string, bool returnPath=false);
void readFloats(f32* vec, u32 count);
core::array<SB3dChunk> B3dStack;
bool NormalsInFile;
core::array<SB3dMaterial> Materials;
core::array<SB3dTexture> Textures;
core::array<s32> AnimatedVertices_VertexID;
core::array<s32> AnimatedVertices_BufferID;
core::array<video::S3DVertex2TCoords*> BaseVertices;
core::array<scene::SSkinMeshBuffer*> *Buffers;
core::array<CSkinnedMesh::SJoint*> *AllJoints;
//
ISceneManager* SceneManager;
CSkinnedMesh* AnimatedMesh;
io::IReadFile* file;
};
} // end namespace scene
} // end namespace irr
#endif // __C_B3D_MESH_LOADER_H_INCLUDED__