irrlicht/source/Irrlicht/COBJMeshFileLoader.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
#define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "irrString.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
namespace irr
{
namespace scene
{
//! Meshloader capable of loading 3ds meshes.
class COBJMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
COBJMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver);
//! destructor
virtual ~COBJMeshFileLoader();
//! 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 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 IReferenceCounted::drop() for more information.
virtual IAnimatedMesh* createMesh(irr::io::IReadFile* file);
private:
struct SObjMtl
{
SObjMtl() : pMeshbuffer(0), illumination(0) {
pMeshbuffer = new SMeshBuffer();
pMeshbuffer->Material.Shininess = 0.0f;
pMeshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
pMeshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
pMeshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
};
SObjMtl(SObjMtl& o) : pMeshbuffer(o.pMeshbuffer), name(o.name), illumination(o.illumination) { o.pMeshbuffer->grab(); };
scene::SMeshBuffer *pMeshbuffer;
core::stringc name;
c8 illumination;
};
// returns a pointer to the first printable character available in the buffer
const c8* goFirstWord(const c8* buf, const c8* const pBufEnd);
// returns a pointer to the first printable character after the first non-printable
const c8* goNextWord(const c8* buf, const c8* const pBufEnd);
// returns a pointer to the next printable character after the first line break
const c8* goNextLine(const c8* buf, const c8* const pBufEnd);
// copies the current word from the inBuf to the outBuf
u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
// copies the current line from the inBuf to the outBuf
core::stringc copyLine(const c8* inBuf, const c8* const pBufEnd);
// combination of goNextWord followed by copyWord
const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
//! Read the material from the given file
void readMTL(const c8* pFileName, core::stringc relPath);
//! Find and return the material with the given name
SObjMtl * findMtl(const c8* pMtlName);
//! Read RGB color
const c8* readColor(const c8* pBufPtr, video::SColor& color, const c8* const pBufEnd);
//! Read 3d vector of floats
const c8* readVec3(const c8* pBufPtr, core::vector3df& vec, const c8* const pBufEnd);
//! Read 2d vector of floats
const c8* readVec2(const c8* pBufPtr, core::vector2df& vec, const c8* const pBufEnd);
//! Read boolean value represented as 'on' or 'off'
const c8* readBool(const c8* pBufPtr, bool& tf, const c8* const pBufEnd);
// reads and convert to integer the vertex indices in a line of obj file's face statement
// -1 for the index if it doesn't exist
// indices are changed to 0-based index instead of 1-based from the obj file
bool retrieveVertexIndices(c8* pVertexData, s32* Idx, const c8* pBufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
void cleanUp();
io::IFileSystem* FileSystem;
video::IVideoDriver* Driver;
core::array<SObjMtl*> materials;
SMesh* Mesh;
};
} // end namespace scene
} // end namespace irr
#endif