added mesh writing features. COLLADA file writer is finished, .irrmesh writer is under construction.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@924 dfc29bdd-3216-0410-991c-e03cc46cb475
master
irrlicht 2007-09-08 06:10:52 +00:00
parent 7b734957d8
commit 2da809bc2a
11 changed files with 1026 additions and 21 deletions

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@ -1,5 +1,9 @@
Changes in version 1.4 (... 2007)
- Irrlicht is now able to write Meshes out into files again. Use ISceneManager::createMeshWriter()
to obtain an interface with which you can write out meshes. Currently, an own .irrmesh
file format is supported as well as COLLADA.
- the base class for nearly all Irrlicht classes has been renamed from IUnknown to IReferenceCounted
- fixed the keyboard autorepeat difference betwenn Linux and Windows. Thanks to denton we now have only KeyPressed events on both systems in case of autorepeat.

71
include/IMeshWriter.h Normal file
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@ -0,0 +1,71 @@
#ifndef __IRR_I_MESH_WRITER_H_INCLUDED__
#define __IRR_I_MESH_WRITER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IWriteFile.h"
#include "irrTypes.h"
namespace irr
{
class IrrlichtDevice;
namespace scene
{
class IMesh;
//! An enumeration for all supported types of built-in mesh writers
/** A scene mesh writers is represented by a four character code
such as 'irrm' or 'coll' instead of simple numbers, to avoid
name clashes with external mesh writers.*/
enum EMESH_WRITER_TYPE
{
//! Irrlicht Native mesh writer, for static .irrmesh files.
EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
//! COLLADA mesh writer for .dae and .xml files
EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'),
};
//! flags configuring mesh writing
enum E_MESH_WRITER_FLAGS
{
//! no writer flags
EMWF_NONE = 0,
//! write lightmap textures out if possible
EMWF_WRITE_LIGHTMAPS = 0x1
};
// interface for writing meshes
class IMeshWriter : public virtual irr::IReferenceCounted
{
public:
virtual ~IMeshWriter() {};
//! Returns the type of the mesh writer
/** For own implementations, use MAKE_IRR_ID as shown in the EMESH_WRITER_TYPE
enumeration to return your own unique mesh type id.*/
virtual EMESH_WRITER_TYPE getType() const = 0;
//! writes a static mesh
/** \return Returns true if sucessful */
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh,
s32 flags=EMWF_NONE) = 0;
// writes an animated mesh
// for future use, no writer is able to write animated meshes currently
/* \return Returns true if sucessful */
//virtual bool writeAnimatedMesh(io::IWriteFile* file,
// scene::IAnimatedMesh* mesh,
// s32 flags=EMWF_NONE) = 0;
};
} // end namespace
} // end namespace
#endif

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@ -13,6 +13,7 @@
#include "ETerrainElements.h"
#include "ESceneNodeTypes.h"
#include "SceneParameters.h"
#include "IMeshWriter.h"
namespace irr
{
@ -1216,6 +1217,11 @@ namespace scene
\return Returns true if successful. */
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;
//! Returns a mesh writer implementation if available
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
for details. */
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;

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@ -87,6 +87,7 @@
#include "IMeshCache.h"
#include "IMeshSceneNode.h"
#include "IMeshManipulator.h"
#include "IMeshWriter.h"
#include "IMetaTriangleSelector.h"
#include "IReadFile.h"
#include "IrrlichtDevice.h"

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@ -0,0 +1,685 @@
#include "CColladaMeshWriter.h"
#include "os.h"
#include "IXMLWriter.h"
#include "IMesh.h"
#include "IAttributes.h"
namespace irr
{
namespace scene
{
CColladaMeshWriter::CColladaMeshWriter(irr::video::IVideoDriver* driver,
irr::io::IFileSystem* fs)
: VideoDriver(driver), FileSystem(fs)
{
if (VideoDriver)
VideoDriver->grab();
if (FileSystem)
FileSystem->grab();
}
CColladaMeshWriter::~CColladaMeshWriter()
{
if (VideoDriver)
VideoDriver->drop();
if (FileSystem)
FileSystem->drop();
}
//! Returns the type of the mesh writer
EMESH_WRITER_TYPE CColladaMeshWriter::getType() const
{
return EMWT_COLLADA;
}
//! writes a mesh
bool CColladaMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
if (!file)
return false;
Writer = FileSystem->createXMLWriter(file);
if (!Writer)
{
os::Printer::log("Could not write file", file->getFileName());
return false;
}
os::Printer::log("Writing mesh", file->getFileName());
// write COLLADA header
Writer->writeXMLHeader();
Writer->writeElement(L"COLLADA", false,
L"xmlns", L"http://www.collada.org/2005/COLLADASchema",
L"version", L"1.2.0");
Writer->writeLineBreak();
// write asset data
Writer->writeElement(L"asset", false);
Writer->writeLineBreak();
Writer->writeElement(L"revision", false);
Writer->writeText(L"1.0");
Writer->writeClosingTag(L"revision");
Writer->writeLineBreak();
Writer->writeElement(L"authoring_tool", false);
core::stringw strautoring = L"Irrlicht Engine / irrEdit"; // this code has originated from irrEdit 0.7
Writer->writeText(strautoring.c_str());
Writer->writeClosingTag(L"authoring_tool");
Writer->writeLineBreak();
Writer->writeClosingTag(L"asset");
Writer->writeLineBreak();
// write all materials
Writer->writeElement(L"library", false, L"type", L"MATERIAL");
Writer->writeLineBreak();
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
core::stringw strMat = "mat";
strMat += i;
Writer->writeElement(L"material", false,
L"name", strMat.c_str(),
L"id", strMat.c_str());
Writer->writeLineBreak();
// write all interesting material parameters as parameter
irr::io::IAttributes* attributes = VideoDriver->createAttributesFromMaterial(
mesh->getMeshBuffer(i)->getMaterial());
int count = attributes->getAttributeCount();
for (int attridx=0; attridx<count; ++attridx)
{
core::stringw str = attributes->getAttributeName(attridx);
Writer->writeElement(L"param", false,
L"name", str.c_str(),
L"type", attributes->getAttributeTypeString(attridx) );
str = attributes->getAttributeAsString(attridx).c_str();
Writer->writeText(str.c_str());
Writer->writeClosingTag(L"param");
Writer->writeLineBreak();
}
attributes->drop();
Writer->writeClosingTag(L"material");
Writer->writeLineBreak();
}
Writer->writeClosingTag(L"library");
Writer->writeLineBreak();
// write mesh
Writer->writeElement(L"library", false, L"type", L"GEOMETRY");
Writer->writeLineBreak();
Writer->writeElement(L"geometry", false, L"id", L"mesh", L"name", L"mesh");
Writer->writeLineBreak();
Writer->writeElement(L"mesh");
Writer->writeLineBreak();
// do some statistics for the mesh to know which stuff needs to be saved into
// the file:
// - count vertices
// - check for the need of a second texture coordinate
// - count amount of second texture coordinates
// - check for the need of tangents (TODO)
int totalVertexCount = 0;
int totalTCoords2Count = 0;
bool needsTangents = false; // TODO: tangents not supported here yet
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
totalVertexCount += mesh->getMeshBuffer(i)->getVertexCount();
if (hasSecondTextureCoordinates(mesh->getMeshBuffer(i)->getVertexType()))
totalTCoords2Count += mesh->getMeshBuffer(i)->getVertexCount();
if (!needsTangents)
needsTangents = mesh->getMeshBuffer(i)->getVertexType() == video::EVT_TANGENTS;
}
SComponentGlobalStartPos* globalIndices = new SComponentGlobalStartPos[mesh->getMeshBufferCount()];
// write positions
Writer->writeElement(L"source", false, L"id", L"mesh-Pos");
Writer->writeLineBreak();
core::stringw vertexCountStr = (totalVertexCount*3);
Writer->writeElement(L"array", false, L"id", L"mesh-Pos-array",
L"type", L"float", L"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::E_VERTEX_TYPE vtxType = buffer->getVertexType();
int vertexCount = buffer->getVertexCount();
globalIndices[i].PosStartIndex = 0;
if (i!=0)
globalIndices[i].PosStartIndex = globalIndices[i-1].PosLastIndex + 1;
globalIndices[i].PosLastIndex = globalIndices[i].PosStartIndex + vertexCount - 1;
switch(vtxType)
{
case video::EVT_STANDARD:
{
video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Pos.X;
str += " ";
str += vtx[j].Pos.Y;
str += " ";
str += vtx[j].Pos.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Pos.X;
str += " ";
str += vtx[j].Pos.Y;
str += " ";
str += vtx[j].Pos.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Pos.X;
str += " ";
str += vtx[j].Pos.Y;
str += " ";
str += vtx[j].Pos.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
}
}
Writer->writeClosingTag(L"array");
Writer->writeLineBreak();
Writer->writeElement(L"technique", false, L"profile", L"COMMON");
Writer->writeLineBreak();
vertexCountStr = totalVertexCount;
Writer->writeElement(L"accessor", false, L"source", L"#mesh-Pos-array",
L"count", vertexCountStr.c_str(), L"stride", L"3");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"X", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"Y", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"Z", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeClosingTag(L"accessor");
Writer->writeLineBreak();
Writer->writeClosingTag(L"technique");
Writer->writeLineBreak();
Writer->writeClosingTag(L"source");
Writer->writeLineBreak();
// write texture coordinates
Writer->writeElement(L"source", false, L"id", L"mesh-TexCoord0");
Writer->writeLineBreak();
vertexCountStr = (totalVertexCount*2);
Writer->writeElement(L"array", false, L"id", L"mesh-TexCoord0-array",
L"type", L"float", L"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::E_VERTEX_TYPE vtxType = buffer->getVertexType();
int vertexCount = buffer->getVertexCount();
globalIndices[i].TCoord0StartIndex = 0;
if (i!=0)
globalIndices[i].TCoord0StartIndex = globalIndices[i-1].TCoord0LastIndex + 1;
globalIndices[i].TCoord0LastIndex = globalIndices[i].TCoord0StartIndex + vertexCount - 1;
switch(vtxType)
{
case video::EVT_STANDARD:
{
video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].TCoords.X;
str += " ";
str += vtx[j].TCoords.Y;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].TCoords.X;
str += " ";
str += vtx[j].TCoords.Y;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].TCoords.X;
str += " ";
str += vtx[j].TCoords.Y;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
}
}
Writer->writeClosingTag(L"array");
Writer->writeLineBreak();
Writer->writeElement(L"technique", false, L"profile", L"COMMON");
Writer->writeLineBreak();
vertexCountStr = totalVertexCount;
Writer->writeElement(L"accessor", false, L"source", L"#mesh-TexCoord0-array",
L"count", vertexCountStr.c_str(), L"stride", L"2");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"U", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"V", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeClosingTag(L"accessor");
Writer->writeLineBreak();
Writer->writeClosingTag(L"technique");
Writer->writeLineBreak();
Writer->writeClosingTag(L"source");
Writer->writeLineBreak();
// write normals
Writer->writeElement(L"source", false, L"id", L"mesh-Normal");
Writer->writeLineBreak();
vertexCountStr = (totalVertexCount*3);
Writer->writeElement(L"array", false, L"id", L"mesh-Normal-array",
L"type", L"float", L"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::E_VERTEX_TYPE vtxType = buffer->getVertexType();
int vertexCount = buffer->getVertexCount();
globalIndices[i].NormalStartIndex = 0;
if (i!=0)
globalIndices[i].NormalStartIndex = globalIndices[i-1].NormalLastIndex + 1;
globalIndices[i].NormalLastIndex = globalIndices[i].NormalStartIndex + vertexCount - 1;
switch(vtxType)
{
case video::EVT_STANDARD:
{
video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Normal.X;
str += " ";
str += vtx[j].Normal.Y;
str += " ";
str += vtx[j].Normal.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Normal.X;
str += " ";
str += vtx[j].Normal.Y;
str += " ";
str += vtx[j].Normal.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].Normal.X;
str += " ";
str += vtx[j].Normal.Y;
str += " ";
str += vtx[j].Normal.Z;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
}
}
Writer->writeClosingTag(L"array");
Writer->writeLineBreak();
Writer->writeElement(L"technique", false, L"profile", L"COMMON");
Writer->writeLineBreak();
vertexCountStr = totalVertexCount;
Writer->writeElement(L"accessor", false, L"source", L"#mesh-Normal-array",
L"count", vertexCountStr.c_str(), L"stride", L"3");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"X", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"Y", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"Z", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeClosingTag(L"accessor");
Writer->writeLineBreak();
Writer->writeClosingTag(L"technique");
Writer->writeLineBreak();
Writer->writeClosingTag(L"source");
Writer->writeLineBreak();
// write second set of texture coordinates
if (totalTCoords2Count)
{
Writer->writeElement(L"source", false, L"id", L"mesh-TexCoord1");
Writer->writeLineBreak();
vertexCountStr = (totalTCoords2Count*2);
Writer->writeElement(L"array", false, L"id", L"mesh-TexCoord1-array",
L"type", L"float", L"count", vertexCountStr.c_str());
Writer->writeLineBreak();
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
video::E_VERTEX_TYPE vtxType = buffer->getVertexType();
int vertexCount = buffer->getVertexCount();
if (hasSecondTextureCoordinates(vtxType))
{
globalIndices[i].TCoord1StartIndex = 0;
if (i!=0 && globalIndices[i-1].TCoord1LastIndex != -1)
globalIndices[i].TCoord1StartIndex = globalIndices[i-1].TCoord1LastIndex + 1;
globalIndices[i].TCoord1LastIndex = globalIndices[i].TCoord1StartIndex + vertexCount - 1;
switch(vtxType)
{
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
for (int j=0; j<vertexCount; ++j)
{
core::stringw str;
str += vtx[j].TCoords2.X;
str += " ";
str += vtx[j].TCoords2.Y;
Writer->writeText(str.c_str());
Writer->writeLineBreak();
}
}
break;
}
} // end this buffer has 2 texture coordinates
}
Writer->writeClosingTag(L"array");
Writer->writeLineBreak();
Writer->writeElement(L"technique", false, L"profile", L"COMMON");
Writer->writeLineBreak();
vertexCountStr = totalTCoords2Count;
Writer->writeElement(L"accessor", false, L"source", L"#mesh-TexCoord1-array",
L"count", vertexCountStr.c_str(), L"stride", L"2");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"U", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeElement(L"param", true, L"name", L"V", L"type", L"float", L"flow", L"OUT");
Writer->writeLineBreak();
Writer->writeClosingTag(L"accessor");
Writer->writeLineBreak();
Writer->writeClosingTag(L"technique");
Writer->writeLineBreak();
Writer->writeClosingTag(L"source");
Writer->writeLineBreak();
}
// write tangents
// TODO
// write vertices
Writer->writeElement(L"vertices", false, L"id", L"mesh-Vtx");
Writer->writeLineBreak();
Writer->writeElement(L"input", true, L"semantic", L"POSITION", L"source", L"#mesh-Pos");
Writer->writeLineBreak();
Writer->writeClosingTag(L"vertices");
Writer->writeLineBreak();
// write polygons
for (int i=0; i<(int)mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i);
int polyCount = buffer->getIndexCount() / 3;
core::stringw strPolyCount = polyCount;
core::stringw strMat = "#mat";
strMat += i;
Writer->writeElement(L"polygons", false, L"count", strPolyCount.c_str(),
L"material", strMat.c_str());
Writer->writeLineBreak();
Writer->writeElement(L"input", true, L"semantic", L"VERTEX", L"source", L"#mesh-Vtx", L"idx", L"0");
Writer->writeLineBreak();
Writer->writeElement(L"input", true, L"semantic", L"TEXCOORD", L"source", L"#mesh-TexCoord0", L"idx", L"1");
Writer->writeLineBreak();
Writer->writeElement(L"input", true, L"semantic", L"NORMAL", L"source", L"#mesh-Normal", L"idx", L"2");
Writer->writeLineBreak();
bool has2ndTexCoords = hasSecondTextureCoordinates(buffer->getVertexType());
if (has2ndTexCoords)
{
Writer->writeElement(L"input", true, L"semantic", L"TEXCOORD", L"source", L"#mesh-TexCoord1", L"idx", L"3");
Writer->writeLineBreak();
}
// write indices now
int posIdx = globalIndices[i].PosStartIndex;
int tCoordIdx = globalIndices[i].TCoord0StartIndex;
int normalIdx = globalIndices[i].NormalStartIndex;
int tCoord2Idx = globalIndices[i].TCoord1StartIndex;
for (int p=0; p<polyCount; ++p)
{
Writer->writeElement(L"p", false);
core::stringw strP;
strP += (int)(buffer->getIndices()[(p*3) + 0]) + posIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 0]) + tCoordIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 0]) + normalIdx;
strP += " ";
if (has2ndTexCoords)
{
strP += (int)(buffer->getIndices()[(p*3) + 0]) + tCoord2Idx;
strP += " ";
}
strP += (int)(buffer->getIndices()[(p*3) + 1]) + posIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 1]) + tCoordIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 1]) + normalIdx;
strP += " ";
if (has2ndTexCoords)
{
strP += (int)(buffer->getIndices()[(p*3) + 1]) + tCoord2Idx;
strP += " ";
}
strP += (int)(buffer->getIndices()[(p*3) + 2]) + posIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 2]) + tCoordIdx;
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 2]) + normalIdx;
if (has2ndTexCoords)
{
strP += " ";
strP += (int)(buffer->getIndices()[(p*3) + 2]) + tCoord2Idx;
}
Writer->writeText(strP.c_str());
Writer->writeClosingTag(L"p");
Writer->writeLineBreak();
}
// close index buffer section
Writer->writeClosingTag(L"polygons");
Writer->writeLineBreak();
}
// close mesh and geometry
Writer->writeClosingTag(L"mesh");
Writer->writeLineBreak();
Writer->writeClosingTag(L"geometry");
Writer->writeLineBreak();
Writer->writeClosingTag(L"library");
Writer->writeLineBreak();
// close everything
Writer->writeClosingTag(L"COLLADA");
Writer->drop();
delete [] globalIndices;
return true;
}
bool CColladaMeshWriter::hasSecondTextureCoordinates(video::E_VERTEX_TYPE type)
{
return type == video::EVT_2TCOORDS;
}
} // end namespace
} // end namespace

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@ -0,0 +1,74 @@
#ifndef __IRR_C_COLLADA_MESH_WRITER_H_INCLUDED__
#define __IRR_C_COLLADA_MESH_WRITER_H_INCLUDED__
#include "IMeshWriter.h"
#include "S3DVertex.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
namespace irr
{
namespace io
{
class IXMLWriter;
}
namespace scene
{
//! class to write meshes, implementing a COLLADA (.dae, .xml) writer
/** This writer implementation has been originally developed for irrEdit and then
merged out to the Irrlicht Engine */
class CColladaMeshWriter : public IMeshWriter
{
public:
CColladaMeshWriter(irr::video::IVideoDriver* driver, irr::io::IFileSystem* fs);
virtual ~CColladaMeshWriter();
//! Returns the type of the mesh writer
virtual EMESH_WRITER_TYPE getType() const;
//! writes a mesh
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE);
protected:
bool hasSecondTextureCoordinates(video::E_VERTEX_TYPE type);
struct SComponentGlobalStartPos
{
SComponentGlobalStartPos()
{
PosStartIndex = -1;
PosLastIndex = -1;
NormalStartIndex = -1;
NormalLastIndex = -1;
TCoord0LastIndex = -1;
TCoord0LastIndex = -1;
TCoord1LastIndex = -1;
TCoord1LastIndex = -1;
}
s32 PosStartIndex;
s32 PosLastIndex;
s32 TCoord0StartIndex;
s32 TCoord0LastIndex;
s32 NormalStartIndex;
s32 NormalLastIndex;
s32 TCoord1StartIndex;
s32 TCoord1LastIndex;
};
io::IFileSystem* FileSystem;
video::IVideoDriver* VideoDriver;
io::IXMLWriter* Writer;
};
} // end namespace
} // end namespace
#endif

View File

@ -0,0 +1,78 @@
#include "CIrrMeshWriter.h"
#include "os.h"
#include "IXMLWriter.h"
#include "IMesh.h"
#include "IAttributes.h"
namespace irr
{
namespace scene
{
CIrrMeshWriter::CIrrMeshWriter(irr::video::IVideoDriver* driver,
irr::io::IFileSystem* fs)
: VideoDriver(driver), FileSystem(fs)
{
if (VideoDriver)
VideoDriver->grab();
if (FileSystem)
FileSystem->grab();
}
CIrrMeshWriter::~CIrrMeshWriter()
{
if (VideoDriver)
VideoDriver->drop();
if (FileSystem)
FileSystem->drop();
}
//! Returns the type of the mesh writer
EMESH_WRITER_TYPE CIrrMeshWriter::getType() const
{
return EMWT_IRR_MESH;
}
//! writes a mesh
bool CIrrMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
if (!file)
return false;
Writer = FileSystem->createXMLWriter(file);
if (!Writer)
{
os::Printer::log("Could not write file", file->getFileName());
return false;
}
os::Printer::log("Writing mesh", file->getFileName());
// write IRR MESH header
Writer->writeXMLHeader();
Writer->writeElement(L"irrmesh", false,
L"xmlns", L"http://irrlicht.sourceforge.net/IRRMESH_08_2007",
L"version", L"1.0");
Writer->writeLineBreak();
// write mesh
// TODO: implement
Writer->drop();
return true;
}
} // end namespace
} // end namespace

View File

@ -0,0 +1,45 @@
#ifndef __IRR_IRR_MESH_WRITER_H_INCLUDED__
#define __IRR_IRR_MESH_WRITER_H_INCLUDED__
#include "IMeshWriter.h"
#include "S3DVertex.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
namespace irr
{
namespace io
{
class IXMLWriter;
}
namespace scene
{
//! class to write meshes, implementing a IrrMesh (.irrmesh, .xml) writer
/** This writer implementation has been originally developed for irrEdit and then
merged out to the Irrlicht Engine */
class CIrrMeshWriter : public IMeshWriter
{
public:
CIrrMeshWriter(irr::video::IVideoDriver* driver, irr::io::IFileSystem* fs);
virtual ~CIrrMeshWriter();
//! Returns the type of the mesh writer
virtual EMESH_WRITER_TYPE getType() const;
//! writes a mesh
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE);
protected:
io::IFileSystem* FileSystem;
video::IVideoDriver* VideoDriver;
io::IXMLWriter* Writer;
};
} // end namespace
} // end namespace
#endif

View File

@ -117,6 +117,9 @@
#include "CQuake3ShaderSceneNode.h"
#include "CColladaMeshWriter.h"
#include "CIrrMeshWriter.h"
//! Enable debug features
#define SCENEMANAGER_DEBUG
@ -2173,6 +2176,21 @@ video::SColorf CSceneManager::getAmbientLight()
}
//! Returns a mesh writer implementation if available
IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
{
switch(type)
{
case EMWT_IRR_MESH:
return new CIrrMeshWriter(Driver, FileSystem);
case EMWT_COLLADA:
return new CColladaMeshWriter(Driver, FileSystem);
}
return 0;
}
// creates a scenemanager
ISceneManager* createSceneManager(video::IVideoDriver* driver,
io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,

View File

@ -11,6 +11,7 @@
#include "irrString.h"
#include "irrArray.h"
#include "IMeshLoader.h"
#include "IMeshWriter.h"
#include "CAttributes.h"
namespace irr
@ -424,6 +425,9 @@ namespace scene
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns a mesh writer implementation if available
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type);
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor);

View File

@ -403,27 +403,6 @@
</Filter>
<Filter
Name="scene">
<File
RelativePath=".\CParticleAnimatedMeshSceneNodeEmitter.cpp">
</File>
<File
RelativePath=".\CParticleAttractionAffector.cpp">
</File>
<File
RelativePath=".\CParticleCylinderEmitter.cpp">
</File>
<File
RelativePath=".\CParticleMeshEmitter.cpp">
</File>
<File
RelativePath=".\CParticleRingEmitter.cpp">
</File>
<File
RelativePath=".\CParticleRotationAffector.cpp">
</File>
<File
RelativePath=".\CParticleSphereEmitter.cpp">
</File>
<File
RelativePath="..\..\include\ECullingTypes.h">
</File>
@ -481,6 +460,9 @@
<File
RelativePath=".\..\..\include\IMeshSceneNode.h">
</File>
<File
RelativePath="..\..\include\IMeshWriter.h">
</File>
<File
RelativePath=".\..\..\include\IMetaTriangleSelector.h">
</File>
@ -1495,12 +1477,21 @@
</Filter>
<Filter
Name="particleSystem">
<File
RelativePath=".\CParticleAnimatedMeshSceneNodeEmitter.cpp">
</File>
<File
RelativePath=".\CParticleAttractionAffector.cpp">
</File>
<File
RelativePath="CParticleBoxEmitter.cpp">
</File>
<File
RelativePath="CParticleBoxEmitter.h">
</File>
<File
RelativePath=".\CParticleCylinderEmitter.cpp">
</File>
<File
RelativePath="CParticleFadeOutAffector.cpp">
</File>
@ -1513,12 +1504,24 @@
<File
RelativePath="CParticleGravityAffector.h">
</File>
<File
RelativePath=".\CParticleMeshEmitter.cpp">
</File>
<File
RelativePath="CParticlePointEmitter.cpp">
</File>
<File
RelativePath="CParticlePointEmitter.h">
</File>
<File
RelativePath=".\CParticleRingEmitter.cpp">
</File>
<File
RelativePath=".\CParticleRotationAffector.cpp">
</File>
<File
RelativePath=".\CParticleSphereEmitter.cpp">
</File>
<File
RelativePath="CParticleSystemSceneNode.cpp">
</File>
@ -1610,6 +1613,22 @@
RelativePath=".\CSceneNodeAnimatorTexture.h">
</File>
</Filter>
<Filter
Name="writers"
Filter="">
<File
RelativePath=".\CColladaMeshWriter.cpp">
</File>
<File
RelativePath=".\CColladaMeshWriter.h">
</File>
<File
RelativePath=".\CIrrMeshWriter.cpp">
</File>
<File
RelativePath=".\CIrrMeshWriter.h">
</File>
</Filter>
</Filter>
<Filter
Name="io impl">