// Copyright (C) 2002-2008 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 "ISceneManager.h" #include "irrString.h" #include "SMeshBuffer.h" #include "irrMap.h" namespace irr { namespace scene { //! Meshloader capable of loading obj meshes. class COBJMeshFileLoader : public IMeshLoader { public: //! Constructor COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs); //! destructor virtual ~COBJMeshFileLoader(); //! returns true if the file maybe is able to be loaded by this class //! based on the file extension (e.g. ".obj") virtual bool isALoadableFileExtension(const c8* fileName) const; //! 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(io::IReadFile* file); private: struct SObjMtl { SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0), RecalculateNormals(false) { Meshbuffer = new SMeshBuffer(); Meshbuffer->Material.Shininess = 0.0f; Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor(); Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor(); Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor(); } SObjMtl(const SObjMtl& o) : Name(o.Name), Group(o.Group), Bumpiness(o.Bumpiness), Illumination(o.Illumination), RecalculateNormals(false) { Meshbuffer = new SMeshBuffer(); Meshbuffer->Material = o.Meshbuffer->Material; } core::map VertMap; scene::SMeshBuffer *Meshbuffer; core::stringc Name; core::stringc Group; f32 Bumpiness; c8 Illumination; bool RecalculateNormals; }; // helper method for material reading const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const core::stringc& relPath); // returns a pointer to the first printable character available in the buffer const c8* goFirstWord(const c8* buf, const c8* const bufEnd); // returns a pointer to the first printable character after the first non-printable const c8* goNextWord(const c8* buf, const c8* const bufEnd); // returns a pointer to the next printable character after the first line break const c8* goNextLine(const c8* buf, const c8* const bufEnd); // 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 bufEnd); // 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* fileName, const core::stringc& relPath); //! Find and return the material with the given name SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName); //! Read RGB color const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd); //! Read 3d vector of floats const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd); //! Read 2d vector of floats const c8* readVec2(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd); //! Read boolean value represented as 'on' or 'off' const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd); // 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* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize); void cleanUp(); scene::ISceneManager* SceneManager; io::IFileSystem* FileSystem; core::array Materials; }; } // end namespace scene } // end namespace irr #endif