// 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 IReferenceCounted::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 B3dStack; bool NormalsInFile; core::array Materials; core::array Textures; core::array AnimatedVertices_VertexID; core::array AnimatedVertices_BufferID; core::array BaseVertices; core::array *Buffers; core::array *AllJoints; // ISceneManager* SceneManager; CSkinnedMesh* AnimatedMesh; io::IReadFile* file; }; } // end namespace scene } // end namespace irr #endif // __C_B3D_MESH_LOADER_H_INCLUDED__