irrlicht/source/Irrlicht/COBJMeshFileLoader.cpp

805 lines
23 KiB
C++

// 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
#include "COBJMeshFileLoader.h"
#include "SMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "fast_atof.h"
#include "irrString.h"
#include "coreutil.h"
namespace irr
{
namespace scene
{
//! Constructor
COBJMeshFileLoader::COBJMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver)
: FileSystem(fs), Driver(driver), Mesh(0)
{
if (FileSystem)
FileSystem->grab();
if (Driver)
Driver->grab();
}
//! destructor
COBJMeshFileLoader::~COBJMeshFileLoader()
{
if (FileSystem)
FileSystem->drop();
if (Driver)
Driver->drop();
if (Mesh)
Mesh->drop();
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool COBJMeshFileLoader::isALoadableFileExtension(const c8* filename)
{
return strstr(filename, ".obj")!=0;
}
//! 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.
IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
{
const u32 filesize = file->getSize();
if (!filesize)
return 0;
const u32 WORD_BUFFER_LENGTH = 512;
if (Mesh)
Mesh->drop();
Mesh = new SMesh();
core::array<core::vector3df> vertexBuffer;
core::array<core::vector2df> textureCoordBuffer;
core::array<core::vector3df> normalsBuffer;
SObjGroup * pCurrGroup = 0;
SObjMtl * pCurrMtl = new SObjMtl();
pCurrMtl->name="";
materials.push_back(pCurrMtl);
// ********************************************************************
// Patch to locate the file in the same folder as the .obj.
// If you load the file as "data/some.obj" and mtllib contains
// "mtlname test.mtl" (as usual), the loading will fail. Instead it
// must look for data/test.tml. This patch does exactly that.
//
// patch by mandrav@codeblocks.org
// ********************************************************************
core::stringc obj_fullname = file->getFileName();
core::stringc obj_relpath = "";
s32 pathend = obj_fullname.findLast('/');
if (pathend == -1)
pathend = obj_fullname.findLast('\\');
if (pathend != -1)
obj_relpath = obj_fullname.subString(0, pathend + 1);
// ********************************************************************
// end of mtl folder patch
// ********************************************************************
c8* pBuf = new c8[filesize];
memset(pBuf, 0, filesize);
file->read((void*)pBuf, filesize);
const c8* const pBufEnd = pBuf+filesize;
// Process obj information
const c8* pBufPtr = pBuf;
while(pBufPtr != pBufEnd)
{
switch(pBufPtr[0])
{
case 'm': // mtllib (material)
{
c8 name[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(name, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
readMTL(name, obj_relpath);
}
break;
case 'v': // v, vn, vt
switch(pBufPtr[1])
{
case ' ': // vertex
{
core::vector3df vec;
pBufPtr = readVec3(pBufPtr, vec, pBufEnd);
vertexBuffer.push_back(vec);
}
break;
case 'n': // normal
{
core::vector3df vec;
pBufPtr = readVec3(pBufPtr, vec, pBufEnd);
normalsBuffer.push_back(vec);
}
break;
case 't': // texcoord
{
core::vector2df vec;
pBufPtr = readVec2(pBufPtr, vec, pBufEnd);
textureCoordBuffer.push_back(vec);
}
break;
}
break;
case 'g': // group
// get name of group
{
c8 groupName[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(groupName, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
pCurrGroup = findOrAddGroup(groupName);
}
break;
case 's': // smoothing can be on or off
{
c8 smooth[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(smooth, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
}
break;
case 'u': // usemtl
// get name of material
{
c8 matName[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(matName, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
// retrieve the material
SObjMtl *pUseMtl = findMtl(matName);
// only change material if we found it
if (pUseMtl)
pCurrMtl = pUseMtl;
}
break;
case 'f': // face
{
c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
video::S3DVertex v;
u32 currentVertexCount = pCurrMtl->pMeshbuffer->Vertices.size();
u32 facePointCount = 0; // number of vertices in this face
// Assign vertex color from currently active material's diffuse colour
if (pCurrMtl)
v.Color = pCurrMtl->pMeshbuffer->Material.DiffuseColor;
// get all vertices data in this face (current line of obj file)
const core::stringc wordBuffer = copyLine(pBufPtr, pBufEnd);
const c8* pLinePtr = wordBuffer.c_str();
const c8* const pEndPtr = pLinePtr+wordBuffer.size();
// read in all vertices
pLinePtr = goNextWord(pLinePtr, pEndPtr);
while (0 != pLinePtr[0])
{
// Array to communicate with retrieveVertexIndices()
// sends the buffer sizes and gets the actual indices
// if index not set returns -1
s32 Idx[3];
Idx[0] = Idx[1] = Idx[2] = -1;
// read in next vertex's data
u32 wlength = copyWord(vertexWord, pLinePtr, WORD_BUFFER_LENGTH, pBufEnd);
// this function will also convert obj's 1-based index to c++'s 0-based index
retrieveVertexIndices(vertexWord, Idx, vertexWord+wlength+1);
if ( -1 != Idx[0] )
{
v.Pos = vertexBuffer[Idx[0]];
}
if ( -1 != Idx[1] )
{
v.TCoords = textureCoordBuffer[Idx[1]];
}
if ( -1 != Idx[2] )
{
v.Normal = normalsBuffer[Idx[2]];
}
pCurrMtl->pMeshbuffer->Vertices.push_back(v);
++facePointCount;
// go to next vertex
pLinePtr = goNextWord(pLinePtr, pEndPtr);
}
// Add indices for first 3 vertices
pCurrMtl->pMeshbuffer->Indices.push_back( currentVertexCount );
pCurrMtl->pMeshbuffer->Indices.push_back( ( facePointCount - 1 ) + currentVertexCount );
pCurrMtl->pMeshbuffer->Indices.push_back( ( facePointCount - 2 ) + currentVertexCount );
// Add indices for subsequent vertices
for ( u32 i = 0; i < facePointCount - 3; ++i )
{
pCurrMtl->pMeshbuffer->Indices.push_back( currentVertexCount );
pCurrMtl->pMeshbuffer->Indices.push_back( ( facePointCount - 2 - i ) + currentVertexCount );
pCurrMtl->pMeshbuffer->Indices.push_back( ( facePointCount - 3 - i ) + currentVertexCount );
}
}
break;
case '#': // comment
default:
break;
} // end switch(pBufPtr[0])
// eat up rest of line
pBufPtr = goNextLine(pBufPtr, pBufEnd);
} // end while(pBufPtr && (pBufPtr-pBuf<filesize))
// Combine all the groups (meshbuffers) into the mesh
for ( u32 m = 0; m < materials.size(); ++m )
{
if ( materials[m]->pMeshbuffer->getIndexCount() > 0 )
{
materials[m]->pMeshbuffer->recalculateBoundingBox();
Mesh->addMeshBuffer( materials[m]->pMeshbuffer );
}
}
// Create the Animated mesh if there's anything in the mesh
SAnimatedMesh* pAM = 0;
if ( 0 != Mesh->getMeshBufferCount() )
{
Mesh->recalculateBoundingBox();
pAM = new SAnimatedMesh();
pAM->Type = EAMT_OBJ;
pAM->addMesh(Mesh);
pAM->recalculateBoundingBox();
}
// Clean up the allocate obj file contents
delete [] pBuf;
// more cleaning up
cleanUp();
Mesh->drop();
Mesh = 0;
return pAM;
}
void COBJMeshFileLoader::readMTL(const c8* pFileName, core::stringc relPath)
{
const u32 WORD_BUFFER_LENGTH = 512;
io::IReadFile * pMtlReader;
if (FileSystem->existFile(pFileName))
pMtlReader = FileSystem->createAndOpenFile(pFileName);
else
// try to read in the relative path, the .obj is loaded from
pMtlReader = FileSystem->createAndOpenFile((relPath + pFileName).c_str());
if (!pMtlReader) // fail to open and read file
return;
const u32 filesize = pMtlReader->getSize();
if (!filesize)
return;
c8* pBuf = new c8[filesize];
pMtlReader->read((void*)pBuf, filesize);
const c8* pBufEnd = pBuf+filesize;
SObjMtl* pCurrMaterial = 0;
const c8* pBufPtr = pBuf;
while(pBufPtr != pBufEnd)
{
switch(*pBufPtr)
{
case 'n': // newmtl
{
// if there's an existing material, store it first
if ( pCurrMaterial )
materials.push_back( pCurrMaterial );
// extract new material's name
c8 mtlNameBuf[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(mtlNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
pCurrMaterial = new SObjMtl;
pCurrMaterial->name = mtlNameBuf;
}
break;
case 'i': // illum - illumination
if ( pCurrMaterial )
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 illumStr[COLOR_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(illumStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
pCurrMaterial->illumination = (c8)atol(illumStr);
}
break;
case 'N': // Ns - shininess
if ( pCurrMaterial )
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 nsStr[COLOR_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(nsStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
f32 shininessValue = core::fast_atof(nsStr);
// wavefront shininess is from [0, 1000], so scale for OpenGL
shininessValue *= 0.128f;
pCurrMaterial->pMeshbuffer->Material.Shininess = shininessValue;
}
break;
case 'K':
if ( pCurrMaterial )
{
switch(pBufPtr[1])
{
case 'd': // Kd = diffuse
{
pBufPtr = readColor(pBufPtr, pCurrMaterial->pMeshbuffer->Material.DiffuseColor, pBufEnd);
}
break;
case 's': // Ks = specular
{
pBufPtr = readColor(pBufPtr, pCurrMaterial->pMeshbuffer->Material.SpecularColor, pBufEnd);
}
break;
case 'a': // Ka = ambience
{
pBufPtr=readColor(pBufPtr, pCurrMaterial->pMeshbuffer->Material.AmbientColor, pBufEnd);
}
break;
case 'e': // Ke = emissive
{
pBufPtr=readColor(pBufPtr, pCurrMaterial->pMeshbuffer->Material.EmissiveColor, pBufEnd);
}
break;
} // end switch(pBufPtr[1])
} // end case 'K': if ( 0 != pCurrMaterial )...
break;
case 'm': // texture maps
if (pCurrMaterial)
{
u8 type=0; // map_Kd - diffuse texture map
if (!strncmp(pBufPtr,"map_bump",8))
type=1;
else if (!strncmp(pBufPtr,"map_d",5))
type=2;
else if (!strncmp(pBufPtr,"map_refl",8))
type=3;
// extract new material's name
c8 textureNameBuf[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
// handle options
while (textureNameBuf[0]=='-')
{
if (!strncmp(pBufPtr,"-blendu",7))
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!strncmp(pBufPtr,"-blendv",7))
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!strncmp(pBufPtr,"-cc",3))
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!strncmp(pBufPtr,"-clamp",6))
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!strncmp(pBufPtr,"-texres",7))
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!strncmp(pBufPtr,"-mm",3))
{
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
}
if (!strncmp(pBufPtr,"-o",2))
{
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
// next parameters are optional, so skip rest of loop if no number is found
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
if (!strncmp(pBufPtr,"-s",2))
{
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
// next parameters are optional, so skip rest of loop if no number is found
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
if (!strncmp(pBufPtr,"-t",2))
{
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
// next parameters are optional, so skip rest of loop if no number is found
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
// get next word
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
}
if (type==1)
{
pCurrMaterial->pMeshbuffer->Material.MaterialTypeParam=core::fast_atof(textureNameBuf);
pBufPtr = goAndCopyNextWord(textureNameBuf, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
}
video::ITexture * pTexture;
if (FileSystem->existFile(textureNameBuf))
pTexture = Driver->getTexture( textureNameBuf );
else
// try to read in the relative path, the .obj is loaded from
pTexture = Driver->getTexture( (relPath + textureNameBuf).c_str() );
if ( pTexture )
{
if (type==0)
pCurrMaterial->pMeshbuffer->Material.Textures[0] = pTexture;
else if (type==1)
{
Driver->makeNormalMapTexture(pTexture);
pCurrMaterial->pMeshbuffer->Material.Textures[1] = pTexture;
pCurrMaterial->pMeshbuffer->Material.MaterialType=video::EMT_PARALLAX_MAP_SOLID;
}
else if (type==2)
{
pCurrMaterial->pMeshbuffer->Material.Textures[0] = pTexture;
pCurrMaterial->pMeshbuffer->Material.MaterialType=video::EMT_TRANSPARENT_ADD_COLOR;
}
else if (type==3)
{
// pCurrMaterial->pMeshbuffer->Material.Textures[1] = pTexture;
// pCurrMaterial->pMeshbuffer->Material.MaterialType=video::EMT_REFLECTION_2_LAYER;
}
// Set diffuse material colour to white so as not to affect texture colour
// Because Maya set diffuse colour Kd to black when you use a diffuse colour map
// But is this the right thing to do?
pCurrMaterial->pMeshbuffer->Material.DiffuseColor.set(
pCurrMaterial->pMeshbuffer->Material.DiffuseColor.getAlpha(), 255, 255, 255 );
}
}
break;
case 'd': // d - transparency
if ( pCurrMaterial )
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 dStr[COLOR_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(dStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
f32 dValue = core::fast_atof(dStr);
pCurrMaterial->pMeshbuffer->Material.DiffuseColor.setAlpha( (s32)(dValue * 255) );
if (dValue<1.0f)
pCurrMaterial->pMeshbuffer->Material.MaterialType = irr::video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
break;
case 'T':
if ( pCurrMaterial )
{
switch ( pBufPtr[1] )
{
case 'f': // Tf - Transmitivity
const u32 COLOR_BUFFER_LENGTH = 16;
c8 redStr[COLOR_BUFFER_LENGTH];
c8 greenStr[COLOR_BUFFER_LENGTH];
c8 blueStr[COLOR_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(redStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
pBufPtr = goAndCopyNextWord(greenStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
pBufPtr = goAndCopyNextWord(blueStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
f32 transparency = ( core::fast_atof(redStr) + core::fast_atof(greenStr) + core::fast_atof(blueStr) ) / 3;
pCurrMaterial->pMeshbuffer->Material.DiffuseColor.setAlpha( (s32)(transparency * 255) );
if (transparency < 1.0f)
pCurrMaterial->pMeshbuffer->Material.MaterialType = irr::video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
}
break;
default: // comments or not recognised
break;
} // end switch(pBufPtr[0])
// go to next line
pBufPtr = goNextLine(pBufPtr, pBufEnd);
} // end while (pBufPtr)
// end of file. if there's an existing material, store it
if ( pCurrMaterial )
{
materials.push_back( pCurrMaterial );
pCurrMaterial = 0;
}
delete [] pBuf;
pMtlReader->drop();
}
//! Read RGB color
const c8* COBJMeshFileLoader::readColor(const c8* pBufPtr, video::SColor& color, const c8* const pBufEnd)
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 colStr[COLOR_BUFFER_LENGTH];
color.setAlpha(255);
pBufPtr = goAndCopyNextWord(colStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
color.setRed((s32)(core::fast_atof(colStr) * 255.0f));
pBufPtr = goAndCopyNextWord(colStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
color.setGreen((s32)(core::fast_atof(colStr) * 255.0f));
pBufPtr = goAndCopyNextWord(colStr, pBufPtr, COLOR_BUFFER_LENGTH, pBufEnd);
color.setBlue((s32)(core::fast_atof(colStr) * 255.0f));
return pBufPtr;
}
//! Read 3d vector of floats
const c8* COBJMeshFileLoader::readVec3(const c8* pBufPtr, core::vector3df& vec, const c8* const pBufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(wordBuffer, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
vec.X=-core::fast_atof(wordBuffer); // change handedness
pBufPtr = goAndCopyNextWord(wordBuffer, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
vec.Y=core::fast_atof(wordBuffer);
pBufPtr = goAndCopyNextWord(wordBuffer, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
vec.Z=core::fast_atof(wordBuffer);
return pBufPtr;
}
//! Read 2d vector of floats
const c8* COBJMeshFileLoader::readVec2(const c8* pBufPtr, core::vector2df& vec, const c8* const pBufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(wordBuffer, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
vec.X=core::fast_atof(wordBuffer);
pBufPtr = goAndCopyNextWord(wordBuffer, pBufPtr, WORD_BUFFER_LENGTH, pBufEnd);
vec.Y=-core::fast_atof(wordBuffer); // change handedness
return pBufPtr;
}
//! Read boolean value represented as 'on' or 'off'
const c8* COBJMeshFileLoader::readBool(const c8* pBufPtr, bool& tf, const c8* const pBufEnd)
{
const u32 BUFFER_LENGTH = 8;
c8 tfStr[BUFFER_LENGTH];
pBufPtr = goAndCopyNextWord(tfStr, pBufPtr, BUFFER_LENGTH, pBufEnd);
tf = strcmp(tfStr, "off") != 0;
return pBufPtr;
}
COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const c8* pMtlName)
{
for (u32 i = 0; i < materials.size(); ++i)
{
if ( materials[i]->name == pMtlName )
return materials[i];
}
return 0;
}
COBJMeshFileLoader::SObjGroup * COBJMeshFileLoader::findGroup(const c8* pGroupName)
{
for (u32 i = 0; i < groups.size(); ++i)
{
if ( groups[i]->name == pGroupName )
return groups[i];
}
return 0;
}
COBJMeshFileLoader::SObjGroup * COBJMeshFileLoader::findOrAddGroup(const c8* pGroupName)
{
SObjGroup * pGroup = findGroup( pGroupName );
if ( 0 != pGroup )
{
// group found, return it
return pGroup;
}
// group not found, create a new group
SObjGroup* group = new SObjGroup();
group->name = pGroupName;
groups.push_back(group);
return group;
}
//! skip space characters and stop on first non-space
const c8* COBJMeshFileLoader::goFirstWord(const c8* buf, const c8* const pBufEnd)
{
// skip space characters
while((buf != pBufEnd) && core::isspace(*buf))
++buf;
return buf;
}
//! skip current word and stop at beginning of next one
const c8* COBJMeshFileLoader::goNextWord(const c8* buf, const c8* const pBufEnd)
{
// skip current word
while(( buf != pBufEnd ) && !core::isspace(*buf))
++buf;
return goFirstWord(buf, pBufEnd);
}
//! Read until line break is reached and stop at the next non-space character
const c8* COBJMeshFileLoader::goNextLine(const c8* buf, const c8* const pBufEnd)
{
// look for newline characters
while(buf != pBufEnd)
{
// found it, so leave
if (*buf=='\n' || *buf=='\r')
break;
++buf;
}
return goFirstWord(buf, pBufEnd);
}
u32 COBJMeshFileLoader::copyWord(c8* outBuf, const c8* const inBuf, u32 outBufLength, const c8* const pBufEnd)
{
if (!outBufLength)
return 0;
if (!inBuf)
{
*outBuf = 0;
return 0;
}
u32 i = 0;
while(inBuf[i])
{
if (core::isspace(inBuf[i]) || &(inBuf[i]) == pBufEnd)
break;
++i;
}
u32 length = core::min_(i, outBufLength-1);
for (u32 j=0; j<length; ++j)
outBuf[j] = inBuf[j];
outBuf[i] = 0;
return length;
}
core::stringc COBJMeshFileLoader::copyLine(const c8* inBuf, const c8* pBufEnd)
{
if (!inBuf)
return core::stringc();
const c8* ptr = inBuf;
while (ptr<pBufEnd)
{
if (*ptr=='\n' || *ptr=='\r')
break;
++ptr;
}
return core::stringc(inBuf, ptr-inBuf+1);
}
const c8* COBJMeshFileLoader::goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* pBufEnd)
{
inBuf = goNextWord(inBuf, pBufEnd);
copyWord(outBuf, inBuf, outBufLength, pBufEnd);
return inBuf;
}
bool COBJMeshFileLoader::retrieveVertexIndices(c8* pVertexData, s32* pIdx, const c8* pBufEnd)
{
c8 word[16] = "";
const c8* pChar = goFirstWord(pVertexData, pBufEnd);
u32 idxType = 0; // 0 = posIdx, 1 = texcoordIdx, 2 = normalIdx
s32 index;
u32 i = 0;
while ( pChar != pBufEnd )
{
if ( ( core::isdigit(*pChar)) || (*pChar == '-') )
{
// build up the number
word[i++] = *pChar;
}
else if ( *pChar == '/' || *pChar == '\0' )
{
// number is completed. Convert and store it
word[i] = '\0';
// if no number was found index will become 0 and later on -1 by decrement
index = atoi( word );
if (index<0)
index += pIdx[idxType];
else
--index;
pIdx[idxType] = index;
// reset the word
word[0] = '\0';
i = 0;
// go to the next kind of index type
if (*pChar == '/')
{
if ( ++idxType > 2 )
{
// error checking, shouldn't reach here unless file is wrong
idxType = 0;
}
}
else if (*pChar == '\0')
{
// set all missing values to disable (=-1)
while (++idxType < 3)
pIdx[idxType]=-1;
++pChar;
break; // while
}
}
// go to the next char
++pChar;
}
return true;
}
void COBJMeshFileLoader::cleanUp()
{
u32 i;
for (i = 0; i < materials.size(); ++i )
{
materials[i]->pMeshbuffer->drop();
delete materials[i];
}
materials.clear();
for (i = 0; i < groups.size(); ++i )
{
delete groups[i];
}
groups.clear();
}
} // end namespace scene
} // end namespace irr