140 lines
3.3 KiB
C++
140 lines
3.3 KiB
C++
// Copyright (C) 2006-2008 Luke Hoschke
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// B3D Mesh loader
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// File format designed by Mark Sibly for the Blitz3D engine and has been
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// declared public domain
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#include "IrrCompileConfig.h"
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#ifndef __C_B3D_MESH_LOADER_H_INCLUDED__
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#define __C_B3D_MESH_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "ISceneManager.h"
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#include "CSkinnedMesh.h"
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#include "IReadFile.h"
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namespace irr
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{
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namespace scene
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{
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//! Meshloader for B3D format
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class CB3DMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CB3DMeshFileLoader(scene::ISceneManager* smgr);
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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virtual bool isALoadableFileExtension(const c8* fileName) const;
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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virtual IAnimatedMesh* createMesh(io::IReadFile* file);
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private:
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struct SB3dChunkHeader
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{
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c8 name[4];
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s32 size;
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};
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struct SB3dChunk
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{
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SB3dChunk(const SB3dChunkHeader& header, long sp)
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: length(header.size+8), startposition(sp)
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{
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name[0]=header.name[0];
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name[1]=header.name[1];
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name[2]=header.name[2];
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name[3]=header.name[3];
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}
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c8 name[4];
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s32 length;
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long startposition;
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};
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struct SB3dTexture
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{
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core::stringc TextureName;
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s32 Flags;
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s32 Blend;
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f32 Xpos;
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f32 Ypos;
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f32 Xscale;
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f32 Yscale;
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f32 Angle;
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};
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struct SB3dMaterial
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{
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SB3dMaterial() : red(1.0f), green(1.0f),
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blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
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fx(0)
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{
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for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
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Textures[i]=0;
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}
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video::SMaterial Material;
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f32 red, green, blue, alpha;
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f32 shininess;
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s32 blend,fx;
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SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
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};
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bool load();
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bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
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bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
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bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
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bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
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bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
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bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
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bool readChunkANIM();
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bool readChunkTEXS();
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bool readChunkBRUS();
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void loadTextures(SB3dMaterial& material) const;
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core::stringc readString();
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core::stringc stripPathFromString(const core::stringc& string, bool returnPath=false) const;
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void readFloats(f32* vec, u32 count);
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core::array<SB3dChunk> B3dStack;
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core::array<SB3dMaterial> Materials;
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core::array<SB3dTexture> Textures;
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core::array<s32> AnimatedVertices_VertexID;
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core::array<s32> AnimatedVertices_BufferID;
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core::array<video::S3DVertex2TCoords> BaseVertices;
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core::array<scene::SSkinMeshBuffer*> *Buffers;
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core::array<CSkinnedMesh::SJoint*> *AllJoints;
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ISceneManager* SceneManager;
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CSkinnedMesh* AnimatedMesh;
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io::IReadFile* B3DFile;
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bool NormalsInFile;
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bool ShowWarning;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __C_B3D_MESH_LOADER_H_INCLUDED__
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