mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Copy irrlichtmt to <root>/irr/
This commit is contained in:
parent
a7908da968
commit
f638482fba
349 changed files with 109124 additions and 0 deletions
181
irr/src/CXMeshFileLoader.h
Normal file
181
irr/src/CXMeshFileLoader.h
Normal file
|
@ -0,0 +1,181 @@
|
|||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "IMeshLoader.h"
|
||||
#include "irrString.h"
|
||||
#include "CSkinnedMesh.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace scene
|
||||
{
|
||||
class IMeshManipulator;
|
||||
|
||||
//! Meshloader capable of loading x meshes.
|
||||
class CXMeshFileLoader : public IMeshLoader
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
CXMeshFileLoader(scene::ISceneManager *smgr);
|
||||
|
||||
//! returns true if the file maybe is able to be loaded by this class
|
||||
//! based on the file extension (e.g. ".cob")
|
||||
bool isALoadableFileExtension(const io::path &filename) const override;
|
||||
|
||||
//! 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.
|
||||
IAnimatedMesh *createMesh(io::IReadFile *file) override;
|
||||
|
||||
struct SXMesh
|
||||
{
|
||||
SXMesh() :
|
||||
MaxSkinWeightsPerVertex(0), MaxSkinWeightsPerFace(0), BoneCount(0), AttachedJointID(-1), HasSkinning(false), HasVertexColors(false) {}
|
||||
// this mesh contains triangulated texture data.
|
||||
// because in an .x file, faces can be made of more than 3
|
||||
// vertices, the indices data structure is triangulated during the
|
||||
// loading process. The IndexCountPerFace array is filled during
|
||||
// this triangulation process and stores how much indices belong to
|
||||
// every face. This data structure can be ignored, because all data
|
||||
// in this structure is triangulated.
|
||||
|
||||
core::stringc Name;
|
||||
|
||||
u32 MaxSkinWeightsPerVertex;
|
||||
u32 MaxSkinWeightsPerFace;
|
||||
u32 BoneCount;
|
||||
|
||||
core::array<u16> IndexCountPerFace; // default 3, but could be more
|
||||
|
||||
core::array<scene::SSkinMeshBuffer *> Buffers;
|
||||
|
||||
core::array<video::S3DVertex> Vertices;
|
||||
core::array<core::vector2df> TCoords2;
|
||||
|
||||
core::array<u32> Indices;
|
||||
|
||||
core::array<u32> FaceMaterialIndices; // index of material for each face
|
||||
|
||||
core::array<video::SMaterial> Materials; // material array
|
||||
|
||||
core::array<u32> WeightJoint;
|
||||
core::array<u32> WeightNum;
|
||||
|
||||
s32 AttachedJointID;
|
||||
|
||||
bool HasSkinning;
|
||||
bool HasVertexColors;
|
||||
};
|
||||
|
||||
private:
|
||||
bool load(io::IReadFile *file);
|
||||
|
||||
bool readFileIntoMemory(io::IReadFile *file);
|
||||
|
||||
bool parseFile();
|
||||
|
||||
bool parseDataObject();
|
||||
|
||||
bool parseDataObjectTemplate();
|
||||
|
||||
bool parseDataObjectFrame(CSkinnedMesh::SJoint *parent);
|
||||
|
||||
bool parseDataObjectTransformationMatrix(core::matrix4 &mat);
|
||||
|
||||
bool parseDataObjectMesh(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectSkinWeights(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectSkinMeshHeader(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectMeshNormals(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectMeshTextureCoords(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectMeshVertexColors(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectMeshMaterialList(SXMesh &mesh);
|
||||
|
||||
bool parseDataObjectAnimationSet();
|
||||
|
||||
bool parseDataObjectAnimationTicksPerSecond();
|
||||
|
||||
bool parseDataObjectAnimation();
|
||||
|
||||
bool parseDataObjectAnimationKey(ISkinnedMesh::SJoint *joint);
|
||||
|
||||
bool parseDataObjectTextureFilename(core::stringc &texturename);
|
||||
|
||||
bool parseUnknownDataObject();
|
||||
|
||||
//! places pointer to next begin of a token, and ignores comments
|
||||
void findNextNoneWhiteSpace();
|
||||
|
||||
//! places pointer to next begin of a token, which must be a number,
|
||||
// and ignores comments
|
||||
void findNextNoneWhiteSpaceNumber();
|
||||
|
||||
//! returns next parseable token. Returns empty string if no token there
|
||||
core::stringc getNextToken();
|
||||
|
||||
//! reads header of dataobject including the opening brace.
|
||||
//! returns false if error happened, and writes name of object
|
||||
//! if there is one
|
||||
bool readHeadOfDataObject(core::stringc *outname = 0);
|
||||
|
||||
//! checks for closing curly brace, returns false if not there
|
||||
bool checkForClosingBrace();
|
||||
|
||||
//! checks for one following semicolons, returns false if not there
|
||||
bool checkForOneFollowingSemicolons();
|
||||
|
||||
//! checks for two following semicolons, returns false if they are not there
|
||||
bool checkForTwoFollowingSemicolons();
|
||||
|
||||
//! reads a x file style string
|
||||
bool getNextTokenAsString(core::stringc &out);
|
||||
|
||||
void readUntilEndOfLine();
|
||||
|
||||
u16 readBinWord();
|
||||
u32 readBinDWord();
|
||||
u32 readInt();
|
||||
f32 readFloat();
|
||||
bool readVector2(core::vector2df &vec);
|
||||
bool readVector3(core::vector3df &vec);
|
||||
bool readMatrix(core::matrix4 &mat);
|
||||
bool readRGB(video::SColor &color);
|
||||
bool readRGBA(video::SColor &color);
|
||||
|
||||
CSkinnedMesh *AnimatedMesh;
|
||||
|
||||
c8 *Buffer;
|
||||
const c8 *P;
|
||||
c8 *End;
|
||||
// counter for number arrays in binary format
|
||||
u32 BinaryNumCount;
|
||||
u32 Line;
|
||||
io::path FilePath;
|
||||
|
||||
bool ErrorState;
|
||||
|
||||
CSkinnedMesh::SJoint *CurFrame;
|
||||
|
||||
core::array<SXMesh *> Meshes;
|
||||
|
||||
u32 MajorVersion;
|
||||
u32 MinorVersion;
|
||||
bool BinaryFormat;
|
||||
c8 FloatSize;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
Loading…
Add table
Add a link
Reference in a new issue