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luanti/irr/src/CB3DMeshFileLoader.cpp
Lars Müller 7ac5502fdf
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.

- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we now apply a 10x scale to static, non-glTF models.

We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).

However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).

Thus, to preserve behavior, we:

1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.

See also: #16141
2025-05-20 18:37:33 +02:00

859 lines
26 KiB
C++

// Copyright (C) 2006-2012 Luke Hoschke
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// B3D Mesh loader
// File format designed by Mark Sibly for the Blitz3D engine and has been
// declared public domain
#include "CB3DMeshFileLoader.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SkinnedMesh.h"
#include "coreutil.h"
#include "os.h"
#include <algorithm>
#ifdef _DEBUG
#define _B3D_READER_DEBUG
#endif
namespace irr
{
namespace scene
{
//! Constructor
CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager *smgr) :
AnimatedMesh(0), B3DFile(0), VerticesStart(0), NormalsInFile(false),
HasVertexColors(false), ShowWarning(true)
{}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CB3DMeshFileLoader::isALoadableFileExtension(const io::path &filename) const
{
return core::hasFileExtension(filename, "b3d");
}
//! 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 *CB3DMeshFileLoader::createMesh(io::IReadFile *file)
{
if (!file)
return 0;
B3DFile = file;
AnimatedMesh = new scene::SkinnedMeshBuilder(SkinnedMesh::SourceFormat::B3D);
ShowWarning = true; // If true a warning is issued if too many textures are used
VerticesStart = 0;
if (load()) {
return AnimatedMesh->finalize();
} else {
AnimatedMesh->drop();
AnimatedMesh = 0;
}
return AnimatedMesh;
}
bool CB3DMeshFileLoader::load()
{
B3dStack.clear();
NormalsInFile = false;
HasVertexColors = false;
//------ Get header ------
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
if (strncmp(header.name, "BB3D", 4) != 0) {
os::Printer::log("File is not a b3d file. Loading failed (No header found)", B3DFile->getFileName(), ELL_ERROR);
return false;
}
// Add main chunk...
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos() - 8));
// Get file version, but ignore it, as it's not important with b3d files...
s32 fileVersion;
B3DFile->read(&fileVersion, sizeof(fileVersion));
#ifdef __BIG_ENDIAN__
fileVersion = os::Byteswap::byteswap(fileVersion);
#endif
//------ Read main chunk ------
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) {
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos() - 8));
if (strncmp(B3dStack.getLast().name, "TEXS", 4) == 0) {
if (!readChunkTEXS())
return false;
} else if (strncmp(B3dStack.getLast().name, "BRUS", 4) == 0) {
if (!readChunkBRUS())
return false;
} else if (strncmp(B3dStack.getLast().name, "NODE", 4) == 0) {
if (!readChunkNODE((SkinnedMesh::SJoint *)0))
return false;
} else {
os::Printer::log("Unknown chunk found in mesh base - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size() - 1);
}
}
B3dStack.clear();
BaseVertices.clear();
AnimatedVertices_VertexID.clear();
AnimatedVertices_BufferID.clear();
Materials.clear();
Textures.clear();
return true;
}
bool CB3DMeshFileLoader::readChunkNODE(SkinnedMesh::SJoint *inJoint)
{
SkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
joint->Name = readString();
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkNODE";
os::Printer::log(logStr.c_str(), joint->Name.value_or("").c_str(), ELL_DEBUG);
#endif
f32 position[3], scale[3], rotation[4];
readFloats(position, 3);
readFloats(scale, 3);
readFloats(rotation, 4);
joint->Animatedposition = core::vector3df(position[0], position[1], position[2]);
joint->Animatedscale = core::vector3df(scale[0], scale[1], scale[2]);
joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
// Build LocalMatrix:
core::matrix4 positionMatrix;
positionMatrix.setTranslation(joint->Animatedposition);
core::matrix4 scaleMatrix;
scaleMatrix.setScale(joint->Animatedscale);
core::matrix4 rotationMatrix;
joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
if (inJoint)
joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
else
joint->GlobalMatrix = joint->LocalMatrix;
while (B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
{
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos() - 8));
if (strncmp(B3dStack.getLast().name, "NODE", 4) == 0) {
if (!readChunkNODE(joint))
return false;
} else if (strncmp(B3dStack.getLast().name, "MESH", 4) == 0) {
VerticesStart = BaseVertices.size();
if (!readChunkMESH(joint))
return false;
} else if (strncmp(B3dStack.getLast().name, "BONE", 4) == 0) {
if (!readChunkBONE(joint))
return false;
} else if (strncmp(B3dStack.getLast().name, "KEYS", 4) == 0) {
if (!readChunkKEYS(joint))
return false;
} else if (strncmp(B3dStack.getLast().name, "ANIM", 4) == 0) {
if (!readChunkANIM())
return false;
} else {
os::Printer::log("Unknown chunk found in node chunk - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size() - 1);
}
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkMESH(SkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkMESH";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
s32 brushID;
B3DFile->read(&brushID, sizeof(brushID));
#ifdef __BIG_ENDIAN__
brushID = os::Byteswap::byteswap(brushID);
#endif
NormalsInFile = false;
HasVertexColors = false;
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
SB3dChunkHeader header;
B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.push_back(SB3dChunk(header, B3DFile->getPos() - 8));
if (strncmp(B3dStack.getLast().name, "VRTS", 4) == 0) {
if (!readChunkVRTS(inJoint))
return false;
} else if (strncmp(B3dStack.getLast().name, "TRIS", 4) == 0) {
scene::SSkinMeshBuffer *meshBuffer = AnimatedMesh->addMeshBuffer();
if (brushID == -1) { /* ok */
} else if (brushID < 0 || (u32)brushID >= Materials.size()) {
os::Printer::log("Illegal brush ID found", B3DFile->getFileName(), ELL_ERROR);
return false;
} else {
meshBuffer->Material = Materials[brushID].Material;
}
if (readChunkTRIS(meshBuffer, AnimatedMesh->getMeshBufferCount() - 1, VerticesStart) == false)
return false;
if (!NormalsInFile) {
s32 i;
auto &indices = meshBuffer->Indices->Data;
for (i = 0; i < (s32)indices.size(); i += 3) {
core::plane3df p(meshBuffer->getVertex(indices[i + 0])->Pos,
meshBuffer->getVertex(indices[i + 1])->Pos,
meshBuffer->getVertex(indices[i + 2])->Pos);
meshBuffer->getVertex(indices[i + 0])->Normal += p.Normal;
meshBuffer->getVertex(indices[i + 1])->Normal += p.Normal;
meshBuffer->getVertex(indices[i + 2])->Normal += p.Normal;
}
for (i = 0; i < (s32)meshBuffer->getVertexCount(); ++i) {
meshBuffer->getVertex(i)->Normal.normalize();
BaseVertices[VerticesStart + i].Normal = meshBuffer->getVertex(i)->Normal;
}
}
} else {
os::Printer::log("Unknown chunk found in mesh - skipping");
if (!B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length))
return false;
B3dStack.erase(B3dStack.size() - 1);
}
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
/*
VRTS:
int flags ;1=normal values present, 2=rgba values present
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
but we only support 3
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
{
float x,y,z ;always present
float nx,ny,nz ;vertex normal: present if (flags&1)
float red,green,blue,alpha ;vertex color: present if (flags&2)
float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
}
*/
bool CB3DMeshFileLoader::readChunkVRTS(SkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "ChunkVRTS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
const s32 max_tex_coords = 3;
s32 flags, tex_coord_sets, tex_coord_set_size;
B3DFile->read(&flags, sizeof(flags));
B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets));
B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
#ifdef __BIG_ENDIAN__
flags = os::Byteswap::byteswap(flags);
tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
#endif
if (tex_coord_sets < 0 || tex_coord_set_size < 0 ||
tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong
{
os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR);
return false;
}
//------ Allocate Memory, for speed -----------//
s32 numberOfReads = 3;
if (flags & 1) {
NormalsInFile = true;
numberOfReads += 3;
}
if (flags & 2) {
numberOfReads += 4;
HasVertexColors = true;
}
numberOfReads += tex_coord_sets * tex_coord_set_size;
const s32 memoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / numberOfReads;
BaseVertices.reallocate(memoryNeeded + BaseVertices.size() + 1);
AnimatedVertices_VertexID.reallocate(memoryNeeded + AnimatedVertices_VertexID.size() + 1);
//--------------------------------------------//
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
f32 position[3];
f32 normal[3] = {0.f, 0.f, 0.f};
f32 color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
f32 tex_coords[max_tex_coords][4];
readFloats(position, 3);
if (flags & 1)
readFloats(normal, 3);
if (flags & 2)
readFloats(color, 4);
for (s32 i = 0; i < tex_coord_sets; ++i)
readFloats(tex_coords[i], tex_coord_set_size);
f32 tu = 0.0f, tv = 0.0f;
if (tex_coord_sets >= 1 && tex_coord_set_size >= 2) {
tu = tex_coords[0][0];
tv = tex_coords[0][1];
}
f32 tu2 = 0.0f, tv2 = 0.0f;
if (tex_coord_sets > 1 && tex_coord_set_size > 1) {
tu2 = tex_coords[1][0];
tv2 = tex_coords[1][1];
}
// Create Vertex...
video::S3DVertex2TCoords Vertex(position[0], position[1], position[2],
normal[0], normal[1], normal[2],
video::SColorf(color[0], color[1], color[2], color[3]).toSColor(),
tu, tv, tu2, tv2);
// Transform the Vertex position by nested node...
inJoint->GlobalMatrix.transformVect(Vertex.Pos);
Vertex.Normal = inJoint->GlobalMatrix.rotateAndScaleVect(Vertex.Normal);
Vertex.Normal.normalize(); // renormalize: normal might have been skewed by scaling
// Add it...
BaseVertices.push_back(Vertex);
AnimatedVertices_VertexID.push_back(-1);
AnimatedVertices_BufferID.push_back(-1);
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkTRIS(scene::SSkinMeshBuffer *meshBuffer, u32 meshBufferID, s32 vertices_Start)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "ChunkTRIS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
bool showVertexWarning = false;
s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (using a workaround)
B3DFile->read(&triangle_brush_id, sizeof(triangle_brush_id));
#ifdef __BIG_ENDIAN__
triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id);
#endif
SB3dMaterial *B3dMaterial;
if (triangle_brush_id == -1)
B3dMaterial = 0;
else if (triangle_brush_id < 0 || (u32)triangle_brush_id >= Materials.size()) {
os::Printer::log("Illegal material index found", B3DFile->getFileName(), ELL_ERROR);
return false;
} else {
B3dMaterial = &Materials[triangle_brush_id];
meshBuffer->Material = B3dMaterial->Material;
}
const s32 memoryNeeded = B3dStack.getLast().length / sizeof(s32);
meshBuffer->Indices->Data.reserve(memoryNeeded + meshBuffer->Indices->Data.size() + 1);
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
s32 vertex_id[3];
B3DFile->read(vertex_id, 3 * sizeof(s32));
#ifdef __BIG_ENDIAN__
vertex_id[0] = os::Byteswap::byteswap(vertex_id[0]);
vertex_id[1] = os::Byteswap::byteswap(vertex_id[1]);
vertex_id[2] = os::Byteswap::byteswap(vertex_id[2]);
#endif
// Make Ids global:
vertex_id[0] += vertices_Start;
vertex_id[1] += vertices_Start;
vertex_id[2] += vertices_Start;
for (s32 i = 0; i < 3; ++i) {
if ((u32)vertex_id[i] >= AnimatedVertices_VertexID.size()) {
os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR);
return false;
}
if (AnimatedVertices_VertexID[vertex_id[i]] != -1) {
if (AnimatedVertices_BufferID[vertex_id[i]] != (s32)meshBufferID) { // If this vertex is linked in a different meshbuffer
AnimatedVertices_VertexID[vertex_id[i]] = -1;
AnimatedVertices_BufferID[vertex_id[i]] = -1;
showVertexWarning = true;
}
}
if (AnimatedVertices_VertexID[vertex_id[i]] == -1) { // If this vertex is not in the meshbuffer
// Check for lightmapping:
if (BaseVertices[vertex_id[i]].TCoords2 != core::vector2df(0.f, 0.f))
meshBuffer->convertTo2TCoords(); // Will only affect the meshbuffer the first time this is called
// Add the vertex to the meshbuffer:
if (meshBuffer->VertexType == video::EVT_STANDARD)
meshBuffer->Vertices_Standard->Data.push_back(BaseVertices[vertex_id[i]]);
else
meshBuffer->Vertices_2TCoords->Data.push_back(BaseVertices[vertex_id[i]]);
// create vertex id to meshbuffer index link:
AnimatedVertices_VertexID[vertex_id[i]] = meshBuffer->getVertexCount() - 1;
AnimatedVertices_BufferID[vertex_id[i]] = meshBufferID;
if (B3dMaterial) {
// Apply Material/Color/etc...
video::S3DVertex *Vertex = meshBuffer->getVertex(meshBuffer->getVertexCount() - 1);
if (!HasVertexColors)
Vertex->Color = video::SColorf(B3dMaterial->red, B3dMaterial->green,
B3dMaterial->blue, B3dMaterial->alpha).toSColor();
else if (Vertex->Color.getAlpha() == 255)
Vertex->Color.setAlpha((s32)(B3dMaterial->alpha * 255.0f));
// Use texture's scale
if (B3dMaterial->Textures[0]) {
Vertex->TCoords.X *= B3dMaterial->Textures[0]->Xscale;
Vertex->TCoords.Y *= B3dMaterial->Textures[0]->Yscale;
}
/*
if (B3dMaterial->Textures[1])
{
Vertex->TCoords2.X *=B3dMaterial->Textures[1]->Xscale;
Vertex->TCoords2.Y *=B3dMaterial->Textures[1]->Yscale;
}
*/
}
}
}
meshBuffer->Indices->Data.push_back(AnimatedVertices_VertexID[vertex_id[0]]);
meshBuffer->Indices->Data.push_back(AnimatedVertices_VertexID[vertex_id[1]]);
meshBuffer->Indices->Data.push_back(AnimatedVertices_VertexID[vertex_id[2]]);
}
B3dStack.erase(B3dStack.size() - 1);
if (showVertexWarning)
os::Printer::log("B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes");
return true;
}
bool CB3DMeshFileLoader::readChunkBONE(SkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkBONE";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
if (B3dStack.getLast().length > 8) {
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
u32 globalVertexID;
f32 strength;
B3DFile->read(&globalVertexID, sizeof(globalVertexID));
B3DFile->read(&strength, sizeof(strength));
#ifdef __BIG_ENDIAN__
globalVertexID = os::Byteswap::byteswap(globalVertexID);
strength = os::Byteswap::byteswap(strength);
#endif
globalVertexID += VerticesStart;
if (globalVertexID >= AnimatedVertices_VertexID.size()) {
os::Printer::log("Illegal vertex index found", B3DFile->getFileName(), ELL_ERROR);
return false;
}
if (AnimatedVertices_VertexID[globalVertexID] == -1) {
os::Printer::log("B3dMeshLoader: Weight has bad vertex id (no link to meshbuffer index found)");
} else if (strength > 0) {
SkinnedMesh::SWeight *weight = AnimatedMesh->addWeight(inJoint);
weight->strength = strength;
// Find the meshbuffer and Vertex index from the Global Vertex ID:
weight->vertex_id = AnimatedVertices_VertexID[globalVertexID];
weight->buffer_id = AnimatedVertices_BufferID[globalVertexID];
}
}
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkKEYS(SkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
// Only print first, that's just too much output otherwise
if (!inJoint || inJoint->keys.empty()) {
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkKEYS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
}
#endif
s32 flags;
B3DFile->read(&flags, sizeof(flags));
#ifdef __BIG_ENDIAN__
flags = os::Byteswap::byteswap(flags);
#endif
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
s32 frame;
B3DFile->read(&frame, sizeof(frame));
#ifdef __BIG_ENDIAN__
frame = os::Byteswap::byteswap(frame);
#endif
if (frame < 1) {
os::Printer::log("Illegal frame number found", B3DFile->getFileName(), ELL_ERROR);
frame = 1;
}
// Add key frames, frames in Irrlicht are zero-based
f32 data[4];
if (flags & 1) {
readFloats(data, 3);
AnimatedMesh->addPositionKey(inJoint, frame - 1, {data[0], data[1], data[2]});
}
if (flags & 2) {
readFloats(data, 3);
AnimatedMesh->addScaleKey(inJoint, frame - 1, {data[0], data[1], data[2]});
}
if (flags & 4) {
readFloats(data, 4);
AnimatedMesh->addRotationKey(inJoint, frame - 1, core::quaternion(data[1], data[2], data[3], data[0]));
}
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkANIM()
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkANIM";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
s32 animFlags; // not stored\used
s32 animFrames; // not stored\used
f32 animFPS; // not stored\used
B3DFile->read(&animFlags, sizeof(s32));
B3DFile->read(&animFrames, sizeof(s32));
readFloats(&animFPS, 1);
if (animFPS > 0.f)
AnimatedMesh->setAnimationSpeed(animFPS);
os::Printer::log("FPS", io::path((double)animFPS), ELL_DEBUG);
#ifdef __BIG_ENDIAN__
animFlags = os::Byteswap::byteswap(animFlags);
animFrames = os::Byteswap::byteswap(animFrames);
#endif
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkTEXS()
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkTEXS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
Textures.push_back(SB3dTexture());
SB3dTexture &B3dTexture = Textures.getLast();
B3dTexture.TextureName = readString();
std::replace(B3dTexture.TextureName.begin(), B3dTexture.TextureName.end(), '\\', '/');
#ifdef _B3D_READER_DEBUG
os::Printer::log("read Texture", B3dTexture.TextureName.c_str(), ELL_DEBUG);
#endif
B3DFile->read(&B3dTexture.Flags, sizeof(s32));
B3DFile->read(&B3dTexture.Blend, sizeof(s32));
#ifdef __BIG_ENDIAN__
B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags);
B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend);
#endif
#ifdef _B3D_READER_DEBUG
os::Printer::log("Flags", core::stringc(B3dTexture.Flags).c_str(), ELL_DEBUG);
os::Printer::log("Blend", core::stringc(B3dTexture.Blend).c_str(), ELL_DEBUG);
#endif
readFloats(&B3dTexture.Xpos, 1);
readFloats(&B3dTexture.Ypos, 1);
readFloats(&B3dTexture.Xscale, 1);
readFloats(&B3dTexture.Yscale, 1);
readFloats(&B3dTexture.Angle, 1);
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
bool CB3DMeshFileLoader::readChunkBRUS()
{
#ifdef _B3D_READER_DEBUG
core::stringc logStr;
for (u32 i = 1; i < B3dStack.size(); ++i)
logStr += "-";
logStr += "read ChunkBRUS";
os::Printer::log(logStr.c_str(), ELL_DEBUG);
#endif
u32 n_texs;
B3DFile->read(&n_texs, sizeof(u32));
#ifdef __BIG_ENDIAN__
n_texs = os::Byteswap::byteswap(n_texs);
#endif
// number of texture ids read for Irrlicht
const u32 num_textures = core::min_(n_texs, video::MATERIAL_MAX_TEXTURES);
// number of bytes to skip (for ignored texture ids)
const u32 n_texs_offset = (num_textures < n_texs) ? (n_texs - num_textures) : 0;
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
{
// This is what blitz basic calls a brush, like a Irrlicht Material
auto name = readString();
#ifdef _B3D_READER_DEBUG
os::Printer::log("read Material", name.c_str(), ELL_DEBUG);
#endif
Materials.push_back(SB3dMaterial());
SB3dMaterial &B3dMaterial = Materials.getLast();
readFloats(&B3dMaterial.red, 1);
readFloats(&B3dMaterial.green, 1);
readFloats(&B3dMaterial.blue, 1);
readFloats(&B3dMaterial.alpha, 1);
readFloats(&B3dMaterial.shininess, 1);
B3DFile->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend));
B3DFile->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx));
#ifdef __BIG_ENDIAN__
B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend);
B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx);
#endif
#ifdef _B3D_READER_DEBUG
os::Printer::log("Blend", core::stringc(B3dMaterial.blend).c_str(), ELL_DEBUG);
os::Printer::log("FX", core::stringc(B3dMaterial.fx).c_str(), ELL_DEBUG);
#endif
u32 i;
for (i = 0; i < num_textures; ++i) {
s32 texture_id = -1;
B3DFile->read(&texture_id, sizeof(s32));
#ifdef __BIG_ENDIAN__
texture_id = os::Byteswap::byteswap(texture_id);
#endif
//--- Get pointers to the texture, based on the IDs ---
if ((u32)texture_id < Textures.size()) {
B3dMaterial.Textures[i] = &Textures[texture_id];
#ifdef _B3D_READER_DEBUG
os::Printer::log("Layer", core::stringc(i).c_str(), ELL_DEBUG);
os::Printer::log("using texture", Textures[texture_id].TextureName.c_str(), ELL_DEBUG);
#endif
} else
B3dMaterial.Textures[i] = 0;
}
// skip other texture ids
for (i = 0; i < n_texs_offset; ++i) {
s32 texture_id = -1;
B3DFile->read(&texture_id, sizeof(s32));
#ifdef __BIG_ENDIAN__
texture_id = os::Byteswap::byteswap(texture_id);
#endif
if (ShowWarning && (texture_id != -1) && (n_texs > video::MATERIAL_MAX_TEXTURES)) {
os::Printer::log("Too many textures used in one material", B3DFile->getFileName(), ELL_WARNING);
ShowWarning = false;
}
}
// Fixes problems when the lightmap is on the first texture:
if (B3dMaterial.Textures[0] != 0) {
if (B3dMaterial.Textures[0]->Flags & 65536) { // 65536 = secondary UV
SB3dTexture *TmpTexture;
TmpTexture = B3dMaterial.Textures[1];
B3dMaterial.Textures[1] = B3dMaterial.Textures[0];
B3dMaterial.Textures[0] = TmpTexture;
}
}
// If a preceeding texture slot is empty move the others down:
for (i = num_textures; i > 0; --i) {
for (u32 j = i - 1; j < num_textures - 1; ++j) {
if (B3dMaterial.Textures[j + 1] != 0 && B3dMaterial.Textures[j] == 0) {
B3dMaterial.Textures[j] = B3dMaterial.Textures[j + 1];
B3dMaterial.Textures[j + 1] = 0;
}
}
}
//------ Convert blitz flags/blend to irrlicht -------
// Two textures:
if (B3dMaterial.Textures[1]) {
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
} else if (B3dMaterial.Textures[0]) { // One texture:
// Flags & 0x1 is usual SOLID, 0x8 is mipmap (handled before)
if (B3dMaterial.Textures[0]->Flags & 0x2) { // (Alpha mapped)
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
} else if (B3dMaterial.Textures[0]->Flags & 0x4) //(Masked)
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // TODO: create color key texture
else if (B3dMaterial.alpha == 1.f)
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
else {
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
} else // No texture:
{
if (B3dMaterial.alpha == 1.f)
B3dMaterial.Material.MaterialType = video::EMT_SOLID;
else {
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
}
//------ Material fx ------
if (B3dMaterial.fx & 16) // disable backface culling
B3dMaterial.Material.BackfaceCulling = false;
if (B3dMaterial.fx & 32) { // force vertex alpha-blending
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
}
B3dStack.erase(B3dStack.size() - 1);
return true;
}
std::string CB3DMeshFileLoader::readString()
{
std::string newstring = "";
while (true) {
c8 character;
if (B3DFile->read(&character, sizeof(character)) == 0)
break; // eof
if (character == 0)
break;
newstring.push_back(character);
}
return newstring;
}
void CB3DMeshFileLoader::readFloats(f32 *vec, u32 count)
{
B3DFile->read(vec, count * sizeof(f32));
#ifdef __BIG_ENDIAN__
for (u32 n = 0; n < count; ++n)
vec[n] = os::Byteswap::byteswap(vec[n]);
#endif
}
} // end namespace scene
} // end namespace irr