stk-code_catmod/lib/irrlicht/source/Irrlicht/CB3DMeshFileLoader.h
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

141 lines
3.4 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 "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);
//! 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 io::path& filename) const;
//! 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
{
SB3dChunk(const SB3dChunkHeader& header, long sp)
: length(header.size+8), startposition(sp)
{
name[0]=header.name[0];
name[1]=header.name[1];
name[2]=header.name[2];
name[3]=header.name[3];
}
c8 name[4];
s32 length;
long startposition;
};
struct SB3dTexture
{
core::stringc TextureName;
s32 Flags;
s32 Blend;
f32 Xpos;
f32 Ypos;
f32 Xscale;
f32 Yscale;
f32 Angle;
};
struct SB3dMaterial
{
SB3dMaterial() : red(1.0f), green(1.0f),
blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
fx(0)
{
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
Textures[i]=0;
}
video::SMaterial Material;
f32 red, green, blue, alpha;
f32 shininess;
s32 blend,fx;
SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
};
bool load();
bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
bool readChunkANIM();
bool readChunkTEXS();
bool readChunkBRUS();
void loadTextures(SB3dMaterial& material) const;
void readString(core::stringc& newstring);
void readFloats(f32* vec, u32 count);
core::array<SB3dChunk> B3dStack;
core::array<SB3dMaterial> Materials;
core::array<SB3dTexture> Textures;
core::array<s32> AnimatedVertices_VertexID;
core::array<s32> AnimatedVertices_BufferID;
core::array<video::S3DVertex2TCoords> BaseVertices;
ISceneManager* SceneManager;
CSkinnedMesh* AnimatedMesh;
io::IReadFile* B3DFile;
//B3Ds have Vertex ID's local within the mesh I don't want this
// Variable needs to be class member due to recursion in calls
u32 VerticesStart;
bool NormalsInFile;
bool HasVertexColors;
bool ShowWarning;
};
} // end namespace scene
} // end namespace irr
#endif // __C_B3D_MESH_LOADER_H_INCLUDED__