Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/C3DSMeshFileLoader.h :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
#define __C_3DS_MESH_FILE_LOADER_H_INCLUDED__

#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "ISceneManager.h"
#include "irrString.h"
#include "SMesh.h"
#include "matrix4.h"

namespace irr
{
namespace scene
{

//! Meshloader capable of loading 3ds meshes.

class C3DSMeshFileLoader : public IMeshLoader
{
public:

	//! Constructor

	C3DSMeshFileLoader(ISceneManager* smgr, io::IFileSystem* fs);

	//! destructor

	virtual ~C3DSMeshFileLoader();

	//! returns true if the file maybe is able to be loaded by this class

	//! based on the file extension (e.g. ".cob")

	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:

	// byte-align structures

	#if defined(_MSC_VER) ||  defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
	#	pragma pack( push, packing )
	#	pragma pack( 1 )
	#	define PACK_STRUCT
	#elif defined( __GNUC__ )
	#	define PACK_STRUCT	__attribute__((packed))
	#else
	#	error compiler not supported
	#endif

	struct ChunkHeader
	{
		u16 id;
		s32 length;
	} PACK_STRUCT;

	// Default alignment

	#if defined(_MSC_VER) ||  defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
	#	pragma pack( pop, packing )
	#endif

	#undef PACK_STRUCT


	struct ChunkData
	{
		ChunkData() : read(0) {}

		ChunkHeader header;
		s32 read;
	};

	struct SCurrentMaterial
	{
		void clear() {
			Material=video::SMaterial();
			Name="";
			Filename[0]="";
			Filename[1]="";
			Filename[2]="";
			Filename[3]="";
			Filename[4]="";
			Strength[0]=0.f;
			Strength[1]=0.f;
			Strength[2]=0.f;
			Strength[3]=0.f;
			Strength[4]=0.f;
		}

		video::SMaterial Material;
		core::stringc Name;
		core::stringc Filename[5];
		f32 Strength[5];
	};

	struct SMaterialGroup
	{
		SMaterialGroup() : faceCount(0), faces(0) {};

		SMaterialGroup(const SMaterialGroup& o)
		{
			*this = o;
		}

		~SMaterialGroup()
		{
			clear();
		}

		void clear()
		{
			delete [] faces;
			faces = 0;
			faceCount = 0;
		}

		void operator =(const SMaterialGroup& o)
		{
			MaterialName = o.MaterialName;
			faceCount = o.faceCount;
			faces = new u16[faceCount];
			for (u32 i=0; i<faceCount; ++i)
				faces[i] = o.faces[i];
		}

		core::stringc MaterialName;
		u16 faceCount;
		u16* faces;
	};

	bool readChunk(io::IReadFile* file, ChunkData* parent);
	bool readMaterialChunk(io::IReadFile* file, ChunkData* parent);
	bool readFrameChunk(io::IReadFile* file, ChunkData* parent);
	bool readTrackChunk(io::IReadFile* file, ChunkData& data,
				IMeshBuffer* mb, const core::vector3df& pivot);
	bool readObjectChunk(io::IReadFile* file, ChunkData* parent);
	bool readPercentageChunk(io::IReadFile* file, ChunkData* chunk, f32& percentage);
	bool readColorChunk(io::IReadFile* file, ChunkData* chunk, video::SColor& out);

	void readChunkData(io::IReadFile* file, ChunkData& data);
	void readString(io::IReadFile* file, ChunkData& data, core::stringc& out);
	void readVertices(io::IReadFile* file, ChunkData& data);
	void readIndices(io::IReadFile* file, ChunkData& data);
	void readMaterialGroup(io::IReadFile* file, ChunkData& data);
	void readTextureCoords(io::IReadFile* file, ChunkData& data);

	void composeObject(io::IReadFile* file, const core::stringc& name);
	void loadMaterials(io::IReadFile* file);
	void cleanUp();

	scene::ISceneManager* SceneManager;
	io::IFileSystem* FileSystem;

	f32* Vertices;
	u16* Indices;
	u32* SmoothingGroups;
	core::array<u16> TempIndices;
	f32* TCoords;
	u16 CountVertices;
	u16 CountFaces; // = CountIndices/4

	u16 CountTCoords;
	core::array<SMaterialGroup> MaterialGroups;

	SCurrentMaterial CurrentMaterial;
	core::array<SCurrentMaterial> Materials;
	core::array<core::stringc> MeshBufferNames;
	core::matrix4 TransformationMatrix;

	SMesh* Mesh;
};

} // end namespace scene

} // end namespace irr


#endif

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
883 membres
1429 sujets
11121 messages
Dernier membre inscrit: Saidov17
42 invités en ligne
Aucun membre connecté
RSS Feed