Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CXMeshFileLoader.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_X_MESH_FILE_LOADER_H_INCLUDED__
#define __C_X_MESH_FILE_LOADER_H_INCLUDED__

#include "IMeshLoader.h"
#include "irrString.h"
#include "CSkinnedMesh.h"


namespace irr
{
namespace io
{
	class IFileSystem;
	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, io::IFileSystem* fs);

	//! 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);

	struct SXTemplateMaterial
	{
		core::stringc Name; // template name from Xfile

		video::SMaterial Material; // material

	};

	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 parseDataObjectMaterial(video::SMaterial& material);

	bool parseDataObjectAnimationSet();

	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);

	ISceneManager* SceneManager;
	io::IFileSystem* FileSystem;

	core::array<CSkinnedMesh::SJoint*> *AllJoints;

	CSkinnedMesh* AnimatedMesh;

	c8* Buffer;
	const c8* P;
	c8* End;
	// counter for number arrays in binary format

	u32 BinaryNumCount;
	u32 Line;
	io::path FilePath;

	CSkinnedMesh::SJoint *CurFrame;

	core::array<SXMesh*> Meshes;

	core::array<SXTemplateMaterial> TemplateMaterials;

	u32 MajorVersion;
	u32 MinorVersion;
	bool BinaryFormat;
	c8 FloatSize;
};

} // 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
40 invités en ligne
Aucun membre connecté
RSS Feed