IMeshLoader
类型名
| 类型 | 第一层命名空间 | 第二层命名空间 |
|
Irrlicht::scene::IMeshLoader
| 接口类 | irr | scene |
|
继承关系:继承自irr::IReferrenceCounted
1.COBJMeshLoader
类型名
| 类型 | 第一层命名空间 | 第二层命名空间 | 父类 |
COBJMeshLoader | 类 | irr | scene | IMeshLoader |
#ifndef __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
#define __C_OBJ_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h" //接口父类头文件
#include "IFileSystem.h" //文件系统头文件
#include "ISceneManager.h"//场景管理器
#include "irrString.h"//
#include "SMeshBuffer.h"
#include "irrMap.h"
namespace irr
{
namespace scene
{
//obj网格文件加载器
class COBJMeshFileLoader : public IMeshLoader//公共继承自IMeshLoader接口类
{
public:
//构造函数
COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//析构
virtual ~COBJMeshFileLoader();
//! 如果文件能被该类加载则返回true
//! 基于文件拓展名obj(e.g. ".obj")
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! 从文件中创建或加载一个IAnimatedMesh
//! \r返回指向已创建网格的指针 ,当加载失败时返回0.
//! 如果你不再需要这网格, 你应该调用IAnimatedMesh::drop().
//! 参阅 IReferenceCounted::drop() 可得到更多信息.
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
struct SObjMtl //用来存储材质库的类
{
SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
RecalculateNormals(false)
{
Meshbuffer = new SMeshBuffer();
Meshbuffer->Material.Shininess = 0.0f;
Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor();
Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor();
Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor();
}
SObjMtl(const SObjMtl& o)
: Name(o.Name), Group(o.Group),
Bumpiness(o.Bumpiness), Illumination(o.Illumination),
RecalculateNormals(false)
{
Meshbuffer = new SMeshBuffer();
Meshbuffer->Material = o.Meshbuffer->Material;
}
core::map<video::S3DVertex, int> VertMap;
scene::SMeshBuffer *Meshbuffer;
core::stringc Name;
core::stringc Group;
f32 Bumpiness;
c8 Illumination;
bool RecalculateNormals;
};
// 帮助读取材质的成员函数
const c8* readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath);
// returns a pointer to the first printable character available in the buffer返回一个指向buffer中第一个可打印的字母的指针
const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
// returns a pointer to the first printable character after the first non-printable返回一个指向不可打印字母后的第一个可打印的字母的指针
const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true);
// returns a pointer to the next printable character after the first line break返回一个指向第二个可打印的字母的指针
const c8* goNextLine(const c8* buf, const c8* const bufEnd);
// copies the current word from the inBuf to the outBuf从inBuf中复制当前字到outBuf中
u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
// copies the current line from the inBuf to the outBuf从inBuf中复制当前行到outBuf中
core::stringc copyLine(const c8* inBuf, const c8* const bufEnd);
// combination of goNextWord followed by copyWord//copyWord和goNextWord的组合
const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd);
//! Read the material from the given file从已给的文件中读材质
void readMTL(const c8* fileName, const io::path& relPath);
//! Find and return the material with the given name找出并返回给出名字的材质
SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName);
//! Read RGB color//读RGB颜色
const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd);
//! Read 3d vector of floats//读单精度浮点3d向量
const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd);
//! Read 2d vector of floats//读单精度浮点2d向量
const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd);
//! Read boolean value represented as 'on' or 'off'//读表现为on或off的布尔值
const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd);
// reads and convert to integer the vertex indices in a line of obj file's face statement//读面描述中的顶点索引并将其转化为整型
// -1 for the index if it doesn't exist如果顶点不存在则转化为-1
// indices are changed to 0-based index instead of 1-based from the obj file索引将被转化为基于0的索引而非基于1,retrieve:重新获得,
bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize);
void cleanUp();
scene::ISceneManager* SceneManager;
io::IFileSystem* FileSystem;
core::array<SObjMtl*> Materials;
};
} // end namespace scene
} // end namespace irr
#endif
createMesh(io::IReadFile *file)=0 | [pure virtual] | |
drop() const | [inline] | |
getDebugName() const | [inline] | |
getReferenceCount() const | [inline] | |
grab() const | [inline] | |
[inline] | ||
isALoadableFileExtension(const io::path &filename) const =0 | [pure virtual] | |
setDebugName(const c8 *newName) | [inline, protected] | |
[inline, virtual] | ||
[inline, virtual] |
// 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
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
#include "COBJMeshFileLoader.h"
#include "IMeshManipulator.h"
#include "IVideoDriver.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "fast_atof.h"
#include "coreutil.h"
#include "os.h"
namespace irr
{
namespace scene
{
#ifdef _DEBUG
#define _IRR_DEBUG_OBJ_LOADER_
#endif
static const u32 WORD_BUFFER_LENGTH = 512;
//! Constructor
COBJMeshFileLoader::COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs)
: SceneManager(smgr), FileSystem(fs)
{
#ifdef _DEBUG
setDebugName("COBJMeshFileLoader");
#endif
if (FileSystem)
FileSystem->grab();
}
//! destructor
COBJMeshFileLoader::~COBJMeshFileLoader()
{
if (FileSystem)
FileSystem->drop();
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool COBJMeshFileLoader::isALoadableFileExtension(const io::path& filename) const//是obj格式吗?
{
return core::hasFileExtension ( filename, "obj" );
}
//! 从文件中创建或加载一个IAnimatedMesh
//! \r返回指向已创建网格的指针 ,当加载失败时返回0.
//! 如果你不再需要这网格, 你应该调用IAnimatedMesh::drop().
//! 参阅 IReferenceCounted::drop() 可得到更多信息.
IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)//从obj文件创建IAnimatedMesh
{
const long filesize = file->getSize();
if (!filesize)
return 0;
const u32 WORD_BUFFER_LENGTH = 512;
core::array<core::vector3df> vertexBuffer;
core::array<core::vector3df> normalsBuffer;
core::array<core::vector2df> textureCoordBuffer;
SObjMtl * currMtl = new SObjMtl();
Materials.push_back(currMtl);
u32 smoothingGroup=0;
const io::path fullName = file->getFileName();
const io::path relPath = FileSystem->getFileDir(fullName)+"/";
c8* buf = new c8[filesize];
memset(buf, 0, filesize);
file->read((void*)buf, filesize);
const c8* const bufEnd = buf+filesize;
// Process obj information
const c8* bufPtr = buf;
core::stringc grpName, mtlName;
bool mtlChanged=false;
bool useGroups = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_GROUPS);
bool useMaterials = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_MATERIAL_FILES);
while(bufPtr != bufEnd)
{
switch(bufPtr[0])
{
case 'm': // mtllib (material)
{
if (useMaterials)
{
c8 name[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(name, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Reading material file",name);
#endif
readMTL(name, relPath);
}
}
break;
case 'v': // v, vn, vt
switch(bufPtr[1])
{
case ' ': // vertex
{
core::vector3df vec;
bufPtr = readVec3(bufPtr, vec, bufEnd);
vertexBuffer.push_back(vec);
}
break;
case 'n': // normal
{
core::vector3df vec;
bufPtr = readVec3(bufPtr, vec, bufEnd);
normalsBuffer.push_back(vec);
}
break;
case 't': // texcoord
{
core::vector2df vec;
bufPtr = readUV(bufPtr, vec, bufEnd);
textureCoordBuffer.push_back(vec);
}
break;
}
break;
case 'g': // group name
{
c8 grp[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(grp, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded group start",grp, ELL_DEBUG);
#endif
if (useGroups)
{
if (0 != grp[0])
grpName = grp;
else
grpName = "default";
}
mtlChanged=true;
}
break;
case 's': // smoothing can be a group or off (equiv. to 0)
{
c8 smooth[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(smooth, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded smoothing group start",smooth, ELL_DEBUG);
#endif
if (core::stringc("off")==smooth)
smoothingGroup=0;
else
smoothingGroup=core::strtoul10(smooth);
}
break;
case 'u': // usemtl
// get name of material
{
c8 matName[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(matName, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded material start",matName, ELL_DEBUG);
#endif
mtlName=matName;
mtlChanged=true;
}
break;
case 'f': // face
{
c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
video::S3DVertex v;
// Assign vertex color from currently active material's diffuse color
if (mtlChanged)
{
// retrieve the material
SObjMtl *useMtl = findMtl(mtlName, grpName);
// only change material if we found it
if (useMtl)
currMtl = useMtl;
mtlChanged=false;
}
if (currMtl)
v.Color = currMtl->Meshbuffer->Material.DiffuseColor;
// get all vertices data in this face (current line of obj file)
const core::stringc wordBuffer = copyLine(bufPtr, bufEnd);
const c8* linePtr = wordBuffer.c_str();
const c8* const endPtr = linePtr+wordBuffer.size();
core::array<int> faceCorners;
faceCorners.reallocate(32); // should be large enough
// read in all vertices
linePtr = goNextWord(linePtr, endPtr);
while (0 != linePtr[0])
{
// Array to communicate with retrieveVertexIndices()
// sends the buffer sizes and gets the actual indices
// if index not set returns -1
s32 Idx[3];
Idx[1] = Idx[2] = -1;
// read in next vertex's data
u32 wlength = copyWord(vertexWord, linePtr, WORD_BUFFER_LENGTH, endPtr);
// this function will also convert obj's 1-based index to c++'s 0-based index
retrieveVertexIndices(vertexWord, Idx, vertexWord+wlength+1, vertexBuffer.size(), textureCoordBuffer.size(), normalsBuffer.size());
v.Pos = vertexBuffer[Idx[0]];
if ( -1 != Idx[1] )
v.TCoords = textureCoordBuffer[Idx[1]];
else
v.TCoords.set(0.0f,0.0f);
if ( -1 != Idx[2] )
v.Normal = normalsBuffer[Idx[2]];
else
{
v.Normal.set(0.0f,0.0f,0.0f);
currMtl->RecalculateNormals=true;
}
int vertLocation;
core::map<video::S3DVertex, int>::Node* n = currMtl->VertMap.find(v);
if (n)
{
vertLocation = n->getValue();
}
else
{
currMtl->Meshbuffer->Vertices.push_back(v);
vertLocation = currMtl->Meshbuffer->Vertices.size() -1;
currMtl->VertMap.insert(v, vertLocation);
}
faceCorners.push_back(vertLocation);
// go to next vertex
linePtr = goNextWord(linePtr, endPtr);
}
// triangulate the face
for ( u32 i = 1; i < faceCorners.size() - 1; ++i )
{
// Add a triangle
currMtl->Meshbuffer->Indices.push_back( faceCorners[i+1] );
currMtl->Meshbuffer->Indices.push_back( faceCorners[i] );
currMtl->Meshbuffer->Indices.push_back( faceCorners[0] );
}
faceCorners.set_used(0); // fast clear
faceCorners.reallocate(32);
}
break;
case '#': // comment
default:
break;
} // end switch(bufPtr[0])
// eat up rest of line
bufPtr = goNextLine(bufPtr, bufEnd);
} // end while(bufPtr && (bufPtr-buf<filesize))
SMesh* mesh = new SMesh();
// Combine all the groups (meshbuffers) into the mesh
for ( u32 m = 0; m < Materials.size(); ++m )
{
if ( Materials[m]->Meshbuffer->getIndexCount() > 0 )
{
Materials[m]->Meshbuffer->recalculateBoundingBox();
if (Materials[m]->RecalculateNormals)
SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer);
if (Materials[m]->Meshbuffer->Material.MaterialType == video::EMT_PARALLAX_MAP_SOLID)
{
SMesh tmp;
tmp.addMeshBuffer(Materials[m]->Meshbuffer);
IMesh* tangentMesh = SceneManager->getMeshManipulator()->createMeshWithTangents(&tmp);
mesh->addMeshBuffer(tangentMesh->getMeshBuffer(0));
tangentMesh->drop();
}
else
mesh->addMeshBuffer( Materials[m]->Meshbuffer );
}
}
// Create the Animated mesh if there's anything in the mesh
SAnimatedMesh* animMesh = 0;
if ( 0 != mesh->getMeshBufferCount() )
{
mesh->recalculateBoundingBox();
animMesh = new SAnimatedMesh();
animMesh->Type = EAMT_OBJ;
animMesh->addMesh(mesh);
animMesh->recalculateBoundingBox();
}
// Clean up the allocate obj file contents
delete [] buf;
// more cleaning up
cleanUp();
mesh->drop();
return animMesh;
}
const c8* COBJMeshFileLoader::readTextures(const c8* bufPtr, const c8* const bufEnd, SObjMtl* currMaterial, const io::path& relPath)
{
u8 type=0; // map_Kd - diffuse color texture map
// map_Ks - specular color texture map
// map_Ka - ambient color texture map
// map_Ns - shininess texture map
if ((!strncmp(bufPtr,"map_bump",8)) || (!strncmp(bufPtr,"bump",4)))
type=1; // normal map
else if ((!strncmp(bufPtr,"map_d",5)) || (!strncmp(bufPtr,"map_opacity",11)))
type=2; // opacity map
else if (!strncmp(bufPtr,"map_refl",8))
type=3; // reflection map
// extract new material's name
c8 textureNameBuf[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
f32 bumpiness = 6.0f;
bool clamp = false;
// handle options
while (textureNameBuf[0]=='-')
{
if (!strncmp(bufPtr,"-bm",3))
{
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
currMaterial->Meshbuffer->Material.MaterialTypeParam=core::fast_atof(textureNameBuf);
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
continue;
}
else
if (!strncmp(bufPtr,"-blendu",7))
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
else
if (!strncmp(bufPtr,"-blendv",7))
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
else
if (!strncmp(bufPtr,"-cc",3))
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
else
if (!strncmp(bufPtr,"-clamp",6))
bufPtr = readBool(bufPtr, clamp, bufEnd);
else
if (!strncmp(bufPtr,"-texres",7))
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
else
if (!strncmp(bufPtr,"-type",5))
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
else
if (!strncmp(bufPtr,"-mm",3))
{
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
}
else
if (!strncmp(bufPtr,"-o",2)) // texture coord translation
{
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
// next parameters are optional, so skip rest of loop if no number is found
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
else
if (!strncmp(bufPtr,"-s",2)) // texture coord scale
{
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
// next parameters are optional, so skip rest of loop if no number is found
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
else
if (!strncmp(bufPtr,"-t",2))
{
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
// next parameters are optional, so skip rest of loop if no number is found
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
if (!core::isdigit(textureNameBuf[0]))
continue;
}
// get next word
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
}
if ((type==1) && (core::isdigit(textureNameBuf[0])))
{
currMaterial->Meshbuffer->Material.MaterialTypeParam=core::fast_atof(textureNameBuf);
bufPtr = goAndCopyNextWord(textureNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
}
if (clamp)
currMaterial->Meshbuffer->Material.setFlag(video::EMF_TEXTURE_WRAP, video::ETC_CLAMP);
io::path texname(textureNameBuf);
texname.replace('\\', '/');
video::ITexture * texture = 0;
bool newTexture=false;
if (texname.size())
{
io::path texnameWithUserPath( SceneManager->getParameters()->getAttributeAsString(OBJ_TEXTURE_PATH) );
if ( texnameWithUserPath.size() )
{
texnameWithUserPath += '/';
texnameWithUserPath += texname;
}
if (FileSystem->existFile(texnameWithUserPath))
texture = SceneManager->getVideoDriver()->getTexture(texnameWithUserPath);
else if (FileSystem->existFile(texname))
{
newTexture = SceneManager->getVideoDriver()->findTexture(texname) == 0;
texture = SceneManager->getVideoDriver()->getTexture(texname);
}
else
{
newTexture = SceneManager->getVideoDriver()->findTexture(relPath + texname) == 0;
// try to read in the relative path, the .obj is loaded from
texture = SceneManager->getVideoDriver()->getTexture( relPath + texname );
}
}
if ( texture )
{
if (type==0)
currMaterial->Meshbuffer->Material.setTexture(0, texture);
else if (type==1)
{
if (newTexture)
SceneManager->getVideoDriver()->makeNormalMapTexture(texture, bumpiness);
currMaterial->Meshbuffer->Material.setTexture(1, texture);
currMaterial->Meshbuffer->Material.MaterialType=video::EMT_PARALLAX_MAP_SOLID;
currMaterial->Meshbuffer->Material.MaterialTypeParam=0.035f;
}
else if (type==2)
{
currMaterial->Meshbuffer->Material.setTexture(0, texture);
currMaterial->Meshbuffer->Material.MaterialType=video::EMT_TRANSPARENT_ADD_COLOR;
}
else if (type==3)
{
// currMaterial->Meshbuffer->Material.Textures[1] = texture;
// currMaterial->Meshbuffer->Material.MaterialType=video::EMT_REFLECTION_2_LAYER;
}
// Set diffuse material color to white so as not to affect texture color
// Because Maya set diffuse color Kd to black when you use a diffuse color map
// But is this the right thing to do?
currMaterial->Meshbuffer->Material.DiffuseColor.set(
currMaterial->Meshbuffer->Material.DiffuseColor.getAlpha(), 255, 255, 255 );
}
return bufPtr;
}
void COBJMeshFileLoader::readMTL(const c8* fileName, const io::path& relPath)
{
const io::path realFile(fileName);
io::IReadFile * mtlReader;
if (FileSystem->existFile(realFile))
mtlReader = FileSystem->createAndOpenFile(realFile);
else if (FileSystem->existFile(relPath + realFile))
mtlReader = FileSystem->createAndOpenFile(relPath + realFile);
else if (FileSystem->existFile(FileSystem->getFileBasename(realFile)))
mtlReader = FileSystem->createAndOpenFile(FileSystem->getFileBasename(realFile));
else
mtlReader = FileSystem->createAndOpenFile(relPath + FileSystem->getFileBasename(realFile));
if (!mtlReader) // fail to open and read file
{
os::Printer::log("Could not open material file", realFile, ELL_WARNING);
return;
}
const long filesize = mtlReader->getSize();
if (!filesize)
{
os::Printer::log("Skipping empty material file", realFile, ELL_WARNING);
mtlReader->drop();
return;
}
c8* buf = new c8[filesize];
mtlReader->read((void*)buf, filesize);
const c8* bufEnd = buf+filesize;
SObjMtl* currMaterial = 0;
const c8* bufPtr = buf;
while(bufPtr != bufEnd)
{
switch(*bufPtr)
{
case 'n': // newmtl
{
// if there's an existing material, store it first
if ( currMaterial )
Materials.push_back( currMaterial );
// extract new material's name
c8 mtlNameBuf[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(mtlNameBuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
currMaterial = new SObjMtl;
currMaterial->Name = mtlNameBuf;
}
break;
case 'i': // illum - illumination
if ( currMaterial )
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 illumStr[COLOR_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(illumStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
currMaterial->Illumination = (c8)atol(illumStr);
}
break;
case 'N':
if ( currMaterial )
{
switch(bufPtr[1])
{
case 's': // Ns - shininess
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 nsStr[COLOR_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(nsStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
f32 shininessValue = core::fast_atof(nsStr);
// wavefront shininess is from [0, 1000], so scale for OpenGL
shininessValue *= 0.128f;
currMaterial->Meshbuffer->Material.Shininess = shininessValue;
}
break;
case 'i': // Ni - refraction index
{
c8 tmpbuf[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(tmpbuf, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
}
break;
}
}
break;
case 'K':
if ( currMaterial )
{
switch(bufPtr[1])
{
case 'd': // Kd = diffuse
{
bufPtr = readColor(bufPtr, currMaterial->Meshbuffer->Material.DiffuseColor, bufEnd);
}
break;
case 's': // Ks = specular
{
bufPtr = readColor(bufPtr, currMaterial->Meshbuffer->Material.SpecularColor, bufEnd);
}
break;
case 'a': // Ka = ambience
{
bufPtr=readColor(bufPtr, currMaterial->Meshbuffer->Material.AmbientColor, bufEnd);
}
break;
case 'e': // Ke = emissive
{
bufPtr=readColor(bufPtr, currMaterial->Meshbuffer->Material.EmissiveColor, bufEnd);
}
break;
} // end switch(bufPtr[1])
} // end case 'K': if ( 0 != currMaterial )...
break;
case 'b': // bump
case 'm': // texture maps
if (currMaterial)
{
bufPtr=readTextures(bufPtr, bufEnd, currMaterial, relPath);
}
break;
case 'd': // d - transparency
if ( currMaterial )
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 dStr[COLOR_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(dStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
f32 dValue = core::fast_atof(dStr);
currMaterial->Meshbuffer->Material.DiffuseColor.setAlpha( (s32)(dValue * 255) );
if (dValue<1.0f)
currMaterial->Meshbuffer->Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
break;
case 'T':
if ( currMaterial )
{
switch ( bufPtr[1] )
{
case 'f': // Tf - Transmitivity
const u32 COLOR_BUFFER_LENGTH = 16;
c8 redStr[COLOR_BUFFER_LENGTH];
c8 greenStr[COLOR_BUFFER_LENGTH];
c8 blueStr[COLOR_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(redStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
bufPtr = goAndCopyNextWord(greenStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
bufPtr = goAndCopyNextWord(blueStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
f32 transparency = ( core::fast_atof(redStr) + core::fast_atof(greenStr) + core::fast_atof(blueStr) ) / 3;
currMaterial->Meshbuffer->Material.DiffuseColor.setAlpha( (s32)(transparency * 255) );
if (transparency < 1.0f)
currMaterial->Meshbuffer->Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
}
break;
default: // comments or not recognised
break;
} // end switch(bufPtr[0])
// go to next line
bufPtr = goNextLine(bufPtr, bufEnd);
} // end while (bufPtr)
// end of file. if there's an existing material, store it
if ( currMaterial )
Materials.push_back( currMaterial );
delete [] buf;
mtlReader->drop();
}
//! Read RGB color
const c8* COBJMeshFileLoader::readColor(const c8* bufPtr, video::SColor& color, const c8* const bufEnd)
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 colStr[COLOR_BUFFER_LENGTH];
color.setAlpha(255);
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setRed((s32)(core::fast_atof(colStr) * 255.0f));
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setGreen((s32)(core::fast_atof(colStr) * 255.0f));
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setBlue((s32)(core::fast_atof(colStr) * 255.0f));
return bufPtr;
}
//! Read 3d vector of floats
const c8* COBJMeshFileLoader::readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const bufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.X=-core::fast_atof(wordBuffer); // change handedness
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Y=core::fast_atof(wordBuffer);
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Z=core::fast_atof(wordBuffer);
return bufPtr;
}
//! Read 2d vector of floats
const c8* COBJMeshFileLoader::readUV(const c8* bufPtr, core::vector2df& vec, const c8* const bufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.X=core::fast_atof(wordBuffer);
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Y=1-core::fast_atof(wordBuffer); // change handedness
return bufPtr;
}
//! Read boolean value represented as 'on' or 'off'
const c8* COBJMeshFileLoader::readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd)
{
const u32 BUFFER_LENGTH = 8;
c8 tfStr[BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(tfStr, bufPtr, BUFFER_LENGTH, bufEnd);
tf = strcmp(tfStr, "off") != 0;
return bufPtr;
}
COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mtlName, const core::stringc& grpName)
{
COBJMeshFileLoader::SObjMtl* defMaterial = 0;
// search existing Materials for best match
// exact match does return immediately, only name match means a new group
for (u32 i = 0; i < Materials.size(); ++i)
{
if ( Materials[i]->Name == mtlName )
{
if ( Materials[i]->Group == grpName )
return Materials[i];
else
defMaterial = Materials[i];
}
}
// we found a partial match
if (defMaterial)
{
Materials.push_back(new SObjMtl(*defMaterial));
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
// we found a new group for a non-existant material
else if (grpName.size())
{
Materials.push_back(new SObjMtl(*Materials[0]));
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
return 0;
}
//! skip space characters and stop on first non-space
const c8* COBJMeshFileLoader::goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
{
// skip space characters
if (acrossNewlines)
while((buf != bufEnd) && core::isspace(*buf))
++buf;
else
while((buf != bufEnd) && core::isspace(*buf) && (*buf != '\n'))
++buf;
return buf;
}
//! skip current word and stop at beginning of next one
const c8* COBJMeshFileLoader::goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
{
// skip current word
while(( buf != bufEnd ) && !core::isspace(*buf))
++buf;
return goFirstWord(buf, bufEnd, acrossNewlines);
}
//! Read until line break is reached and stop at the next non-space character
const c8* COBJMeshFileLoader::goNextLine(const c8* buf, const c8* const bufEnd)
{
// look for newline characters
while(buf != bufEnd)
{
// found it, so leave
if (*buf=='\n' || *buf=='\r')
break;
++buf;
}
return goFirstWord(buf, bufEnd);
}
u32 COBJMeshFileLoader::copyWord(c8* outBuf, const c8* const inBuf, u32 outBufLength, const c8* const bufEnd)
{
if (!outBufLength)
return 0;
if (!inBuf)
{
*outBuf = 0;
return 0;
}
u32 i = 0;
while(inBuf[i])
{
if (core::isspace(inBuf[i]) || &(inBuf[i]) == bufEnd)
break;
++i;
}
u32 length = core::min_(i, outBufLength-1);
for (u32 j=0; j<length; ++j)
outBuf[j] = inBuf[j];
outBuf[length] = 0;
return length;
}
core::stringc COBJMeshFileLoader::copyLine(const c8* inBuf, const c8* bufEnd)
{
if (!inBuf)
return core::stringc();
const c8* ptr = inBuf;
while (ptr<bufEnd)
{
if (*ptr=='\n' || *ptr=='\r')
break;
++ptr;
}
// we must avoid the +1 in case the array is used up
return core::stringc(inBuf, (u32)(ptr-inBuf+((ptr < bufEnd) ? 1 : 0)));
}
const c8* COBJMeshFileLoader::goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* bufEnd)
{
inBuf = goNextWord(inBuf, bufEnd, false);
copyWord(outBuf, inBuf, outBufLength, bufEnd);
return inBuf;
}
bool COBJMeshFileLoader::retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize)
{
c8 word[16] = "";
const c8* p = goFirstWord(vertexData, bufEnd);
u32 idxType = 0; // 0 = posIdx, 1 = texcoordIdx, 2 = normalIdx
u32 i = 0;
while ( p != bufEnd )
{
if ( ( core::isdigit(*p)) || (*p == '-') )
{
// build up the number
word[i++] = *p;
}
else if ( *p == '/' || *p == ' ' || *p == '\0' )
{
// number is completed. Convert and store it
word[i] = '\0';
// if no number was found index will become 0 and later on -1 by decrement
idx[idxType] = core::strtol10(word);
if (idx[idxType]<0)
{
switch (idxType)
{
case 0:
idx[idxType] += vbsize;
break;
case 1:
idx[idxType] += vtsize;
break;
case 2:
idx[idxType] += vnsize;
break;
}
}
else
idx[idxType]-=1;
// reset the word
word[0] = '\0';
i = 0;
// go to the next kind of index type
if (*p == '/')
{
if ( ++idxType > 2 )
{
// error checking, shouldn't reach here unless file is wrong
idxType = 0;
}
}
else
{
// set all missing values to disable (=-1)
while (++idxType < 3)
idx[idxType]=-1;
++p;
break; // while
}
}
// go to the next char
++p;
}
return true;
}
void COBJMeshFileLoader::cleanUp()
{
for (u32 i=0; i < Materials.size(); ++i )
{
Materials[i]->Meshbuffer->drop();
delete Materials[i];
}
Materials.clear();
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_OBJ_LOADER_