294 lines
8.3 KiB
C++
294 lines
8.3 KiB
C++
#include <iostream>
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#include "CM2MeshFileLoader.h"
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namespace irr
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{
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namespace scene
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{
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CM2MeshFileLoader::CM2MeshFileLoader(IrrlichtDevice* device, c8* texdir):Device(device), Texdir(texdir)
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{
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Mesh = NULL;
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}
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CM2MeshFileLoader::~CM2MeshFileLoader()
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{
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}
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bool CM2MeshFileLoader::isALoadableFileExtension(const c8* filename)const
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{
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return strstr(filename, ".m2")!=0;
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IUnknown::drop() for more information.
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IAnimatedMesh* CM2MeshFileLoader::createMesh(io::IReadFile* file)
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{
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ILogger* logger =Device->getLogger();
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logger->log("Trying to open file",file->getFileName(),ELL_INFORMATION);
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file->read(&header,sizeof(ModelHeader));
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if (header.version[0] != 4 && header.version[1] != 1 && header.version[2] != 0 && header.version[3] != 0) {
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logger->log("Something wrong!",ELL_ERROR);
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return 0;
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}
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else logger->log(L"header okay",ELL_INFORMATION);
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//Name -> not very important I think, but save it nontheless;
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std::cout << "Name offset:" << header.nameOfs << "Name length:" << header.nameLength << "\n";
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//M2MeshName.clear();
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//M2MeshName.reserve(header.nameLength);
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file->seek(header.nameOfs);
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// file->read(&M2MeshName[0],header.nameLength);
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//std::cout << "Read name:"<<M2MeshName.c_str()<<"Size: "<< M2MeshName.size() <<"|"<<M2MeshName[0]<< "\n";
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//logger->log("Mesh Name",M2MeshName.c_str(),ELL_INFORMATION);
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//Now we load all kinds of data from the file
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//Vertices. Global data
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if(!M2MVertices.empty())
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M2MVertices.clear();
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ModelVertex tempM2MVert;
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file->seek(header.ofsVertices);
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for(u32 i =0;i<header.nVertices;i++)
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{
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file->read(&tempM2MVert,sizeof(ModelVertex));
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M2MVertices.push_back(tempM2MVert);
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}
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std::cout << "Read "<<M2MVertices.size()<<"/"<<header.nVertices<<" Vertices\n";
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//Views == Sets of vertices. Usage yet unknown. Global data
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if(M2MViews.size()>0)
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M2MViews.clear();
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ModelView tempM2MView;
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file->seek(header.ofsViews);
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for(u32 i =0;i<header.nViews;i++)
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{
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file->read(&tempM2MView,sizeof(ModelView));
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M2MViews.push_back(tempM2MView);
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}
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std::cout << "Read "<<M2MViews.size()<<"/"<<header.nViews<<" Views\n";
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logger->log("Using View 0 for all further operations",ELL_INFORMATION);
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std::cout<<"This View has "<<M2MViews[0].nSub<<" Submeshes\n";
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//Vertex indices of a specific view.Local to View 0
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if(M2MIndices.size()>0)
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M2MIndices.clear();
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u16 tempM2Index;
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file->seek(M2MViews[0].ofsIndex);
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for(u32 i =0;i<M2MViews[0].nIndex;i++)
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{
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file->read(&tempM2Index,sizeof(u16));
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M2MIndices.push_back(tempM2Index);
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}
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std::cout << "Read "<<M2MIndices.size()<<"/"<<M2MViews[0].nIndex<<" Indices\n";
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//Triangles. Data Points point to the Vertex Indices, not the vertices themself. 3 Points = 1 Triangle, Local to View 0
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if(M2MTriangles.size()>0)
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M2MTriangles.clear();
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u16 tempM2Triangle;
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file->seek(M2MViews[0].ofsTris);
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for(u32 i =0;i<M2MViews[0].nTris;i++)
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{
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file->read(&tempM2Triangle,sizeof(u16));
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M2MTriangles.push_back(tempM2Triangle);
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}
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std::cout << "Read "<<M2MTriangles.size()<<"/"<<M2MViews[0].nTris<<" Triangle Indices\n";
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//Submeshes, Local to View 0
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if(M2MSubmeshes.size()>0)
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M2MSubmeshes.clear();
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ModelViewSubmesh tempM2Submesh;
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file->seek(M2MViews[0].ofsSub);
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for(u32 i =0;i<M2MViews[0].nSub;i++)
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{
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file->read(&tempM2Submesh,sizeof(ModelViewSubmesh));
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M2MSubmeshes.push_back(tempM2Submesh);
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// std::cout<< "Submesh " <<i<<" ID "<<tempM2Submesh.meshpartId<<" starts at V/T "<<tempM2Submesh.ofsVertex<<"/"<<tempM2Submesh.ofsTris<<" and has "<<tempM2Submesh.nVertex<<"/"<<tempM2Submesh.nTris<<" V/T\n";
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}
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std::cout << "Read "<<M2MSubmeshes.size()<<"/"<<M2MViews[0].nSub<<" Submeshes\n";
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//Texture units. Local to view 0
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TextureUnit tempM2TexUnit;
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if(!M2MTextureUnit.empty())
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{
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M2MTextureUnit.clear();
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}
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file->seek(M2MViews[0].ofsTex);
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for(u32 i=0;i<M2MViews[0].nTex;i++)
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{
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file->read(&tempM2TexUnit,sizeof(TextureUnit));
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M2MTextureUnit.push_back(tempM2TexUnit);
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}
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std::cout << "Read "<<M2MTextureUnit.size()<<" Texture Unit entries for View 0\n";
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//Texture Lookup table. This is global data
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u16 tempM2TexLookup;
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if(!M2MTextureLookup.empty())
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{
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M2MTextureLookup.clear();
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}
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file->seek(header.ofsTexLookup);
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for(u32 i=0;i<header.nTexLookup;i++)
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{
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file->read(&tempM2TexLookup,sizeof(u16));
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M2MTextureLookup.push_back(tempM2TexLookup);
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}
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std::cout << "Read "<<M2MTextureLookup.size()<<" Texture lookup entries\n";
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//Texture Definitions table. This is global data
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TextureDefinition tempM2TexDef;
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if(!M2MTextureDef.empty())
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{
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M2MTextureDef.clear();
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}
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file->seek(header.ofsTextures);
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for(u32 i=0;i<header.nTextures;i++)
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{
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file->read(&tempM2TexDef,sizeof(TextureDefinition));
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M2MTextureDef.push_back(tempM2TexDef);
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}
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std::cout << "Read "<<M2MTextureDef.size()<<" Texture Definition entries\n";
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//Render Flags table. This is global data
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RenderFlags tempM2RF;
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if(!M2MRenderFlags.empty())
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{
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M2MRenderFlags.clear();
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}
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file->seek(header.ofsTexFlags);
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for(u32 i=0;i<header.nTexFlags;i++)
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{
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file->read(&tempM2RF,sizeof(RenderFlags));
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M2MRenderFlags.push_back(tempM2RF);
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}
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std::cout << "Read "<<M2MRenderFlags.size()<<" Render Flags\n";
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//std::cout << M2MTextureUnit[0].submeshIndex1 <<","<<M2MTextureUnit[0].submeshIndex1 <<","<<M2MTextureUnit[0].textureIndex<<";\n";
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if(!M2MTextureFiles.empty())
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M2MTextureFiles.clear();
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std::string tempTexFileName="";
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M2MTextureFiles.reallocate(M2MTextureDef.size());
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for(u32 i=0; i<M2MTextureDef.size(); i++)
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{
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tempTexFileName.reserve(M2MTextureDef[i].texFileLen + 1);
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file->seek(M2MTextureDef[i].texFileOfs);
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file->read(&tempTexFileName[0],M2MTextureDef[i].texFileLen);
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M2MTextureFiles.push_back(tempTexFileName.c_str());
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std::cout<<M2MTextureFiles.size()<<"-"<<M2MTextureFiles[i].c_str()<<"\n";
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}
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// std::cout << "Read "<<M2MTextureFiles.size()<<"/"<<M2MTextureDef.size()<<" Texture file names\n";
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//And M2MVertices are not usable like this. Thus we transform
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if(M2Vertices.size()>0)
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M2Vertices.clear();
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for(u32 i=0;i<M2MVertices.size();i++)
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{
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M2Vertices.push_back(video::S3DVertex(M2MVertices[i].pos,M2MVertices[i].normal, video::SColor(255,100,100,100),M2MVertices[i].texcoords));
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}
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if (Mesh)
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Mesh->drop(); // crash on vc9
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Mesh=new SMesh();
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while(Mesh->getMeshBufferCount()>0)
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{
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Mesh->MeshBuffers.erase(0);
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}
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for(u32 i=0; i < M2MViews[0].nSub;i++)//
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{
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//std::cout << "Proceeding with Submesh "<<i<<"/"<<M2MViews[0].nSub<<"\n";
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//Now, M2MTriangles refers to M2MIndices and not to M2MVertices.
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if(M2Indices.size()>0)
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M2Indices.clear();
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for(u32 j=M2MSubmeshes[i].ofsTris;j<M2MSubmeshes[i].ofsTris+M2MSubmeshes[i].nTris;j++)
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{
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M2Indices.push_back(M2MIndices[M2MTriangles[j]]);
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}
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//std::cout << "Sending "<<M2Vertices.size() <<" Vertices and " << M2Indices.size() <<" Indices to the MeshBuffer\n";
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IMB = new SMeshBuffer;
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IMB->append(M2Vertices.const_pointer(),M2Vertices.size(),M2Indices.const_pointer(),M2Indices.size());
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IMB->recalculateBoundingBox();
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//IMB->getMaterial().DiffuseColor.set(255,255-(u32)(255/(M2MSubmeshes.size()))*i,(u32)(255/(M2MSubmeshes.size()))*i,0);
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//IMB->getMaterial().DiffuseColor.set(255,(M2MSubmeshes[i].meshpartId==0?0:255),(M2MSubmeshes[i].meshpartId==0?255:0),0);
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std::string TexName=Texdir.c_str();
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TexName+="/";
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if(i<M2MTextureUnit.size())
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TexName+=M2MTextureFiles[M2MTextureUnit[i].textureIndex].c_str();
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while(TexName.find('\\')<TexName.size())//Replace \ by /
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{
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TexName.replace(TexName.find('\\'),1,"/");
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}
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while(TexName.find(' ')<TexName.size())//Replace space by _
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{
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TexName.replace(TexName.find(' '),1,"_");
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}
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std::transform(TexName.begin(), TexName.end(), TexName.begin(), tolower);
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IMB->getMaterial().setTexture(0,Device->getVideoDriver()->getTexture(TexName.c_str()));
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if(i<M2MRenderFlags.size())
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{
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std::cout<<M2MRenderFlags[i].flags<<"--"<<M2MRenderFlags[i].blending<<"\n";
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IMB->getMaterial().BackfaceCulling=(M2MRenderFlags[i].flags & 0x04)?false:true;
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if(M2MRenderFlags[i].blending==1)
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IMB->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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}
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Mesh->addMeshBuffer(IMB);
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IMB->drop();
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//std::cout << "Mesh now has "<<Mesh->getMeshBufferCount()<<" Buffers\n";
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}
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aniMesh= new SAnimatedMesh();
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aniMesh->addMesh(Mesh);
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Mesh->drop();
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Mesh = 0;
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aniMesh->recalculateBoundingBox();
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return aniMesh;
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}
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}
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}
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