예제 #1
0
// ----------------------------------------------------------------------------
CMeshBuffer<S3DVertex2TCoords>* Terrain::build(path p)
{
    IrrlichtDevice* device = Editor::getEditor()->getDevice();

    CMeshBuffer<S3DVertex2TCoords>* mb = new CMeshBuffer<S3DVertex2TCoords>();

    mb->Vertices.reallocate(m_mesh.vertex_count);
    mb->Indices.reallocate(m_mesh.quad_count * 6);

    for (u32 i = 0; i < m_mesh.vertex_count; i++)
        mb->Vertices.push_back(m_mesh.vertices[i]);
    for (u32 i = 0; i < m_mesh.quad_count * 6; i++)
        mb->Indices.push_back(m_mesh.indices[i]);

    mb->recalculateBoundingBox();
    mb->Material = m_material;

    ITexture* texture = m_material.getTexture(1);
    IImage* image = device->getVideoDriver()->createImage(texture, position2di(0, 0),
        texture->getSize());
    stringc name = p + "/splatt.png";
    device->getVideoDriver()->writeImageToFile(image, name.c_str());
    image->drop();

    return mb;

} // build
예제 #2
0
void CMeshEntity::Render(CShader* shader, const mat4f &view, const mat4f &projection)
{
    assert ( shader != NULL );
    
    //send modelViewprojection matrix to the current shader
    if(shader->matprojviewmodel != -1 )
    {
        mat4f mat = projection * view * m_mTransformationMatrix;
        glUniformMatrix4fv(shader->matprojviewmodel, 1, GL_FALSE, &mat[0]);
    }
    
    //send model matrix if the shader needs
    if(shader->matmodel != -1 )
    {
        glUniformMatrix4fv(shader->matmodel, 1, GL_FALSE, &m_mTransformationMatrix[0]);
    }
    
    //this part can be merged with a renderer class
    //get the mesh buffer
    CMeshBuffer* buffer = m_pMesh->GetMeshBuffer();
    
    //go through all groups in the mesh buffer
    for(uint32 g = 0; g < buffer->GroupsCount(); ++g)
	{
        //render each group
		CMeshGroup* grp = buffer->GroupAtIndex(g);
        
        //get corresponding material for each group
        CMaterial* material = buffer->MaterialForGroup(grp);
        
        //the following code can be merged with a renderer class
        //map material to shader context, this can be merged in a renderer class, where the renderer go through all material properties and set the appropriate GL state and shader uniform, for ex, bump texture, detail texture, (diffuse, ambient, specular properties ), face culling, depth write, transparent materials (blending) etc...
        if(material != NULL )
        {
            if( material->diffuseTexture != NULL && shader->texture0 != -1)
            {
                material->diffuseTexture->ActivateAndBind(GL_TEXTURE0);
                //shader->SetUniform1i("texture0", 0, shader->texture0);
                //or
                glUniform1i(shader->texture0, 0);
            }
        }
        
        //enable vertex array object (vao)
        grp->MapToGPU(0);
        
        //perform GL draw for each group
        glDrawElements(grp->GetDrawingMode(), grp->GetIndices().size(), GL_UNSIGNED_SHORT, 0);
    }

}
예제 #3
0
void CGeometryTool::quad(CMeshBuffer& meshBuffer, real x1, real y1, real x2, real y2, real x3, real y3, real x4, real y4)
{
    CBuffer<QVector3D>& vertices = meshBuffer.positionsBuffer();
    CBuffer<QVector3D>& normals = meshBuffer.normalsBuffer();

    vertices << QVector3D(x1, y1, -0.05f);
    vertices << QVector3D(x2, y2, -0.05f);
    vertices << QVector3D(x4, y4, -0.05f);

    vertices << QVector3D(x3, y3, -0.05f);
    vertices << QVector3D(x4, y4, -0.05f);
    vertices << QVector3D(x2, y2, -0.05f);

    QVector3D n = QVector3D::normal
            (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));

    normals << n;
    normals << n;
    normals << n;

    normals << n;
    normals << n;
    normals << n;

    vertices << QVector3D(x4, y4, 0.05f);
    vertices << QVector3D(x2, y2, 0.05f);
    vertices << QVector3D(x1, y1, 0.05f);

    vertices << QVector3D(x2, y2, 0.05f);
    vertices << QVector3D(x4, y4, 0.05f);
    vertices << QVector3D(x3, y3, 0.05f);

    n = QVector3D::normal
            (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));

    normals << n;
    normals << n;
    normals << n;

    normals << n;
    normals << n;
    normals << n;
}
예제 #4
0
void CGeometryTool::extrude(CMeshBuffer& meshBuffer, real x1, real y1, real x2, real y2)
{
    CBuffer<QVector3D>& vertices = meshBuffer.positionsBuffer();
    CBuffer<QVector3D>& normals = meshBuffer.normalsBuffer();

    vertices << QVector3D(x1, y1, +0.05f);
    vertices << QVector3D(x2, y2, +0.05f);
    vertices << QVector3D(x1, y1, -0.05f);

    vertices << QVector3D(x2, y2, -0.05f);
    vertices << QVector3D(x1, y1, -0.05f);
    vertices << QVector3D(x2, y2, +0.05f);

    QVector3D n = QVector3D::normal
            (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));

    normals << n;
    normals << n;
    normals << n;

    normals << n;
    normals << n;
    normals << n;
}
void CSMFMeshFileLoader::loadLimb(io::IReadFile* file, SMesh* mesh, const core::matrix4 &parentTransformation)
{
	core::matrix4 transformation;

	// limb transformation
	core::vector3df translate, rotate, scale;
	io::BinaryFile::read(file, translate);
	io::BinaryFile::read(file, rotate);
	io::BinaryFile::read(file, scale);

	transformation.setTranslation(translate);
	transformation.setRotationDegrees(rotate);
	transformation.setScale(scale);

	transformation = parentTransformation * transformation;

	core::stringc textureName, textureGroupName;

	// texture information
	io::BinaryFile::read(file, textureGroupName);
	io::BinaryFile::read(file, textureName);

	// attempt to load texture using known formats
	video::ITexture* texture = 0;

	const c8* extensions[] = {".jpg", ".png", ".tga", ".bmp", 0};

	for (const c8 **ext = extensions; !texture && *ext; ++ext)
	{
		texture = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(textureName + *ext) : NULL;
		if (texture)
		{
			textureName = textureName + *ext;
			break;
		}
	}
	// find the correct mesh buffer
	u32 i;
	for (i=0; i<mesh->MeshBuffers.size(); ++i)
		if (mesh->MeshBuffers[i]->getMaterial().TextureLayer[0].Texture == texture)
			break;

	// create mesh buffer if none was found
	if (i == mesh->MeshBuffers.size())
	{
		CMeshBuffer<video::S3DVertex>* mb = new CMeshBuffer<video::S3DVertex>();
		mb->Material.TextureLayer[0].Texture = texture;

		// horribly hacky way to do this, maybe it's in the flags?
		if (core::hasFileExtension(textureName, "tga", "png"))
			mb->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
		else
			mb->Material.MaterialType = video::EMT_SOLID;

		mesh->MeshBuffers.push_back(mb);
	}

	CMeshBuffer<video::S3DVertex>* mb = (CMeshBuffer<video::S3DVertex>*)mesh->MeshBuffers[i];

	u16 vertexCount, firstVertex = mb->getVertexCount();

	io::BinaryFile::read(file, vertexCount);
	mb->Vertices.reallocate(mb->Vertices.size() + vertexCount);

	// add vertices and set positions
	for (i=0; i<vertexCount; ++i)
	{
		core::vector3df pos;
		io::BinaryFile::read(file, pos);
		transformation.transformVect(pos);
		video::S3DVertex vert;
		vert.Color = 0xFFFFFFFF;
		vert.Pos = pos;
		mb->Vertices.push_back(vert);
	}

	// set vertex normals
	for (i=0; i < vertexCount; ++i)
	{
		core::vector3df normal;
		io::BinaryFile::read(file, normal);
		transformation.rotateVect(normal);
		mb->Vertices[firstVertex + i].Normal = normal;
	}
	// set texture coordinates

	for (i=0; i < vertexCount; ++i)
	{
		core::vector2df tcoords;
		io::BinaryFile::read(file, tcoords);
		mb->Vertices[firstVertex + i].TCoords = tcoords;
	}

	// triangles
	u32 triangleCount;
	// vertexCount used as temporary
	io::BinaryFile::read(file, vertexCount);
	triangleCount=3*vertexCount;
	mb->Indices.reallocate(mb->Indices.size() + triangleCount);

	for (i=0; i < triangleCount; ++i)
	{
		u16 index;
		io::BinaryFile::read(file, index);
		mb->Indices.push_back(firstVertex + index);
	}

	// read limbs
	s32 limbCount;
	io::BinaryFile::read(file, limbCount);

	for (s32 l=0; l < limbCount; ++l)
		loadLimb(file, mesh, transformation);
}
//! 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.
IAnimatedMesh* COCTLoader::createMesh(io::IReadFile* file)
{
	if (!file)
		return 0;

	octHeader header;
	file->read(&header, sizeof(octHeader));

	octVert * verts = new octVert[header.numVerts];
	octFace * faces = new octFace[header.numFaces];
	octTexture * textures = new octTexture[header.numTextures];
	octLightmap * lightmaps = new octLightmap[header.numLightmaps];
	octLight * lights = new octLight[header.numLights];

	file->read(verts, sizeof(octVert) * header.numVerts);
	file->read(faces, sizeof(octFace) * header.numFaces);
	//TODO: Make sure id is in the legal range for Textures and Lightmaps

	u32 i;
	for (i = 0; i < header.numTextures; i++) {
		octTexture t;
		file->read(&t, sizeof(octTexture));
		textures[t.id] = t;
	}
	for (i = 0; i < header.numLightmaps; i++) {
		octLightmap t;
		file->read(&t, sizeof(octLightmap));
		lightmaps[t.id] = t;
	}
	file->read(lights, sizeof(octLight) * header.numLights);

	//TODO: Now read in my extended OCT header (flexible lightmaps and vertex normals)


	// This is the method Nikolaus Gebhardt used in the Q3 loader -- create a
	// meshbuffer for every possible combination of lightmap and texture including
	// a "null" texture and "null" lightmap.  Ones that end up with nothing in them
	// will be removed later.

	SMesh * Mesh = new SMesh();
	for (i=0; i<(header.numTextures+1) * (header.numLightmaps+1); ++i)
	{
		CMeshBuffer<video::S3DVertex2TCoords>* buffer = new CMeshBuffer<video::S3DVertex2TCoords>(SceneManager->getVideoDriver()->getVertexDescriptor(1));

		buffer->Material.MaterialType = video::EMT_LIGHTMAP;
		buffer->Material.Lighting = false;
		Mesh->addMeshBuffer(buffer);
		buffer->drop();
	}


	// Build the mesh buffers
	for (i = 0; i < header.numFaces; i++)
	{
		if (faces[i].numVerts < 3)
			continue;

		const f32* const a = verts[faces[i].firstVert].pos;
		const f32* const b = verts[faces[i].firstVert+1].pos;
		const f32* const c = verts[faces[i].firstVert+2].pos;
		const core::vector3df normal =
			core::plane3df(core::vector3df(a[0],a[1],a[2]), core::vector3df(b[0],c[1],c[2]), core::vector3df(c[0],c[1],c[2])).Normal;

		const u32 textureID = core::min_(s32(faces[i].textureID), s32(header.numTextures - 1)) + 1;
		const u32 lightmapID = core::min_(s32(faces[i].lightmapID),s32(header.numLightmaps - 1)) + 1;
		CMeshBuffer<video::S3DVertex2TCoords>* meshBuffer = (CMeshBuffer<video::S3DVertex2TCoords>*)Mesh->getMeshBuffer(lightmapID * (header.numTextures + 1) + textureID);
		const u32 base = meshBuffer->getVertexBuffer()->getVertexCount();

		// Add this face's verts
		u32 v;
		for (v = 0; v < faces[i].numVerts; ++v)
		{
			octVert * vv = &verts[faces[i].firstVert + v];
			video::S3DVertex2TCoords vert;
			vert.Pos.set(vv->pos[0], vv->pos[1], vv->pos[2]);
			vert.Color = video::SColor(0,255,255,255);
			vert.Normal.set(normal);

			if (textureID == 0)
			{
				// No texture -- just a lightmap.  Thus, use lightmap coords for texture 1.
				// (the actual texture will be swapped later)
				vert.TCoords.set(vv->lc[0], vv->lc[1]);
			}
			else
			{
				vert.TCoords.set(vv->tc[0], vv->tc[1]);
				vert.TCoords2.set(vv->lc[0], vv->lc[1]);
			}

			meshBuffer->getVertexBuffer()->addVertex(&vert);
		}

		// Now add the indices
		// This weird loop turns convex polygons into triangle strips.
		// I do it this way instead of a simple fan because it usually looks a lot better in wireframe, for example.
		// High, Low
		u32 h = faces[i].numVerts - 1;
		u32 l = 0;
		for (v = 0; v < faces[i].numVerts - 2; ++v)
		{
			const u32 center = (v & 1)? h - 1: l + 1;

			meshBuffer->getIndexBuffer()->addIndex(base + h);
			meshBuffer->getIndexBuffer()->addIndex(base + l);
			meshBuffer->getIndexBuffer()->addIndex(base + center);

			if (v & 1)
				--h;
			else
				++l;
		}
	}

	// load textures
	core::array<video::ITexture*> tex;
	tex.reallocate(header.numTextures + 1);
	tex.push_back(0);

	const core::stringc relpath = FileSystem->getFileDir(file->getFileName())+"/";
	for (i = 1; i < (header.numTextures + 1); i++)
	{
		core::stringc path(textures[i-1].fileName);
		path.replace('\\','/');
		if (FileSystem->existFile(path))
			tex.push_back(SceneManager->getVideoDriver()->getTexture(path));
		else
			// try to read in the relative path of the OCT file
			tex.push_back(SceneManager->getVideoDriver()->getTexture( (relpath + path) ));
	}

	// prepare lightmaps
	core::array<video::ITexture*> lig;
	lig.set_used(header.numLightmaps + 1);
	lig[0] = 0;

	const u32 lightmapWidth = 128;
	const u32 lightmapHeight = 128;
	const core::dimension2d<u32> lmapsize(lightmapWidth, lightmapHeight);

	bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
	SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	video::IImage* tmpImage = SceneManager->getVideoDriver()->createImage(video::ECF_R8G8B8, lmapsize);
	for (i = 1; i < (header.numLightmaps + 1); ++i)
	{
		core::stringc lightmapname = file->getFileName();
		lightmapname += ".lightmap.";
		lightmapname += (int)i;

		const octLightmap* lm = &lightmaps[i-1];

		for (u32 x=0; x<lightmapWidth; ++x)
		{
			for (u32 y=0; y<lightmapHeight; ++y)
			{
				tmpImage->setPixel(x, y,
						video::SColor(255,
						lm->data[x][y][2],
						lm->data[x][y][1],
						lm->data[x][y][0]));
			}
		}

		lig[i] = SceneManager->getVideoDriver()->addTexture(lightmapname.c_str(), tmpImage);
	}
	tmpImage->drop();
	SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);

	// Free stuff
	delete [] verts;
	delete [] faces;
	delete [] textures;
	delete [] lightmaps;
	delete [] lights;

	// attach materials
	for (i = 0; i < header.numLightmaps + 1; i++)
	{
		for (u32 j = 0; j < header.numTextures + 1; j++)
		{
			u32 mb = i * (header.numTextures + 1) + j;
			CMeshBuffer<video::S3DVertex2TCoords> * meshBuffer = (CMeshBuffer<video::S3DVertex2TCoords>*)Mesh->getMeshBuffer(mb);
			meshBuffer->Material.setTexture(0, tex[j]);
			meshBuffer->Material.setTexture(1, lig[i]);

			if (meshBuffer->Material.getTexture(0) == 0)
			{
				// This material has no texture, so we'll just show the lightmap if there is one.
				// We swapped the texture coordinates earlier.
				meshBuffer->Material.setTexture(0, meshBuffer->Material.getTexture(1));
				meshBuffer->Material.setTexture(1, 0);
			}
			if (meshBuffer->Material.getTexture(1) == 0)
			{
				// If there is only one texture, it should be solid and lit.
				// Among other things, this way you can preview OCT lights.
				meshBuffer->Material.MaterialType = video::EMT_SOLID;
				meshBuffer->Material.Lighting = true;
			}
		}
	}

	// delete all buffers without geometry in it.
	i = 0;
	while(i < Mesh->MeshBuffers.size())
	{
		if (Mesh->MeshBuffers[i]->getVertexBuffer()->getVertexCount() == 0 ||
			Mesh->MeshBuffers[i]->getIndexBuffer()->getIndexCount() == 0 ||
			Mesh->MeshBuffers[i]->getMaterial().getTexture(0) == 0)
		{
			// Meshbuffer is empty -- drop it
			Mesh->MeshBuffers[i]->drop();
			Mesh->MeshBuffers.erase(i);
		}
		else
		{
			++i;
		}
	}


	// create bounding box
	for (i = 0; i < Mesh->MeshBuffers.size(); ++i)
	{
		Mesh->MeshBuffers[i]->recalculateBoundingBox();
	}
	Mesh->recalculateBoundingBox();


	// Set up an animated mesh to hold the mesh
	SAnimatedMesh* AMesh = new SAnimatedMesh();
	AMesh->Type = EAMT_OCT;
	AMesh->addMesh(Mesh);
	AMesh->recalculateBoundingBox();
	Mesh->drop();

	return AMesh;
}
IAnimatedMesh* CMY3DMeshFileLoader::createMesh(io::IReadFile* file)
{
	MaterialEntry.clear();
	MeshBufferEntry.clear();
	ChildNodes.clear();

	// working directory (from which we load the scene)
	core::stringc filepath = FileSystem->getFileDir(file->getFileName());
	if (filepath==".")
		filepath="";
	else
		filepath.append("/");

	// read file into memory
	SMyFileHeader fileHeader;
	file->read(&fileHeader, sizeof(SMyFileHeader));
#ifdef __BIG_ENDIAN__
	fileHeader.MyId = os::Byteswap::byteswap(fileHeader.MyId);
	fileHeader.Ver = os::Byteswap::byteswap(fileHeader.Ver);
#endif

	if (fileHeader.MyId!=MY3D_ID || fileHeader.Ver!=MY3D_VER)
	{
		os::Printer::log("Bad MY3D file header, loading failed!", ELL_ERROR);
		return 0;
	}

	u16 id;

	file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
	id = os::Byteswap::byteswap(id);
#endif

	if (id!=MY3D_SCENE_HEADER_ID)
	{
		os::Printer::log("Cannot find MY3D_SCENE_HEADER_ID, loading failed!", ELL_ERROR);
		return 0;
	}

	SMySceneHeader sceneHeader;
	file->read(&sceneHeader, sizeof(SMySceneHeader));
#ifdef __BIG_ENDIAN__
	sceneHeader.MaterialCount = os::Byteswap::byteswap(sceneHeader.MaterialCount);
	sceneHeader.MeshCount = os::Byteswap::byteswap(sceneHeader.MeshCount);
#endif

	file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
	id = os::Byteswap::byteswap(id);
#endif

	if (id!=MY3D_MAT_LIST_ID)
	{
		os::Printer::log("Can not find MY3D_MAT_LIST_ID, loading failed!", ELL_ERROR);
		return 0;
	}

	core::stringc texturePath =
		SceneManager->getParameters()->getAttributeAsString(MY3D_TEXTURE_PATH);

	file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
	id = os::Byteswap::byteswap(id);
#endif

	c8 namebuf[256];
	for (s32 m=0; m<sceneHeader.MaterialCount; ++m)
	{
		if (id != MY3D_MAT_HEADER_ID)
		{
			os::Printer::log("Cannot find MY3D_MAT_HEADER_ID, loading failed!", ELL_ERROR);
			return 0;
		}

		// read material header
		MaterialEntry.push_back(SMyMaterialEntry());
		SMyMaterialEntry& me=MaterialEntry.getLast();
		file->read(&(me.Header), sizeof(SMyMaterialHeader));

		// read next identificator
		file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
		id = os::Byteswap::byteswap(id);
#endif

		bool gotLightMap=false, gotMainMap=false;

		for (u32 t=0; t<me.Header.TextureCount; ++t)
		{
			if (id==MY3D_TEX_FNAME_ID)
				file->read(namebuf, 256);
			else
			{
				me.Texture2 = readEmbeddedLightmap(file, namebuf);
				if (!me.Texture2)
					return 0;
				gotLightMap = true;
			}

			const core::stringc name(namebuf);
			const s32 pos = name.findLast('.');
			const core::stringc LightingMapStr = "LightingMap";
			const s32 ls = LightingMapStr.size();
			const bool isSubString = (LightingMapStr == name.subString(core::max_(0, (pos - ls)), ls));
			if ((isSubString || (name[pos-1]=='m' &&
				name[pos-2]=='l' && name[pos-3]=='_')) &&
				!gotLightMap)
			{
				const bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
				SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

				me.Texture2FileName = texturePath.size() ? texturePath : filepath;
				me.Texture2FileName.append("Lightmaps/");
				me.Texture2FileName.append(name);

				if (name.size())
					me.Texture2 = SceneManager->getVideoDriver()->getTexture(me.Texture2FileName);

				me.MaterialType = video::EMT_LIGHTMAP_M2;
				gotLightMap = true;

				SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
			}
			else
			if (!gotLightMap && gotMainMap)
			{
				me.Texture2FileName = texturePath.size() ? texturePath : filepath;
				me.Texture2FileName.append(name);

				if (name.size())
					me.Texture2 = SceneManager->getVideoDriver()->getTexture(me.Texture2FileName);

				me.MaterialType = video::EMT_REFLECTION_2_LAYER;
			}
			else
			if (!gotMainMap && !gotLightMap)
			{
				me.Texture1FileName = filepath;
				me.Texture1FileName.append(name);
				if (name.size())
					me.Texture1 = SceneManager->getVideoDriver()->getTexture(me.Texture1FileName);

				gotMainMap = true;
				me.MaterialType = video::EMT_SOLID;
			}
			else
			if (gotLightMap)
			{
				me.MaterialType = video::EMT_LIGHTMAP_M2;
			}

			file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
			id = os::Byteswap::byteswap(id);
#endif
		}

		// override material types based on their names
		if (!strncmp(me.Header.Name, "AlphaChannel-", 13))
			me.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
		else
		if (!strncmp(me.Header.Name, "SphereMap-", 10))
			me.MaterialType = video::EMT_SPHERE_MAP;
	}

	// loading meshes

	if (id!=MY3D_MESH_LIST_ID)
	{
		os::Printer::log("Can not find MY3D_MESH_LIST_ID, loading failed!", ELL_ERROR);
		return 0;
	}

	file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
	id = os::Byteswap::byteswap(id);
#endif

	for (s32 mesh_id=0; mesh_id<sceneHeader.MeshCount; mesh_id++)
	{
		// Warning!!! In some cases MY3D exporter uncorrectly calculates
		// MeshCount (it's a problem, has to be solved) thats why
		// i added this code line
		if (id!=MY3D_MESH_HEADER_ID)
			break;

		if (id!=MY3D_MESH_HEADER_ID)
		{
			os::Printer::log("Can not find MY3D_MESH_HEADER_ID, loading failed!", ELL_ERROR);
			return 0;
		}

		SMyMeshHeader meshHeader;
		file->read(&meshHeader, sizeof(SMyMeshHeader));

		core::array <SMyVertex> Vertex;
		core::array <SMyFace> Face;
		core::array <SMyTVertex> TVertex1, TVertex2;
		core::array <SMyFace> TFace1, TFace2;

		s32 vertsNum=0;
		s32 facesNum=0;

		// vertices
		file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
	id = os::Byteswap::byteswap(id);
#endif
		if (id!=MY3D_VERTS_ID)
		{
			os::Printer::log("Can not find MY3D_VERTS_ID, loading failed!", ELL_ERROR);
			return 0;
		}

		file->read(&vertsNum, sizeof(vertsNum));
		Vertex.set_used(vertsNum);
		file->read(Vertex.pointer(), sizeof(SMyVertex)*vertsNum);

		// faces
		file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
		id = os::Byteswap::byteswap(id);
#endif
		if (id!=MY3D_FACES_ID)
		{
			os::Printer::log("Can not find MY3D_FACES_ID, loading failed!", ELL_ERROR);
			return 0;
		}

		file->read(&facesNum, sizeof(facesNum));
		Face.set_used(facesNum);
		file->read(Face.pointer(), sizeof(SMyFace)*facesNum);

		// reading texture channels
		for (s32 tex=0; tex<(s32)meshHeader.TChannelCnt; tex++)
		{
			// Max 2 texture channels allowed (but in format .my3d can be more)
			s32 tVertsNum=0, tFacesNum=0;

			// reading texture coords
			file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
			id = os::Byteswap::byteswap(id);
#endif

			if (id!=MY3D_TVERTS_ID)
			{
				core::stringc msg="Can not find MY3D_TVERTS_ID (";
				msg.append(core::stringc(tex));
				msg.append("texture channel), loading failed!");
				os::Printer::log(msg.c_str(), ELL_ERROR);
				return 0;
			}

			file->read(&tVertsNum, sizeof(tVertsNum));

			if (tex==0)
			{
				// 1st texture channel
				TVertex1.set_used(tVertsNum);
				file->read(TVertex1.pointer(), sizeof(SMyTVertex)*tVertsNum);
			}
			else
			if (tex==1)
			{
				// 2nd texture channel
				TVertex2.set_used(tVertsNum);
				file->read(TVertex2.pointer(), sizeof(SMyTVertex)*tVertsNum);
			}
			else
			{
				// skip other texture channels
				file->seek(file->getPos()+sizeof(SMyTVertex)*tVertsNum);
			}

			// reading texture faces
			file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
			id = os::Byteswap::byteswap(id);
#endif

			if (id!=MY3D_TFACES_ID)
			{
				core::stringc msg="Can not find MY3D_TFACES_ID (";
				msg.append(core::stringc(tex));
				msg.append("texture channel), loading failed!");
				os::Printer::log(msg.c_str(), ELL_ERROR);
				return 0;
			}

			file->read(&tFacesNum, sizeof(tFacesNum));

			if (tex==0)
			{
				// 1st texture channel
				TFace1.set_used(tFacesNum);
				file->read(TFace1.pointer(), sizeof(SMyFace)*tFacesNum);
			}
			else if (tex==1)
			{
				// 2nd texture channel
				TFace2.set_used(tFacesNum);
				file->read(TFace2.pointer(), sizeof(SMyFace)*tFacesNum);
			}
			else
			{
				// skip other texture channels
				file->seek(file->getPos()+sizeof(SMyFace)*tFacesNum);
			}
		}

		// trying to find material

		SMyMaterialEntry* matEnt = getMaterialEntryByIndex(meshHeader.MatIndex);

		// creating geometry for the mesh

		// trying to find mesh buffer for this material
		CMeshBuffer<video::S3DVertex2TCoords>* buffer = getMeshBufferByMaterialIndex(meshHeader.MatIndex);

		if (!buffer ||
			(buffer->getVertexBuffer()->getVertexCount()+vertsNum) > SceneManager->getVideoDriver()->getMaximalPrimitiveCount())
		{
			// creating new mesh buffer for this material
			buffer = new CMeshBuffer<video::S3DVertex2TCoords>(SceneManager->getVideoDriver()->getVertexDescriptor(1));

			buffer->Material.MaterialType = video::EMT_LIGHTMAP_M2; // EMT_LIGHTMAP_M4 also possible
			buffer->Material.Wireframe = false;
			buffer->Material.Lighting = false;

			if (matEnt)
			{
				buffer->Material.MaterialType = matEnt->MaterialType;

				if (buffer->Material.MaterialType == video::EMT_REFLECTION_2_LAYER)
				{
					buffer->Material.Lighting = true;
					buffer->Material.setTexture(1, matEnt->Texture1);
					buffer->Material.setTexture(0, matEnt->Texture2);
				}
				else
				{
					buffer->Material.setTexture(0, matEnt->Texture1);
					buffer->Material.setTexture(1, matEnt->Texture2);
				}

				if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
				{
					buffer->Material.BackfaceCulling = true;
					buffer->Material.Lighting  = true;
				}
				else
				if (buffer->Material.MaterialType == video::EMT_SPHERE_MAP)
				{
					buffer->Material.Lighting  = true;
				}

				buffer->Material.AmbientColor = video::SColor(
					matEnt->Header.AmbientColor.A, matEnt->Header.AmbientColor.R,
					matEnt->Header.AmbientColor.G, matEnt->Header.AmbientColor.B
					);
				buffer->Material.DiffuseColor =	video::SColor(
					matEnt->Header.DiffuseColor.A, matEnt->Header.DiffuseColor.R,
					matEnt->Header.DiffuseColor.G, matEnt->Header.DiffuseColor.B
					);
				buffer->Material.EmissiveColor = video::SColor(
					matEnt->Header.EmissiveColor.A, matEnt->Header.EmissiveColor.R,
					matEnt->Header.EmissiveColor.G, matEnt->Header.EmissiveColor.B
					);
				buffer->Material.SpecularColor = video::SColor(
					matEnt->Header.SpecularColor.A, matEnt->Header.SpecularColor.R,
					matEnt->Header.SpecularColor.G, matEnt->Header.SpecularColor.B
					);
			}
			else
			{
				buffer->Material.setTexture(0, 0);
				buffer->Material.setTexture(1, 0);

				buffer->Material.AmbientColor = video::SColor(255, 255, 255, 255);
				buffer->Material.DiffuseColor =	video::SColor(255, 255, 255, 255);
				buffer->Material.EmissiveColor = video::SColor(0, 0, 0, 0);
				buffer->Material.SpecularColor = video::SColor(0, 0, 0, 0);
			}

			if (matEnt && matEnt->Header.Transparency!=0)
			{
				if (buffer->Material.MaterialType == video::EMT_REFLECTION_2_LAYER )
				{
					buffer->Material.MaterialType = video::EMT_TRANSPARENT_REFLECTION_2_LAYER;
					buffer->Material.Lighting  = true;
					buffer->Material.BackfaceCulling = true;
				}
				else
				{
					buffer->Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
					buffer->Material.Lighting = false;
					buffer->Material.BackfaceCulling = false;
				}
			}
			else if (
				!buffer->Material.getTexture(1) &&
				buffer->Material.MaterialType != video::EMT_TRANSPARENT_ALPHA_CHANNEL &&
				buffer->Material.MaterialType != video::EMT_SPHERE_MAP)
			{
				buffer->Material.MaterialType = video::EMT_SOLID;
				buffer->Material.Lighting  = true;
			}

			MeshBufferEntry.push_back(
			SMyMeshBufferEntry(meshHeader.MatIndex, buffer));
		}

		video::S3DVertex2TCoords VertexA, VertexB, VertexC;

		// vertices (A, B, C) color
		video::SColor vert_color;
		if (matEnt &&
			(buffer->Material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA ||
			buffer->Material.MaterialType == video::EMT_TRANSPARENT_REFLECTION_2_LAYER))
		{
			video::SColor color(
			matEnt->Header.DiffuseColor.A, matEnt->Header.DiffuseColor.R,
			matEnt->Header.DiffuseColor.G, matEnt->Header.DiffuseColor.B);

			vert_color = color.getInterpolated(video::SColor(0,0,0,0),
				1-matEnt->Header.Transparency);
		}
		else
		{
			vert_color = buffer->Material.DiffuseColor;
		}

		VertexA.Color = VertexB.Color = VertexC.Color = vert_color;

		if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
		{
			buffer->getIndexBuffer()->reallocate(buffer->getIndexBuffer()->getIndexCount()+6*facesNum);
			buffer->getVertexBuffer()->reallocate(buffer->getVertexBuffer()->getVertexCount()+6*facesNum);
		}
		else
		{
			buffer->getIndexBuffer()->reallocate(buffer->getIndexBuffer()->getIndexCount()+3*facesNum);
			buffer->getVertexBuffer()->reallocate(buffer->getVertexBuffer()->getVertexCount()+3*facesNum);
		}
		for (int f=0; f<facesNum; f++)
		{
			// vertex A

			VertexA.Pos.X = Vertex[Face[f].C].Coord.X;
			VertexA.Pos.Y = Vertex[Face[f].C].Coord.Y;
			VertexA.Pos.Z = Vertex[Face[f].C].Coord.Z;

			VertexA.Normal.X = Vertex[Face[f].C].Normal.X;
			VertexA.Normal.Y = Vertex[Face[f].C].Normal.Y;
			VertexA.Normal.Z = Vertex[Face[f].C].Normal.Z;

			if (meshHeader.TChannelCnt>0)
			{
				VertexA.TCoords.X  = TVertex1[TFace1[f].C].TCoord.X;
				VertexA.TCoords.Y  = TVertex1[TFace1[f].C].TCoord.Y;
			}

			if (meshHeader.TChannelCnt>1)
			{
				VertexA.TCoords2.X = TVertex2[TFace2[f].C].TCoord.X;
				VertexA.TCoords2.Y = TVertex2[TFace2[f].C].TCoord.Y;
			}

			// vertex B

			VertexB.Pos.X = Vertex[Face[f].B].Coord.X;
			VertexB.Pos.Y = Vertex[Face[f].B].Coord.Y;
			VertexB.Pos.Z = Vertex[Face[f].B].Coord.Z;

			VertexB.Normal.X = Vertex[Face[f].B].Normal.X;
			VertexB.Normal.Y = Vertex[Face[f].B].Normal.Y;
			VertexB.Normal.Z = Vertex[Face[f].B].Normal.Z;

			if (meshHeader.TChannelCnt>0)
			{
				VertexB.TCoords.X  = TVertex1[TFace1[f].B].TCoord.X;
				VertexB.TCoords.Y  = TVertex1[TFace1[f].B].TCoord.Y;
			}

			if (meshHeader.TChannelCnt>1)
			{
				VertexB.TCoords2.X = TVertex2[TFace2[f].B].TCoord.X;
				VertexB.TCoords2.Y = TVertex2[TFace2[f].B].TCoord.Y;
			}

			// vertex C

			VertexC.Pos.X = Vertex[Face[f].A].Coord.X;
			VertexC.Pos.Y = Vertex[Face[f].A].Coord.Y;
			VertexC.Pos.Z = Vertex[Face[f].A].Coord.Z;

			VertexC.Normal.X = Vertex[Face[f].A].Normal.X;
			VertexC.Normal.Y = Vertex[Face[f].A].Normal.Y;
			VertexC.Normal.Z = Vertex[Face[f].A].Normal.Z;

			if (meshHeader.TChannelCnt>0)
			{
				VertexC.TCoords.X  = TVertex1[TFace1[f].A].TCoord.X;
				VertexC.TCoords.Y  = TVertex1[TFace1[f].A].TCoord.Y;
			}
			if (meshHeader.TChannelCnt>1)
			{
				VertexC.TCoords2.X = TVertex2[TFace2[f].A].TCoord.X;
				VertexC.TCoords2.Y = TVertex2[TFace2[f].A].TCoord.Y;
			}

			// store 3d data in mesh buffer

			buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
			buffer->getVertexBuffer()->addVertex(&VertexA);

			buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
			buffer->getVertexBuffer()->addVertex(&VertexB);

			buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
			buffer->getVertexBuffer()->addVertex(&VertexC);

			//*****************************************************************
			//          !!!!!! W A R N I N G !!!!!!!
			//*****************************************************************
			// For materials with alpha channel we duplicate all faces.
			// This has be done for proper lighting calculation of the back faces.
			// So you must remember this while you creating your models !!!!!
			//*****************************************************************
			//          !!!!!! W A R N I N G !!!!!!!
			//*****************************************************************

			if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
			{
				VertexA.Normal = core::vector3df(-VertexA.Normal.X, -VertexA.Normal.Y, -VertexA.Normal.Z);
				VertexB.Normal = core::vector3df(-VertexB.Normal.X, -VertexB.Normal.Y, -VertexB.Normal.Z);
				VertexC.Normal = core::vector3df(-VertexC.Normal.X, -VertexC.Normal.Y, -VertexC.Normal.Z);

				buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
				buffer->getVertexBuffer()->addVertex(&VertexC);

				buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
				buffer->getVertexBuffer()->addVertex(&VertexB);

				buffer->getIndexBuffer()->addIndex(buffer->getVertexBuffer()->getVertexCount());
				buffer->getVertexBuffer()->addVertex(&VertexA);
			}
		}
		file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
		id = os::Byteswap::byteswap(id);
#endif
	}

	// creating mesh
	SMesh* mesh = new SMesh();

	for (u32 num=0; num<MeshBufferEntry.size(); ++num)
	{
		CMeshBuffer<video::S3DVertex2TCoords>* buffer = MeshBufferEntry[num].MeshBuffer;

		if (!buffer)
			continue;

		mesh->addMeshBuffer(buffer);

		buffer->recalculateBoundingBox();
		buffer->drop();
	}

	mesh->recalculateBoundingBox();

	if (id != MY3D_FILE_END_ID)
		os::Printer::log("Loading finished, but can not find MY3D_FILE_END_ID token.", ELL_WARNING);

	SAnimatedMesh* am = new SAnimatedMesh();

	am->addMesh(mesh);
	mesh->drop();
	am->recalculateBoundingBox();

	return am;
}