//---------------------------------------------------------------------
 void Reader::readObject(Ogre::Quaternion& q)
 {
     readFloats(&q.x);
     readFloats(&q.y);
     readFloats(&q.z);
     readFloats(&q.w);
 }
	void LodConfigSerializer::readLodAdvancedInfo()
	{
		readBools(mStream, &mLodConfig->advanced.useCompression, 1);
		readBools(mStream, &mLodConfig->advanced.useVertexNormals, 1);
		readBools(mStream, &mLodConfig->advanced.useBackgroundQueue, 1);
		readFloats(mStream, &mLodConfig->advanced.outsideWeight, 1);
		readFloats(mStream, &mLodConfig->advanced.outsideWalkAngle, 1);
	}
    //---------------------------------------------------------------------
    void SkeletonSerializer::readAnimation(DataStreamPtr& stream, Skeleton* pSkel)
    {
        // char* name                       : Name of the animation
        String name;
        name = readString(stream);
        // float length                      : Length of the animation in seconds
        float len;
        readFloats(stream, &len, 1);

        Animation *pAnim = pSkel->createAnimation(name, len);
		
        // Read all tracks
        if (!stream->eof())
        {
            unsigned short streamID = readChunk(stream);
			// Optional base info is possible
			if (streamID == SKELETON_ANIMATION_BASEINFO)
			{
				// char baseAnimationName
				String baseAnimName = readString(stream);
				// float baseKeyFrameTime
				float baseKeyTime;
				readFloats(stream, &baseKeyTime, 1);
				
				pAnim->setUseBaseKeyFrame(true, baseKeyTime, baseAnimName);
				
                if (!stream->eof())
                {
                    // Get next stream
                    streamID = readChunk(stream);
                }
			}
			
            while(streamID == SKELETON_ANIMATION_TRACK && !stream->eof())
            {
                readAnimationTrack(stream, pAnim, pSkel);

                if (!stream->eof())
                {
                    // Get next stream
                    streamID = readChunk(stream);
                }
            }
            if (!stream->eof())
            {
                // Backpedal back to start of this stream if we've found a non-track
                stream->skip(-SSTREAM_OVERHEAD_SIZE);
            }

        }



    }
	void LodConfigSerializer::readLodLevels()
	{
		uint32 size = 0;
		readInts(mStream, &size, 1);
		mLodConfig->levels.clear();
		while(size--){
			LodLevel level;
			readFloats(mStream, &level.distance, 1);
			readInts(mStream, (Ogre::uint32*)&level.reductionMethod, 1);
			readFloats(mStream, &level.reductionValue, 1);
			level.manualMeshName = readString(mStream);
			mLodConfig->levels.push_back(level);
		}
	}
    //---------------------------------------------------------------------
    void SkeletonSerializer::readKeyFrame(DataStreamPtr& stream, NodeAnimationTrack* track, 
        Skeleton* pSkel)
    {
        // float time                    : The time position (seconds)
        float time;
        readFloats(stream, &time, 1);

        TransformKeyFrame *kf = track->createNodeKeyFrame(time);

        // Quaternion rotate            : Rotation to apply at this keyframe
        Quaternion rot;
        readObject(stream, rot);
        kf->setRotation(rot);
        // Vector3 translate            : Translation to apply at this keyframe
        Vector3 trans;
        readObject(stream, trans);
        kf->setTranslate(trans);
        // Do we have scale?
        if (mCurrentstreamLen > calcKeyFrameSizeWithoutScale(pSkel, kf))
        {
            Vector3 scale;
            readObject(stream, scale);
            kf->setScale(scale);
        }
    }
void SkeletonSerializerEx::readAnimation(Ogre::DataStreamPtr& stream, Ogre::Skeleton* pSkel)
{
	// char* name                       : Name of the animation
	Ogre::String name;
	name = readString(stream);
	// float length                      : Length of the animation in seconds
	float len;
	readFloats(stream, &len, 1);

	Ogre::Animation *pAnim = pSkel->createAnimation(name, len);

	// Read all tracks
	if (!stream->eof())
	{
		unsigned short streamID = readChunk(stream);
		while(streamID == Ogre::SKELETON_ANIMATION_TRACK && !stream->eof())
		{
			readAnimationTrack(stream, pAnim, pSkel);

			if (!stream->eof())
			{
				// Get next stream
				streamID = readChunk(stream);
			}
		}
		if (!stream->eof())
		{
			// Backpedal back to start of this stream if we've found a non-track
			stream->skip(-STREAM_OVERHEAD_SIZE);
		}
	}
}
示例#7
0
bool B3DMeshLoader::readChunkANIM()
{
#ifdef _B3D_READER_DEBUG
    core::stringc logStr;
    for ( u32 i=1; i < B3dStack.size(); ++i )
        logStr += "-";
    logStr += "read ChunkANIM";
    os::Printer::log(logStr.c_str());
#endif

    s32 animFlags; //not stored\used
    s32 animFrames;//not stored\used
    f32 animFPS; //not stored\used

    B3DFile->read(&animFlags, sizeof(s32));
    B3DFile->read(&animFrames, sizeof(s32));
    readFloats(&animFPS, 1);
    if (animFPS>0.f)
        AnimatedMesh->setAnimationSpeed(animFPS);
    os::Printer::log("FPS", io::path((double)animFPS), ELL_DEBUG);

    #ifdef __BIG_ENDIAN__
        animFlags = os::Byteswap::byteswap(animFlags);
        animFrames = os::Byteswap::byteswap(animFrames);
    #endif

    B3dStack.erase(B3dStack.size()-1);
    return true;
}
示例#8
0
	void Serializer::readObject(Vector3& pDest)
	{
		float tmp[3];
		readFloats(tmp, 3);
		pDest.x = tmp[0];
		pDest.y = tmp[1];
		pDest.z = tmp[2];
	}
示例#9
0
 //---------------------------------------------------------------------
 void Serializer::readObject(DataStreamPtr& stream, Quaternion& pDest)
 {
     float tmp[4];
     readFloats(stream, tmp, 4);
     pDest.x = tmp[0];
     pDest.y = tmp[1];
     pDest.z = tmp[2];
     pDest.w = tmp[3];
 }
示例#10
0
	void Serializer::readObject(Quaternion& pDest)
	{
		float tmp[4];
		readFloats(tmp, 4);
		pDest.x = tmp[0];
		pDest.y = tmp[1];
		pDest.z = tmp[2];
		pDest.w = tmp[3];
	}
示例#11
0
bool B3DMeshLoader::readChunkTEXS()
{
#ifdef _B3D_READER_DEBUG
    core::stringc logStr;
    for ( u32 i=1; i < B3dStack.size(); ++i )
        logStr += "-";
    logStr += "read ChunkTEXS";
    os::Printer::log(logStr.c_str());
#endif

    while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
    {
        Textures.push_back(SB3dTexture());
        SB3dTexture& B3dTexture = Textures.getLast();

        readString(B3dTexture.TextureName);
        B3dTexture.TextureName.replace('\\','/');
#ifdef _B3D_READER_DEBUG
        os::Printer::log("read Texture", B3dTexture.TextureName.c_str());
#endif

        B3DFile->read(&B3dTexture.Flags, sizeof(s32));
        B3DFile->read(&B3dTexture.Blend, sizeof(s32));
#ifdef __BIG_ENDIAN__
        B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags);
        B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend);
#endif
#ifdef _B3D_READER_DEBUG
        os::Printer::log("Flags", core::stringc(B3dTexture.Flags).c_str());
        os::Printer::log("Blend", core::stringc(B3dTexture.Blend).c_str());
#endif
        readFloats(&B3dTexture.Xpos, 1);
        readFloats(&B3dTexture.Ypos, 1);
        readFloats(&B3dTexture.Xscale, 1);
        readFloats(&B3dTexture.Yscale, 1);
        readFloats(&B3dTexture.Angle, 1);
    }

    B3dStack.erase(B3dStack.size()-1);

    return true;
}
	//---------------------------------------------------------------------
	void SkeletonSerializer::readSkeletonAnimationLink(DataStreamPtr& stream, 
		Skeleton* pSkel)
	{
		// char* skeletonName
		String skelName = readString(stream);
		// float scale
		float scale;
		readFloats(stream, &scale, 1);

		pSkel->addLinkedSkeletonAnimationSource(skelName, scale);

	}
	void LodConfigSerializer::readLodProfile()
	{
		uint32 size = 0;
		readInts(mStream, &size, 1);
		mLodConfig->advanced.profile.clear();
		while(size--){
			ProfiledEdge pv;
			readObject(mStream, pv.src);
			readObject(mStream, pv.dst);
			readFloats(mStream, &pv.cost, 1);
			mLodConfig->advanced.profile.push_back(pv);
		}
	}
void OgreMeshDeserializer::readBoundsInfo()
{
    WFMath::Point<3> min, max;
    readFloats(m_stream, &min.x(), 1);
    readFloats(m_stream, &min.y(), 1);
    readFloats(m_stream, &min.z(), 1);
    readFloats(m_stream, &max.x(), 1);
    readFloats(m_stream, &max.y(), 1);
    readFloats(m_stream, &max.z(), 1);

    min.setValid(true);
    max.setValid(true);
    m_bounds = WFMath::AxisBox<3>(min, max);
    readFloats(m_stream, &m_radius, 1);
}
示例#15
0
static void readVertices(spSkeletonBinary *self, spVertexAttachment *attachment, int vertexCount)
{
    if (!readBoolean(self)) {
        attachment->vertices = readFloats(self, self->scale, vertexCount << 1);
        attachment->verticesCount = vertexCount << 1;
        attachment->bones = NULL;
        attachment->bonesCount = 0;
    } else {
        float *weights;
        int *bones;
        int weightCount = 0, boneCount = 0;
        int position = self->data->position;
        
        for (int i = 0; i < vertexCount; i++) {
            int nn = readVarint(self, true);
            boneCount++;
            for (int ii = 0; ii < nn; ii++) {
                readVarint(self, true);
                self->data->position += sizeof(float) * 3;
                weightCount += 3;
                boneCount++;
            }
        }
        
        self->data->position = position;
        
        attachment->bones = MALLOC(int, boneCount);
        attachment->bonesCount = boneCount;
        attachment->vertices = MALLOC(float, weightCount);
        attachment->verticesCount = weightCount;
        weights = attachment->vertices;
        bones = attachment->bones;
        
        for (int i = 0; i < vertexCount; i++) {
            int nn = readVarint(self, true);
            *bones++ = nn;
            for (int ii = 0; ii < nn; ii++) {
                *bones++ = readVarint(self, true);
                *weights++ = readFloat(self) * self->scale;
                *weights++ = readFloat(self) * self->scale;
                *weights++ = readFloat(self);
            }
        }
    }
}
示例#16
0
 //---------------------------------------------------------------------
 void Reader::readObject(Ogre::Vector3& v)
 {
     readFloats(&v.x);
     readFloats(&v.y);
     readFloats(&v.z);
 }
示例#17
0
bool B3DMeshLoader::readChunkKEYS(scene::CSkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
    // Only print first, that's just too much output otherwise
    if ( !inJoint || (inJoint->PositionKeys.empty() && inJoint->ScaleKeys.empty() && inJoint->RotationKeys.empty()) )
    {
        core::stringc logStr;
        for ( u32 i=1; i < B3dStack.size(); ++i )
            logStr += "-";
        logStr += "read ChunkKEYS";
        os::Printer::log(logStr.c_str());
    }
#endif

    s32 flags;
    B3DFile->read(&flags, sizeof(flags));
#ifdef __BIG_ENDIAN__
    flags = os::Byteswap::byteswap(flags);
#endif

    scene::CSkinnedMesh::SPositionKey *oldPosKey=0;
    core::vector3df oldPos[2];
    scene::CSkinnedMesh::SScaleKey *oldScaleKey=0;
    core::vector3df oldScale[2];
    scene::CSkinnedMesh::SRotationKey *oldRotKey=0;
    core::quaternion oldRot[2];
    bool isFirst[3]={true,true,true};
    while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
    {
        s32 frame;

        B3DFile->read(&frame, sizeof(frame));
        #ifdef __BIG_ENDIAN__
        frame = os::Byteswap::byteswap(frame);
        #endif

        // Add key frames, frames in Irrlicht are zero-based
        f32 data[4];
        if (flags & 1)
        {
            readFloats(data, 3);
            if ((oldPosKey!=0) && (oldPos[0]==oldPos[1]))
            {
                const core::vector3df pos(data[0], data[1], data[2]);
                if (oldPos[1]==pos)
                    oldPosKey->frame = (f32)frame-1;
                else
                {
                    oldPos[0]=oldPos[1];
                    oldPosKey=AnimatedMesh->addPositionKey(inJoint);
                    oldPosKey->frame = (f32)frame-1;
                    oldPos[1].set(oldPosKey->position.set(pos));
                }
            }
            else if (oldPosKey==0 && isFirst[0])
            {
                oldPosKey=AnimatedMesh->addPositionKey(inJoint);
                oldPosKey->frame = (f32)frame-1;
                oldPos[0].set(oldPosKey->position.set(data[0], data[1], data[2]));
                oldPosKey=0;
                isFirst[0]=false;
            }
            else
            {
                if (oldPosKey!=0)
                    oldPos[0]=oldPos[1];
                oldPosKey=AnimatedMesh->addPositionKey(inJoint);
                oldPosKey->frame = (f32)frame-1;
                oldPos[1].set(oldPosKey->position.set(data[0], data[1], data[2]));
            }
        }
        if (flags & 2)
        {
            readFloats(data, 3);
            if ((oldScaleKey!=0) && (oldScale[0]==oldScale[1]))
            {
                const core::vector3df scale(data[0], data[1], data[2]);
                if (oldScale[1]==scale)
                    oldScaleKey->frame = (f32)frame-1;
                else
                {
                    oldScale[0]=oldScale[1];
                    oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
                    oldScaleKey->frame = (f32)frame-1;
                    oldScale[1].set(oldScaleKey->scale.set(scale));
                }
            }
            else if (oldScaleKey==0 && isFirst[1])
            {
                oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
                oldScaleKey->frame = (f32)frame-1;
                oldScale[0].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
                oldScaleKey=0;
                isFirst[1]=false;
            }
            else
            {
                if (oldScaleKey!=0)
                    oldScale[0]=oldScale[1];
                oldScaleKey=AnimatedMesh->addScaleKey(inJoint);
                oldScaleKey->frame = (f32)frame-1;
                oldScale[1].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
            }
        }
        if (flags & 4)
        {
            readFloats(data, 4);
            if ((oldRotKey!=0) && (oldRot[0]==oldRot[1]))
            {
                // meant to be in this order since b3d stores W first
                const core::quaternion rot(data[1], data[2], data[3], data[0]);
                if (oldRot[1]==rot)
                    oldRotKey->frame = (f32)frame-1;
                else
                {
                    oldRot[0]=oldRot[1];
                    oldRotKey=AnimatedMesh->addRotationKey(inJoint);
                    oldRotKey->frame = (f32)frame-1;
                    oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
                }
            }
            else if (oldRotKey==0 && isFirst[2])
            {
                oldRotKey=AnimatedMesh->addRotationKey(inJoint);
                oldRotKey->frame = (f32)frame-1;
                // meant to be in this order since b3d stores W first
                oldRot[0].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
                oldRotKey=0;
                isFirst[2]=false;
            }
            else
            {
                if (oldRotKey!=0)
                    oldRot[0]=oldRot[1];
                oldRotKey=AnimatedMesh->addRotationKey(inJoint);
                oldRotKey->frame = (f32)frame-1;
                // meant to be in this order since b3d stores W first
                oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
            }
        }
    }

    B3dStack.erase(B3dStack.size()-1);
    return true;
}
示例#18
0
/*
VRTS:
  int flags                   ;1=normal values present, 2=rgba values present
  int tex_coord_sets          ;texture coords per vertex (eg: 1 for simple U/V) max=8
                but we only support 3
  int tex_coord_set_size      ;components per set (eg: 2 for simple U/V) max=4
  {
  float x,y,z                 ;always present
  float nx,ny,nz              ;vertex normal: present if (flags&1)
  float red,green,blue,alpha  ;vertex color: present if (flags&2)
  float tex_coords[tex_coord_sets][tex_coord_set_size]    ;tex coords
  }
*/
bool B3DMeshLoader::readChunkVRTS(scene::CSkinnedMesh::SJoint *inJoint)
{
#ifdef _B3D_READER_DEBUG
    core::stringc logStr;
    for ( u32 i=1; i < B3dStack.size(); ++i )
        logStr += "-";
    logStr += "ChunkVRTS";
    os::Printer::log(logStr.c_str());
#endif

    const s32 max_tex_coords = 3;
    s32 flags, tex_coord_sets, tex_coord_set_size;

    B3DFile->read(&flags, sizeof(flags));
    B3DFile->read(&tex_coord_sets, sizeof(tex_coord_sets));
    B3DFile->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
#ifdef __BIG_ENDIAN__
    flags = os::Byteswap::byteswap(flags);
    tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
    tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
#endif

    if (tex_coord_sets >= max_tex_coords || tex_coord_set_size >= 4) // Something is wrong
    {
        os::Printer::log("tex_coord_sets or tex_coord_set_size too big", B3DFile->getFileName(), ELL_ERROR);
        return false;
    }

    //------ Allocate Memory, for speed -----------//

    s32 numberOfReads = 3;

    if (flags & 1)
    {
        NormalsInFile = true;
        numberOfReads += 3;
    }
    if (flags & 2)
    {
        numberOfReads += 4;
        HasVertexColors=true;
    }

    numberOfReads += tex_coord_sets*tex_coord_set_size;

    const s32 memoryNeeded = (B3dStack.getLast().length / sizeof(f32)) / numberOfReads;

    BaseVertices.reallocate(memoryNeeded + BaseVertices.size() + 1);
    AnimatedVertices_VertexID.reallocate(memoryNeeded + AnimatedVertices_VertexID.size() + 1);

    //--------------------------------------------//

    while( (B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
    {
        f32 position[3];
        f32 normal[3]={0.f, 0.f, 0.f};
        f32 color[4]={1.0f, 1.0f, 1.0f, 1.0f};
        f32 tex_coords[max_tex_coords][4];

        readFloats(position, 3);

        if (flags & 1)
            readFloats(normal, 3);
        if (flags & 2)
            readFloats(color, 4);

        for (s32 i=0; i<tex_coord_sets; ++i)
            readFloats(tex_coords[i], tex_coord_set_size);

        f32 tu=0.0f, tv=0.0f;
        if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
        {
            tu=tex_coords[0][0];
            tv=tex_coords[0][1];
        }

        f32 tu2=0.0f, tv2=0.0f;
        if (tex_coord_sets>1 && tex_coord_set_size>1)
        {
            tu2=tex_coords[1][0];
            tv2=tex_coords[1][1];
        }

        // Create Vertex...
        video::S3DVertex2TCoords Vertex(position[0], position[1], position[2],
                normal[0], normal[1], normal[2],
                video::SColorf(color[0], color[1], color[2], color[3]).toSColor(),
                tu, tv, tu2, tv2);

        // Transform the Vertex position by nested node...
        inJoint->GlobalMatrix.transformVect(Vertex.Pos);
        inJoint->GlobalMatrix.rotateVect(Vertex.Normal);

        //Add it...
        BaseVertices.push_back(Vertex);

        AnimatedVertices_VertexID.push_back(-1);
        AnimatedVertices_BufferID.push_back(-1);
    }

    B3dStack.erase(B3dStack.size()-1);

    return true;
}
示例#19
0
bool B3DMeshLoader::readChunkNODE(scene::CSkinnedMesh::SJoint *inJoint)
{
    scene::CSkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
    readString(joint->Name);

#ifdef _B3D_READER_DEBUG
    core::stringc logStr;
    for ( u32 i=1; i < B3dStack.size(); ++i )
        logStr += "-";
    logStr += "read ChunkNODE";
    os::Printer::log(logStr.c_str(), joint->Name.c_str());
#endif

    f32 position[3], scale[3], rotation[4];

    readFloats(position, 3);
    readFloats(scale, 3);
    readFloats(rotation, 4);

    joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ;
    joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]);
    joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);

    //Build LocalMatrix:

    core::matrix4 positionMatrix;
    positionMatrix.setTranslation( joint->Animatedposition );
    core::matrix4 scaleMatrix;
    scaleMatrix.setScale( joint->Animatedscale );
    core::matrix4 rotationMatrix;
    joint->Animatedrotation.getMatrix_transposed(rotationMatrix);

    joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;

    if (inJoint)
        joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
    else
        joint->GlobalMatrix = joint->LocalMatrix;

    while(B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
    {
        SB3dChunkHeader header;
        B3DFile->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
        header.size = os::Byteswap::byteswap(header.size);
#endif

        B3dStack.push_back(SB3dChunk(header, B3DFile->getPos()-8));

        if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
        {
            if (!readChunkNODE(joint))
                return false;
        }
        else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 )
        {
            VerticesStart=BaseVertices.size();
            if (!readChunkMESH(joint))
                return false;
        }
        else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 )
        {
            if (!readChunkBONE(joint))
                return false;
        }
        else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 )
        {
            if(!readChunkKEYS(joint))
                return false;
        }
        else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 )
        {
            if (!readChunkANIM())
                return false;
        }
        else
        {
            os::Printer::log("Unknown chunk found in node chunk - skipping");
            B3DFile->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
            B3dStack.erase(B3dStack.size()-1);
        }
    }

    B3dStack.erase(B3dStack.size()-1);

    return true;
}
示例#20
0
bool B3DMeshLoader::readChunkBRUS()
{
#ifdef _B3D_READER_DEBUG
    core::stringc logStr;
    for ( u32 i=1; i < B3dStack.size(); ++i )
        logStr += "-";
    logStr += "read ChunkBRUS";
    os::Printer::log(logStr.c_str());
#endif

    u32 n_texs;
    B3DFile->read(&n_texs, sizeof(u32));
#ifdef __BIG_ENDIAN__
    n_texs = os::Byteswap::byteswap(n_texs);
#endif

    // number of texture ids read for Irrlicht
    const u32 num_textures = core::min_(n_texs, video::MATERIAL_MAX_TEXTURES);
    // number of bytes to skip (for ignored texture ids)
    const u32 n_texs_offset = (num_textures<n_texs)?(n_texs-num_textures):0;

    while((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) //this chunk repeats
    {
        // This is what blitz basic calls a brush, like a Irrlicht Material

        core::stringc name;
        readString(name);
#ifdef _B3D_READER_DEBUG
        os::Printer::log("read Material", name);
#endif
        Materials.push_back(SB3dMaterial());
        SB3dMaterial& B3dMaterial=Materials.getLast();

        readFloats(&B3dMaterial.red, 1);
        readFloats(&B3dMaterial.green, 1);
        readFloats(&B3dMaterial.blue, 1);
        readFloats(&B3dMaterial.alpha, 1);
        readFloats(&B3dMaterial.shininess, 1);

        B3DFile->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend));
        B3DFile->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx));
#ifdef __BIG_ENDIAN__
        B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend);
        B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx);
#endif
#ifdef _B3D_READER_DEBUG
        os::Printer::log("Blend", core::stringc(B3dMaterial.blend).c_str());
        os::Printer::log("FX", core::stringc(B3dMaterial.fx).c_str());
#endif

        u32 i;
        for (i=0; i<num_textures; ++i)
        {
            s32 texture_id=-1;
            B3DFile->read(&texture_id, sizeof(s32));
#ifdef __BIG_ENDIAN__
            texture_id = os::Byteswap::byteswap(texture_id);
#endif
            //--- Get pointers to the texture, based on the IDs ---
            if ((u32)texture_id < Textures.size())
            {
                B3dMaterial.Textures[i]=&Textures[texture_id];
#ifdef _B3D_READER_DEBUG
                os::Printer::log("Layer", core::stringc(i).c_str());
                os::Printer::log("using texture", Textures[texture_id].TextureName.c_str());
#endif
            }
            else
                B3dMaterial.Textures[i]=0;
        }
        // skip other texture ids
        for (i=0; i<n_texs_offset; ++i)
        {
            s32 texture_id=-1;
            B3DFile->read(&texture_id, sizeof(s32));
#ifdef __BIG_ENDIAN__
            texture_id = os::Byteswap::byteswap(texture_id);
#endif
            if (ShowWarning && (texture_id != -1) && (n_texs>video::MATERIAL_MAX_TEXTURES))
            {
                os::Printer::log("Too many textures used in one material", B3DFile->getFileName(), ELL_WARNING);
                ShowWarning = false;
            }
        }

        //Fixes problems when the lightmap is on the first texture:
        if (B3dMaterial.Textures[0] != 0)
        {
            if (B3dMaterial.Textures[0]->Flags & 65536) // 65536 = secondary UV
            {
                SB3dTexture *TmpTexture;
                TmpTexture = B3dMaterial.Textures[1];
                B3dMaterial.Textures[1] = B3dMaterial.Textures[0];
                B3dMaterial.Textures[0] = TmpTexture;
            }
        }

        //If a preceeding texture slot is empty move the others down:
        for (i=num_textures; i>0; --i)
        {
            for (u32 j=i-1; j<num_textures-1; ++j)
            {
                if (B3dMaterial.Textures[j+1] != 0 && B3dMaterial.Textures[j] == 0)
                {
                    B3dMaterial.Textures[j] = B3dMaterial.Textures[j+1];
                    B3dMaterial.Textures[j+1] = 0;
                }
            }
        }

        //------ Convert blitz flags/blend to irrlicht -------

        //Two textures:
        if (B3dMaterial.Textures[1])
        {
            if (B3dMaterial.alpha==1.f)
            {
                if (B3dMaterial.Textures[1]->Blend == 5) //(Multiply 2)
                    B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP_M2;
                else
                    B3dMaterial.Material.MaterialType = video::EMT_LIGHTMAP;
                B3dMaterial.Material.Lighting = false;
            }
            else
            {
                B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
                B3dMaterial.Material.ZWriteEnable = false;
            }
        }
        else if (B3dMaterial.Textures[0]) //One texture:
        {
            // Flags & 0x1 is usual SOLID, 0x8 is mipmap (handled before)
            if (B3dMaterial.Textures[0]->Flags & 0x2) //(Alpha mapped)
            {
                B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                B3dMaterial.Material.ZWriteEnable = false;
            }
            else if (B3dMaterial.Textures[0]->Flags & 0x4) //(Masked)
                B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // TODO: create color key texture
            else if (B3dMaterial.Textures[0]->Flags & 0x40)
                B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP;
            else if (B3dMaterial.Textures[0]->Flags & 0x80)
                B3dMaterial.Material.MaterialType = video::EMT_SPHERE_MAP; // TODO: Should be cube map
            else if (B3dMaterial.alpha == 1.f)
                B3dMaterial.Material.MaterialType = video::EMT_SOLID;
            else
            {
                B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
                B3dMaterial.Material.ZWriteEnable = false;
            }
        }
        else //No texture:
        {
            if (B3dMaterial.alpha == 1.f)
                B3dMaterial.Material.MaterialType = video::EMT_SOLID;
            else
            {
                B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
                B3dMaterial.Material.ZWriteEnable = false;
            }
        }

        B3dMaterial.Material.DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor();
        B3dMaterial.Material.ColorMaterial=video::ECM_NONE;

        //------ Material fx ------

        if (B3dMaterial.fx & 1) //full-bright
        {
            B3dMaterial.Material.AmbientColor = video::SColor(255, 255, 255, 255);
            B3dMaterial.Material.Lighting = false;
        }
        else
            B3dMaterial.Material.AmbientColor = B3dMaterial.Material.DiffuseColor;

        if (B3dMaterial.fx & 2) //use vertex colors instead of brush color
            B3dMaterial.Material.ColorMaterial=video::ECM_DIFFUSE_AND_AMBIENT;

        if (B3dMaterial.fx & 4) //flatshaded
            B3dMaterial.Material.GouraudShading = false;

        if (B3dMaterial.fx & 16) //disable backface culling
            B3dMaterial.Material.BackfaceCulling = false;

        if (B3dMaterial.fx & 32) //force vertex alpha-blending
        {
            B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
            B3dMaterial.Material.ZWriteEnable = false;
        }

        B3dMaterial.Material.Shininess = B3dMaterial.shininess;
    }

    B3dStack.erase(B3dStack.size()-1);

    return true;
}
示例#21
0
 //---------------------------------------------------------------------
 void Serializer::readObject(DataStreamPtr& stream, Vector3& pDest)
 {
     readFloats(stream, pDest.ptr(), 3);
 }
示例#22
0
void TriMeshLoader::processVertex(char* tok,TriMesh *pmesh){
  //cout << "PROCESSING VERTEX" << endl;
  float values[3];
  int cnt=readFloats(tok,values,3);
  if(cnt>=3) pmesh->addVertex(values);
}
void SkeletonSerializerEx::readAnimationTrack(
	Ogre::DataStreamPtr& stream, Ogre::Animation* anim, Ogre::Skeleton* pSkel)
{
	// unsigned short boneIndex     : Index of bone to apply to
	unsigned short boneHandle;
	readShorts(stream, &boneHandle, 1);

	// Find bone
	Ogre::Bone *targetBone = pSkel->getBone(boneHandle);

	// Create track
	Ogre::NodeAnimationTrack* pTrack = anim->createNodeTrack(boneHandle, targetBone);

	// Keep looking for nested keyframes
	if (!stream->eof())
	{
		unsigned short streamID = readChunk(stream);
		while((streamID == Ogre::SKELETON_ANIMATION_TRACK_KEYFRAME || streamID == 0x4120 )
				&& !stream->eof())
		{
			if (streamID == 0x4120)
			{			
				unsigned short len;
				unsigned short flags;
				readShorts(stream, &len, 1);
				readShorts(stream, &flags, 1);

				float time;
				for (int i = 0; i < len; i += 1)
				{
					readFloats(stream, &time, 1);
					Ogre::TransformKeyFrame *kf = pTrack->createNodeKeyFrame(time);

					Ogre::Quaternion rot = Ogre::Quaternion::IDENTITY;
					if (flags & 1)
					{
						readObject(stream, rot);
					}
					kf->setRotation(rot);

					Ogre::Vector3 trans = Ogre::Vector3::ZERO;
					if (flags & 2)
					{
						readObject(stream, trans);
					}
					kf->setTranslate(trans);

					// 为正确解析天龙八部模型的骨骼动画              
					Ogre::Vector3 scale = Ogre::Vector3::UNIT_SCALE;
					if (flags & 4)
					{
						readObject(stream, scale);
					}
					kf->setScale(scale);
				}
			}
			else
				readKeyFrame(stream, pTrack, pSkel);

			if (!stream->eof())
			{
				// Get next stream
				streamID = readChunk(stream);
			}
		}
		if (!stream->eof())
		{
			// Backpedal back to start of this stream if we've found a non-keyframe
			stream->skip(-STREAM_OVERHEAD_SIZE);
		}
	}
}
示例#24
0
static spAttachment *readAttachment(spSkeletonBinary *self, spSkin *skin, int slotIndex, const char *attachmentName)
{
    spAttachment *attachment = NULL;
    float scale = self->scale;
    
    char *name = readString(self);
    if (name == NULL) name = (char *)attachmentName;
    
    switch ((spAttachmentType)readByte(self)) {
        case SP_ATTACHMENT_REGION: {
            spRegionAttachment *region;
            
            char *path = readString(self);
            if (path == NULL) path = name;
            
            attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, SP_ATTACHMENT_REGION, name, path);
            region = SUB_CAST(spRegionAttachment, attachment);
            if (path) {
                region->path = copyString(path);
            }
            
            region->rotation = readFloat(self);
            region->x = readFloat(self) * scale;
            region->y = readFloat(self) * scale;
            region->scaleX = readFloat(self);
            region->scaleY = readFloat(self);
            region->width = readFloat(self) * scale;
            region->height = readFloat(self) * scale;
            readColor(self, &region->r, &region->g, &region->b, &region->a);
            
            spRegionAttachment_updateOffset(region);
            spAttachmentLoader_configureAttachment(self->attachmentLoader, attachment);
            break;
        }
        case SP_ATTACHMENT_BOUNDING_BOX: {
            spBoundingBoxAttachment *boundingBox;
            int vertexCount = readVarint(self, true);
            
            attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, SP_ATTACHMENT_BOUNDING_BOX, name, name);
            boundingBox = SUB_CAST(spBoundingBoxAttachment, attachment);
            readVertices(self, SUPER(boundingBox), vertexCount);
            SUPER(boundingBox)->worldVerticesLength = vertexCount << 1;
            
            spAttachmentLoader_configureAttachment(self->attachmentLoader, attachment);
            
            break;
        }
        case SP_ATTACHMENT_MESH: {
            spMeshAttachment *mesh;
            int vertexCount;
            
            char *path = readString(self);
            if (path == NULL) path = name;
            
            attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, SP_ATTACHMENT_MESH, name, path);
            mesh = SUB_CAST(spMeshAttachment, attachment);
            if (path) {
                mesh->path = copyString(path);
            }
            
            readColor(self, &mesh->r, &mesh->g, &mesh->b, &mesh->a);
            vertexCount = readVarint(self, true);
            mesh->regionUVs = readFloats(self, 1, vertexCount << 1);
            mesh->trianglesCount = readVarint(self, true);
            mesh->triangles = readShorts(self, mesh->trianglesCount);
            readVertices(self, SUPER(mesh), vertexCount);
            SUPER(mesh)->worldVerticesLength = vertexCount << 1;
            mesh->hullLength = readVarint(self, true) << 1;
            
            spMeshAttachment_updateUVs(mesh);
            spAttachmentLoader_configureAttachment(self->attachmentLoader, attachment);
            break;
        }
        case SP_ATTACHMENT_LINKED_MESH: {
            spMeshAttachment *mesh;
            
            char *parent;
            char *skinName;
            char *path = readString(self);
            if (path == NULL) path = name;
            
            attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, SP_ATTACHMENT_LINKED_MESH, name, path);
            mesh = SUB_CAST(spMeshAttachment, attachment);
            if (path) {
                mesh->path = copyString(path);
            }
            
            readColor(self, &mesh->r, &mesh->g, &mesh->b, &mesh->a);
            skinName = readString(self);
            parent = readString(self);
            mesh->inheritDeform = readBoolean(self);
            
            addLinkedMesh(self, mesh, skinName, slotIndex, parent);
            break;
        }
        case SP_ATTACHMENT_PATH: {
            spPathAttachment *path;
            int vertexCount;
            
            attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, SP_ATTACHMENT_PATH, name, NULL);
            path = SUB_CAST(spPathAttachment, attachment);
            
            path->closed = readBoolean(self);
            path->constantSpeed = readBoolean(self);
            vertexCount = readVarint(self, true);
            readVertices(self, SUPER(path), vertexCount);
            SUPER(path)->worldVerticesLength = vertexCount << 1;
            path->lengthsLength = vertexCount / 3;
            path->lengths = MALLOC(float, path->lengthsLength);
            for (int i = 0; i < path->lengthsLength; i++) {
                path->lengths[i] = readFloat(self) * self->scale;
            }
            
            break;
        }
    }
    
    return attachment;
}