openclonk/src/lib/StdMeshLoader.h

137 lines
5.8 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2009-2013, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// A loader for the OGRE .mesh binary file format
#include <StdMesh.h>
#ifndef INC_StdMeshLoader
#define INC_StdMeshLoader
#include <stdexcept>
namespace OgreToClonk
{
StdMeshVector TransformVector(const StdMeshVector& vector);
StdMeshVector TransformPseudoVector(const StdMeshVector& vector);
StdMeshVector TransformNormalVector(const StdMeshVector& vector);
StdMeshVector TransformScaleVector(const StdMeshVector& vector);
StdMeshQuaternion TransformQuaternion(const StdMeshQuaternion& quaternion);
StdSubMesh::Vertex TransformVertex(const StdSubMesh::Vertex& vertex);
StdMeshTransformation TransformTransformation(const StdMeshTransformation& transformation);
}
class StdMeshLoader
{
public:
class StdMeshXML;
class LoaderException : public std::runtime_error { public: LoaderException(const char *msg) : std::runtime_error(msg) {} };
// filename is only used to show it in error messages. The model is
// loaded from src. Throws LoaderException.
static StdMesh *LoadMeshBinary(const char *sourcefile, size_t size, const StdMeshMatManager &mat_mgr, StdMeshSkeletonLoader &loader, const char *filename = 0);
static StdMesh *LoadMeshXml(const char *sourcefile, size_t size, const StdMeshMatManager &mat_mgr, StdMeshSkeletonLoader &loader, const char *filename = 0);
};
// Interface to load skeleton files. Given a filename occuring in the
// mesh file, this should load the skeleton file from wherever the mesh file
// was loaded from, for example from a C4Group. Return default-construted
// StdStrBuf with NULL data in case of error.
class StdMeshSkeletonLoader
{
public:
virtual ~StdMeshSkeletonLoader() {}
void StoreSkeleton(const char* groupname, const char* filename, std::shared_ptr<StdMeshSkeleton> skeleton);
void RemoveSkeleton(const StdCopyStrBuf& filepath);
void RemoveSkeleton(const char* groupname, const char* filename);
void RemoveSkeletonsInGroup(const char* groupname);
virtual StdMeshSkeleton* GetSkeletonByDefinition(const char* definition) const = 0;
std::shared_ptr<StdMeshSkeleton> GetSkeletonByName(const StdStrBuf& name) const;
void LoadSkeletonXml(const char* groupname, const char* filename, const char *sourcefile, size_t size);
void LoadSkeletonBinary(const char* groupname, const char* filename, const char *sourcefile, size_t size);
void ResolveIncompleteSkeletons();
static void MakeFullSkeletonPath(StdCopyStrBuf &out, const char* groupname, const char* filename)
{
out = StdCopyStrBuf(groupname);
out.AppendBackslash();
out.Append(filename);
out.ToLowerCase();
}
void Clear()
{
Skeletons.clear();
AppendtoSkeletons.clear();
IncludeSkeletons.clear();
}
// Allows to iterate over loaded skeletons:
typedef std::map<StdCopyStrBuf, std::shared_ptr<StdMeshSkeleton>> SkeletonMap;
typedef SkeletonMap::const_iterator skeleton_iterator;
skeleton_iterator skeletons_begin() const { return Skeletons.begin(); }
skeleton_iterator skeletons_end() const { return Skeletons.end(); }
private:
void AddSkeleton(const StdCopyStrBuf& filepath, std::shared_ptr<StdMeshSkeleton> skeleton);
void DoResetSkeletons();
void DoAppendSkeletons();
void DoIncludeSkeletons();
SkeletonMap Skeletons;
// was a map <pointer to skeleton, id> first, but that lead to problems with reloading:
// the old skeleton was still in the map, because the new skeleton was a different object of course
// so instead of finding the old skeleton it seemed simpler to just save a key that can be overloaded
std::map<StdCopyStrBuf, StdCopyStrBuf> AppendtoSkeletons; // key is the filepath, value is the id to append to
std::map<StdCopyStrBuf, StdCopyStrBuf> IncludeSkeletons; // key is the filepath, value is the definition to include
};
#define DEFINE_EXCEPTION(_cls, _text) class _cls : public StdMeshLoader::LoaderException { public: _cls(const char *msg = _text) : LoaderException(msg) {} }
namespace Ogre
{
DEFINE_EXCEPTION(InsufficientData, "Premature end of data stream");
DEFINE_EXCEPTION(MultipleSingletonChunks, "A singleton chunk was found multiple times");
namespace Mesh
{
DEFINE_EXCEPTION(InvalidVersion, "Mesh header does not contain the expected version");
DEFINE_EXCEPTION(SharedVertexGeometryForbidden, "A CID_Geometry chunk was found in a submesh with shared vertices");
DEFINE_EXCEPTION(InvalidSubmeshOp, "The render operation of a CID_Submesh_Op chunk was invalid");
DEFINE_EXCEPTION(InvalidVertexType, "The vertex type of a CID_Geometry_Vertex_Decl_Element chunk was invalid");
DEFINE_EXCEPTION(InvalidVertexSemantic, "The vertex semantic of a CID_Geometry_Vertex_Decl_Element chunk was invalid");
DEFINE_EXCEPTION(InvalidVertexDeclaration, "The vertex declaration of a CID_Geometry chunk was invalid");
DEFINE_EXCEPTION(InvalidMaterial, "The material referenced by a mesh or submesh is not defined");
DEFINE_EXCEPTION(VertexNotFound, "A specified vertex was not found");
DEFINE_EXCEPTION(EmptyBoundingBox, "Bounding box is empty");
DEFINE_EXCEPTION(NotImplemented, "The requested operation is not implemented");
}
namespace Skeleton
{
DEFINE_EXCEPTION(InvalidVersion, "Skeleton header does not contain the expected version");
DEFINE_EXCEPTION(IdNotUnique, "An element with an unique ID appeared multiple times");
DEFINE_EXCEPTION(BoneNotFound, "A specified bone was not found");
DEFINE_EXCEPTION(MissingMasterBone, "The skeleton does not have a master bone");
DEFINE_EXCEPTION(MultipleBoneTracks, "An animation has multiple tracks for one bone");
}
}
#undef DEFINE_EXCEPTION
#endif