// -*-c++-*- /* * $Id: directx.cpp,v 1.9 2006/07/04 09:13:15 robert Exp $ * * Loader for DirectX .x files. * Copyright (c)2002-2006 Ulrich Hertlein * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #if defined(_MSC_VER) && (_MSC_VER <= 1200) #pragma warning (disable : 4786) #endif #include "directx.h" #include #include #include #include using namespace DX; using namespace std; /********************************************************************** * * DirectX object. * **********************************************************************/ Object::Object() { } void Object::clear() { for (unsigned int i = 0; i < _meshes.size(); ++i) { _meshes[i]->clear(); } _meshes.clear(); } bool Object::load(const char* filename) { if (!filename) return false; ifstream fin(filename); if (fin.bad()) { osg::notify(osg::WARN) << "Object::load: Unable to open: " << filename << endl; return false; } parseSection(fin); fin.close(); return true; } bool Object::generateNormals(float creaseAngle) { bool result = true; for (unsigned int i = 0; i < _meshes.size(); ++i) { result &= _meshes[i]->generateNormals(creaseAngle); } return result; } Material * Object::findMaterial(const std::string & name) { std::vector::iterator itr; for (itr = _globalMaterials.begin(); itr != _globalMaterials.end(); ++itr) { //cerr << "search=" << name << " have=" << (*itr).name << endl; if ((*itr).name == name) { return &*itr; } } return 0; } /********************************************************************** * * Private * **********************************************************************/ // Parse section void Object::parseSection(ifstream& fin) { char buf[256]; vector token; while (fin.getline(buf, sizeof(buf))) { if (strrchr(buf, '}') != 0) { //cerr << "!!! End section\n"; break; } else if (strrchr(buf, '{') != 0) { // Tokenize token.clear(); tokenize(buf, token); if (token.size() == 0) continue; if (token[0] == "Mesh") { // create new mesh //cerr << "!!! Begin Mesh" << endl; Mesh * mesh = new Mesh(this); _meshes.push_back(mesh); mesh->parseMesh(fin); } else if (token[0] == "Material") { // // dgm - In later versions of directx files, materials // can be declared at the top of the file (e.g. globally). // Keep this list of global materials in "_globalMaterials" // Material mm; if (token.size() > 1 && token[1] != "") { mm.name = token[1]; } parseMaterial(fin, mm); _globalMaterials.push_back(mm); } else if (token[0] == "Frame") { parseFrame(fin); } else { //cerr << "!!! Begin section " << token[0] << endl; parseSection(fin); } } } } // Parse frame void Object::parseFrame(ifstream& /*fin*/) { }