First pass of load files through an interface (to allow loading from memory, zip file etc). So instead of posix fopen/fread, using CommonFileIOInterface.

A fileIO plugin can override custom file IO operations. As a small test, load files from a zipfile in memory.
Default fileIO implementation is in examples/Utils/b3BulletDefaultFileIO.h
Affects URDF, SDF, MJCF, Wavefront OBJ, STL, DAE, images.
This commit is contained in:
erwincoumans
2018-10-08 21:27:08 -07:00
parent a1543714f1
commit dba239fe8d
49 changed files with 1211 additions and 322 deletions

View File

@@ -7,6 +7,7 @@
#include "../OpenGLWindow/SimpleOpenGL3App.h"
#include "Wavefront2GLInstanceGraphicsShape.h"
#include "../../Utils/b3ResourcePath.h"
#include "../../Utils/b3BulletDefaultFileIO.h"
#include "Bullet3Common/b3FileUtils.h"
#include "stb_image/stb_image.h"
@@ -56,7 +57,8 @@ int loadAndRegisterMeshFromFile2(const std::string& fileName, CommonRenderInterf
int shapeId = -1;
b3ImportMeshData meshData;
if (b3ImportMeshUtility::loadAndRegisterMeshFromFileInternal(fileName, meshData))
b3BulletDefaultFileIO fileIO;
if (b3ImportMeshUtility::loadAndRegisterMeshFromFileInternal(fileName, meshData,&fileIO))
{
int textureIndex = -1;
@@ -94,7 +96,7 @@ void ImportObjSetup::initPhysics()
btQuaternion orn = trans.getRotation();
btVector3 scaling(1, 1, 1);
btVector3 color(1, 1, 1);
btVector4 color(1, 1, 1,1);
int shapeId = loadAndRegisterMeshFromFile2(m_fileName, m_guiHelper->getRenderInterface());
if (shapeId >= 0)