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