Destroy the B3D mess file loaders
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							| @@ -1,83 +0,0 @@ | ||||
| // Copyright (C) 2006-2012 Luke Hoschke | ||||
| // This file is part of the "Irrlicht Engine". | ||||
| // For conditions of distribution and use, see copyright notice in irrlicht.h | ||||
|  | ||||
| // B3D Mesh loader | ||||
| // File format designed by Mark Sibly for the Blitz3D engine and has been | ||||
| // declared public domain | ||||
|  | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| #include "IMeshLoader.h" | ||||
| #include "ISceneManager.h" | ||||
| #include "CSkinnedMesh.h" | ||||
| #include "SB3DStructs.h" | ||||
| #include "IReadFile.h" | ||||
|  | ||||
| namespace irr | ||||
| { | ||||
|  | ||||
| namespace scene | ||||
| { | ||||
|  | ||||
| //! Meshloader for B3D format | ||||
| class CB3DMeshFileLoader : public IMeshLoader | ||||
| { | ||||
| public: | ||||
|  | ||||
| 	//! Constructor | ||||
| 	CB3DMeshFileLoader(scene::ISceneManager* smgr); | ||||
|  | ||||
| 	//! returns true if the file maybe is able to be loaded by this class | ||||
| 	//! based on the file extension (e.g. ".b3d") | ||||
| 	bool isALoadableFileExtension(const io::path& filename) const override; | ||||
|  | ||||
| 	//! creates/loads an animated mesh from the file. | ||||
| 	//! \return Pointer to the created mesh. Returns 0 if loading failed. | ||||
| 	//! If you no longer need the mesh, you should call IAnimatedMesh::drop(). | ||||
| 	//! See IReferenceCounted::drop() for more information. | ||||
| 	IAnimatedMesh* createMesh(io::IReadFile* file) override; | ||||
|  | ||||
| private: | ||||
|  | ||||
| 	bool load(); | ||||
| 	bool readChunkNODE(CSkinnedMesh::SJoint* InJoint); | ||||
| 	bool readChunkMESH(CSkinnedMesh::SJoint* InJoint); | ||||
| 	bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint); | ||||
| 	bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start); | ||||
| 	bool readChunkBONE(CSkinnedMesh::SJoint* InJoint); | ||||
| 	bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint); | ||||
| 	bool readChunkANIM(); | ||||
| 	bool readChunkTEXS(); | ||||
| 	bool readChunkBRUS(); | ||||
|  | ||||
| 	void readString(core::stringc& newstring); | ||||
| 	void readFloats(f32* vec, u32 count); | ||||
|  | ||||
| 	core::array<SB3dChunk> B3dStack; | ||||
|  | ||||
| 	core::array<SB3dMaterial> Materials; | ||||
| 	core::array<SB3dTexture> Textures; | ||||
|  | ||||
| 	core::array<s32> AnimatedVertices_VertexID; | ||||
|  | ||||
| 	core::array<s32> AnimatedVertices_BufferID; | ||||
|  | ||||
| 	core::array<video::S3DVertex2TCoords> BaseVertices; | ||||
|  | ||||
| 	CSkinnedMesh*	AnimatedMesh; | ||||
| 	io::IReadFile*	B3DFile; | ||||
|  | ||||
| 	//B3Ds have Vertex ID's local within the mesh I don't want this | ||||
| 	// Variable needs to be class member due to recursion in calls | ||||
| 	u32 VerticesStart; | ||||
|  | ||||
| 	bool NormalsInFile; | ||||
| 	bool HasVertexColors; | ||||
| 	bool ShowWarning; | ||||
| }; | ||||
|  | ||||
|  | ||||
| } // end namespace scene | ||||
| } // end namespace irr | ||||
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