The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2006-2012 Luke Hoschke
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| // B3D Mesh loader
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| // File format designed by Mark Sibly for the Blitz3D engine and has been
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| // declared public domain
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| 
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| 
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| #pragma once
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| 
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| #include "IMeshLoader.h"
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| #include "ISceneManager.h"
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| #include "CSkinnedMesh.h"
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| #include "SB3DStructs.h"
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| #include "IReadFile.h"
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| 
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| namespace irr
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| {
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| 
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| namespace scene
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| {
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| 
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| //! Meshloader for B3D format
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| class CB3DMeshFileLoader : public IMeshLoader
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| {
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| public:
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| 
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| 	//! Constructor
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| 	CB3DMeshFileLoader(scene::ISceneManager* smgr);
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| 
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| 	//! returns true if the file maybe is able to be loaded by this class
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| 	//! based on the file extension (e.g. ".bsp")
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| 	bool isALoadableFileExtension(const io::path& filename) const override;
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| 
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| 	//! creates/loads an animated mesh from the file.
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| 	//! \return Pointer to the created mesh. Returns 0 if loading failed.
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| 	//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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| 	//! See IReferenceCounted::drop() for more information.
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| 	IAnimatedMesh* createMesh(io::IReadFile* file) override;
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| 
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| private:
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| 
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| 	bool load();
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| 	bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
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| 	bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
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| 	bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
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| 	bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
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| 	bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
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| 	bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
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| 	bool readChunkANIM();
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| 	bool readChunkTEXS();
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| 	bool readChunkBRUS();
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| 
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| 	void readString(core::stringc& newstring);
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| 	void readFloats(f32* vec, u32 count);
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| 
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| 	core::array<SB3dChunk> B3dStack;
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| 
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| 	core::array<SB3dMaterial> Materials;
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| 	core::array<SB3dTexture> Textures;
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| 
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| 	core::array<s32> AnimatedVertices_VertexID;
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| 
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| 	core::array<s32> AnimatedVertices_BufferID;
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| 
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| 	core::array<video::S3DVertex2TCoords> BaseVertices;
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| 
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| 	CSkinnedMesh*	AnimatedMesh;
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| 	io::IReadFile*	B3DFile;
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| 
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| 	//B3Ds have Vertex ID's local within the mesh I don't want this
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| 	// Variable needs to be class member due to recursion in calls
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| 	u32 VerticesStart;
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| 
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| 	bool NormalsInFile;
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| 	bool HasVertexColors;
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| 	bool ShowWarning;
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| };
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| 
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| 
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| } // end namespace scene
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| } // end namespace irr
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