mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 11:50:37 +01:00
108 lines
2.5 KiB
C++
108 lines
2.5 KiB
C++
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#include "IrrCompileConfig.h"
|
||
|
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
|
||
|
|
||
|
#include "CBSPMeshFileLoader.h"
|
||
|
#include "CQ3LevelMesh.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
//! Constructor
|
||
|
CBSPMeshFileLoader::CBSPMeshFileLoader(scene::ISceneManager* smgr,
|
||
|
io::IFileSystem* fs)
|
||
|
: FileSystem(fs), SceneManager(smgr)
|
||
|
{
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CBSPMeshFileLoader");
|
||
|
#endif
|
||
|
|
||
|
if (FileSystem)
|
||
|
FileSystem->grab();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! destructor
|
||
|
CBSPMeshFileLoader::~CBSPMeshFileLoader()
|
||
|
{
|
||
|
if (FileSystem)
|
||
|
FileSystem->drop();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns true if the file maybe is able to be loaded by this class
|
||
|
//! based on the file extension (e.g. ".bsp")
|
||
|
bool CBSPMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
|
||
|
{
|
||
|
return core::hasFileExtension ( filename, "bsp", "shader", "cfg" );
|
||
|
}
|
||
|
|
||
|
|
||
|
//! 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* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
|
||
|
{
|
||
|
s32 type = core::isFileExtension ( file->getFileName(), "bsp", "shader", "cfg" );
|
||
|
CQ3LevelMesh* q = 0;
|
||
|
|
||
|
switch ( type )
|
||
|
{
|
||
|
case 1:
|
||
|
q = new CQ3LevelMesh(FileSystem, SceneManager, LoadParam);
|
||
|
|
||
|
// determine real shaders in LoadParam
|
||
|
if ( 0 == LoadParam.loadAllShaders )
|
||
|
{
|
||
|
q->getShader("scripts/common.shader");
|
||
|
q->getShader("scripts/sfx.shader");
|
||
|
q->getShader("scripts/gfx.shader");
|
||
|
q->getShader("scripts/liquid.shader");
|
||
|
q->getShader("scripts/models.shader");
|
||
|
q->getShader("scripts/walls.shader");
|
||
|
//q->getShader("scripts/sky.shader");
|
||
|
}
|
||
|
|
||
|
if ( q->loadFile(file) )
|
||
|
return q;
|
||
|
|
||
|
q->drop();
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
|
||
|
q->getShader( file );
|
||
|
return q;
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
// load quake 3 loading parameter
|
||
|
if ( file->getFileName() == "levelparameter.cfg" )
|
||
|
{
|
||
|
file->read ( &LoadParam, sizeof ( LoadParam ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
|
||
|
q->getConfiguration( file );
|
||
|
return q;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // _IRR_COMPILE_WITH_BSP_LOADER_
|
||
|
|