irrlicht/source/Irrlicht/CBSPMeshFileLoader.cpp

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// 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_