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ffd7b63af0
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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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#ifndef __C_BSP_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_BSP_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "IQ3Shader.h"
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namespace irr
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{
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namespace scene
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{
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//! Meshloader capable of loading Quake 3 BSP files and shaders
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class CBSPMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CBSPMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~CBSPMeshFileLoader();
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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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virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
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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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virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
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private:
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io::IFileSystem* FileSystem;
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scene::ISceneManager* SceneManager;
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quake3::Q3LevelLoadParameter LoadParam;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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