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https://github.com/minetest/irrlicht.git
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dd36699ad2
Did some tests and the overhead speed cost on loading and rendering where both not really measurable even in a pretty huge scene. While some Irrlicht parts might still have a problem with 32-bit meshes (octree for example, also some meshmanipulator functions), it's probably still less of a problem than having broken meshes and just a nicer default. Also the troubling parts in Irrlicht can be improved over time. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6343 dfc29bdd-3216-0410-991c-e03cc46cb475
130 lines
3.9 KiB
C++
130 lines
3.9 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 IRR_I_MESH_LOADER_H_INCLUDED
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#define IRR_I_MESH_LOADER_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "path.h"
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#include "IMeshTextureLoader.h"
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#include "SVertexIndex.h"
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namespace irr
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{
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namespace io
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{
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class IReadFile;
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} // end namespace io
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namespace scene
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{
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class IAnimatedMesh;
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//! Class which is able to load an animated mesh from a file.
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/** If you want Irrlicht be able to load meshes of
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currently unsupported file formats (e.g. .cob), then implement
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this and add your new Meshloader with
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ISceneManager::addExternalMeshLoader() to the engine. */
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class IMeshLoader : public virtual IReferenceCounted
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{
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public:
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//! Constructor
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IMeshLoader() : TextureLoader(0), IndexTypeHint(EITH_OPTIMAL) {}
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//! Destructor
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virtual ~IMeshLoader()
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{
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if ( TextureLoader )
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TextureLoader->drop();
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}
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//! Returns true if the file might be loaded by this class.
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/** This decision should be based on the file extension (e.g. ".cob")
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only.
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\param filename Name of the file to test.
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\return True if the file might be loaded by this class. */
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virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
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//! Creates/loads an animated mesh from the file.
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/** \param file File handler to load the file from.
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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) = 0;
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//! Set a new texture loader which this meshloader can use when searching for textures.
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/** NOTE: Not all meshloaders do support this interface. Meshloaders which
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support it will return a non-null value in getMeshTextureLoader from the start. Setting a
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texture-loader to a meshloader which doesn't support it won't help.
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\param textureLoader The textureloader to use. When set to NULL the mesh will not load any textures.
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*/
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virtual void setMeshTextureLoader(IMeshTextureLoader* textureLoader)
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{
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if ( textureLoader != TextureLoader )
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{
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if ( textureLoader )
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textureLoader->grab();
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if ( TextureLoader )
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TextureLoader->drop();
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TextureLoader = textureLoader;
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}
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}
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//! Get the texture loader used when this meshloader searches for textures.
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/** NOTE: not all meshloaders support this interface so this can return NULL.
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*/
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virtual IMeshTextureLoader* getMeshTextureLoader() const
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{
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return TextureLoader;
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}
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enum E_INDEX_TYPE_HINT
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{
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//! Prefer to use 16-bit index buffers even if it breaks the mesh
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//! The default (and only option) before Irrlicht 1.9
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EITH_16BIT,
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//! Allow using 32-bit index buffers
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EITH_32BIT,
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//! Allow 32-bit, but copy back to 16-bit when 32 is not needed.
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//! So tiny overhead (sometimes extra allocation+copying) on loading,
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//! but meshes are later more optimal.
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//! Default since Irrlicht 1.9
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EITH_OPTIMAL
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};
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//! Give loader a hint if you would prefer 16 or 32 bit meshbuffers.
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/**
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Before Irrlicht 1.9 Irrlicht worked mostly with 16-bit meshbuffers.
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Rendering 32-bit meshbuffers works, but some functions like
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mesh-writing and mesh manipulation might not work yet.
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NOTE: Most loaders will ignore this hint so far, but hopefully
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will care about it in the future.
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*/
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void setIndexTypeHint(E_INDEX_TYPE_HINT typeHint)
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{
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IndexTypeHint = typeHint;
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}
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//! Return current preference user has for the index type of meshbuffers
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/** Note that this is _not_ necessarily the type used by the meshloader */
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E_INDEX_TYPE_HINT getIndexTypeHint() const
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{
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return IndexTypeHint;
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}
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protected:
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IMeshTextureLoader* TextureLoader;
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E_INDEX_TYPE_HINT IndexTypeHint;
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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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