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1d58677e18
Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
129 lines
3.9 KiB
C++
129 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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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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