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59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
// Copyright (C) 2014 Lauri Kasanen
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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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// Modified version with rigging/skinning support
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#ifndef __IRR_B3D_MESH_WRITER_H_INCLUDED__
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#define __IRR_B3D_MESH_WRITER_H_INCLUDED__
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#include "IMeshWriter.h"
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#include "IWriteFile.h"
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#include "SB3DStructs.h"
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#include "ISkinnedMesh.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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//! class to write B3D mesh files
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class CB3DMeshWriter : public IMeshWriter
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{
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public:
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CB3DMeshWriter();
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//! Returns the type of the mesh writer
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EMESH_WRITER_TYPE getType() const override;
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//! writes a mesh
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bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE) override;
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private:
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void writeJointChunk(io::IWriteFile* file, ISkinnedMesh* mesh , ISkinnedMesh::SJoint* joint, f32 animationSpeedMultiplier);
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u32 getJointChunkSize(const ISkinnedMesh* mesh, ISkinnedMesh::SJoint* joint);
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core::array<ISkinnedMesh::SJoint*> getRootJoints(const ISkinnedMesh* mesh);
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u32 getUVlayerCount(IMesh *mesh);
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ISkinnedMesh* getSkinned (IMesh *mesh);
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inline void writeVector2(io::IWriteFile* file, const core::vector2df& vec);
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inline void writeVector3(io::IWriteFile* file, const core::vector3df& vec);
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inline void writeQuaternion(io::IWriteFile* file, const core::quaternion& quat);
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inline void writeColor(io::IWriteFile* file, const video::SColorf& color);
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void writeSizeFrom(io::IWriteFile* file, const u32 from, const u32 adressToWrite);
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};
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} // end namespace
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} // end namespace
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#endif
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