irrlicht/source/Irrlicht/CIrrMeshFileLoader.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
Basically fixing original Bug#427 reported by MArkus Elfring.
Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++
Lots of files touched for very minor cleanup *sigh*

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:55:04 +00:00

90 lines
2.7 KiB
C++

// 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
#ifndef IRR_C_IRR_MESH_FILE_LOADER_H_INCLUDED
#define IRR_C_IRR_MESH_FILE_LOADER_H_INCLUDED
#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "irrString.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "CDynamicMeshBuffer.h"
#include "ISceneManager.h"
namespace irr
{
namespace scene
{
//! Meshloader capable of loading .irrmesh meshes, the Irrlicht Engine mesh format for static meshes
class CIrrMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CIrrMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".cob")
virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
//! 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.
virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
private:
//! reads a mesh sections and creates a mesh from it
IAnimatedMesh* readMesh(io::IXMLReader* reader);
//! reads a mesh sections and creates a mesh buffer from it
IMeshBuffer* readMeshBuffer(io::IXMLReader* reader);
//! skips an (unknown) section in the irrmesh file
void skipSection(io::IXMLReader* reader, bool reportSkipping);
//! reads a <material> element and stores it in the material section
void readMaterial(io::IXMLReader* reader);
//! parses a float from a char pointer and moves the pointer to
//! the end of the parsed float
inline f32 readFloat(const c8** p);
//! parses an int from a char pointer and moves the pointer to
//! the end of the parsed float
inline s32 readInt(const c8** p);
//! places pointer to next begin of a token
void findNextNoneWhiteSpace(const c8** p);
//! places pointer to next begin of a token
void skipCurrentNoneWhiteSpace(const c8** p);
//! reads floats from inside of xml element until end of xml element
void readFloatsInsideElement(io::IXMLReader* reader, f32* floats, u32 count);
//! read the mesh buffers
void readMeshBuffer(io::IXMLReader* reader, int vertexCount, CDynamicMeshBuffer* sbuffer);
//! read indices
void readIndices(io::IXMLReader* reader, int indexCount, IIndexBuffer& indices);
// member variables
scene::ISceneManager* SceneManager;
io::IFileSystem* FileSystem;
};
} // end namespace scene
} // end namespace irr
#endif