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https://github.com/minetest/irrlicht.git
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3d2a55e788
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
90 lines
2.7 KiB
C++
90 lines
2.7 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_C_IRR_MESH_FILE_LOADER_H_INCLUDED
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#define IRR_C_IRR_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 "irrString.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "CDynamicMeshBuffer.h"
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#include "ISceneManager.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 .irrmesh meshes, the Irrlicht Engine mesh format for static meshes
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class CIrrMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CIrrMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
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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. ".cob")
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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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//! reads a mesh sections and creates a mesh from it
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IAnimatedMesh* readMesh(io::IXMLReader* reader);
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//! reads a mesh sections and creates a mesh buffer from it
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IMeshBuffer* readMeshBuffer(io::IXMLReader* reader);
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//! skips an (unknown) section in the irrmesh file
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void skipSection(io::IXMLReader* reader, bool reportSkipping);
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//! reads a <material> element and stores it in the material section
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void readMaterial(io::IXMLReader* reader);
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//! parses a float from a char pointer and moves the pointer to
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//! the end of the parsed float
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inline f32 readFloat(const c8** p);
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//! parses an int from a char pointer and moves the pointer to
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//! the end of the parsed float
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inline s32 readInt(const c8** p);
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//! places pointer to next begin of a token
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void findNextNoneWhiteSpace(const c8** p);
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//! places pointer to next begin of a token
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void skipCurrentNoneWhiteSpace(const c8** p);
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//! reads floats from inside of xml element until end of xml element
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void readFloatsInsideElement(io::IXMLReader* reader, f32* floats, u32 count);
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//! read the mesh buffers
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void readMeshBuffer(io::IXMLReader* reader, int vertexCount, CDynamicMeshBuffer* sbuffer);
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//! read indices
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void readIndices(io::IXMLReader* reader, int indexCount, IIndexBuffer& indices);
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// member variables
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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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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