irrlicht/source/Irrlicht/CLWOMeshFileLoader.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

88 lines
2.4 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_LWO_MESH_FILE_LOADER_H_INCLUDED
#define IRR_C_LWO_MESH_FILE_LOADER_H_INCLUDED
#include "IMeshLoader.h"
#include "SMeshBuffer.h"
#include "irrString.h"
namespace irr
{
namespace io
{
class IReadFile;
class IFileSystem;
} // end namespace io
namespace scene
{
struct SMesh;
class ISceneManager;
//! Meshloader capable of loading Lightwave 3D meshes.
class CLWOMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CLWOMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//! destructor
virtual ~CLWOMeshFileLoader();
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
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 IUnknown::drop() for more information.
virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
private:
struct tLWOMaterial;
bool readFileHeader();
bool readChunks();
void readObj1(u32 size);
void readTagMapping(u32 size);
void readVertexMapping(u32 size);
void readDiscVertexMapping (u32 size);
void readObj2(u32 size);
void readMat(u32 size);
u32 readString(core::stringc& name, u32 size=0);
u32 readVec(core::vector3df& vec);
u32 readVX(u32& num);
u32 readColor(video::SColor& color);
video::ITexture* loadTexture(const core::stringc& file);
scene::ISceneManager* SceneManager;
io::IFileSystem* FileSystem;
io::IReadFile* File;
SMesh* Mesh;
core::array<core::vector3df> Points;
core::array<core::array<u32> > Indices;
core::array<core::stringc> UvName;
core::array<core::array<u32> > UvIndex;
core::array<core::stringc> DUvName;
core::array<core::array<u32> > VmPolyPointsIndex;
core::array<core::array<core::vector2df> > VmCoordsIndex;
core::array<u16> MaterialMapping;
core::array<core::array<core::vector2df> > TCoords;
core::array<tLWOMaterial*> Materials;
core::array<core::stringc> Images;
u8 FormatVersion;
};
} // end namespace scene
} // end namespace irr
#endif