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Loading whole file now in memory (unless it's already a memory file). And avoiding lots of memory allocations otherwise by buffering token string in class object. Was a bit unusable before for large files (several minute loading times now down to a second)- git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6349 dfc29bdd-3216-0410-991c-e03cc46cb475
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
// Copyright (C) 2007-2012 Christian Stehno
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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_STL_MESH_FILE_LOADER_H_INCLUDED
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#define IRR_C_STL_MESH_FILE_LOADER_H_INCLUDED
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#include "IMeshLoader.h"
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#include "irrString.h"
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#include "vector3d.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 STL meshes.
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class CSTLMeshFileLoader : public IMeshLoader
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{
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public:
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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 (i.e. ".stl")
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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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// skips to the first non-space character available
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void goNextWord(io::IReadFile* file) const;
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// returns the next word
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const core::stringc& getNextToken(io::IReadFile* file);
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// skip to next printable character after the first line break
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void goNextLine(io::IReadFile* file) const;
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//! Read 3d vector of floats
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void getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary);
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//! Buffering last read token to avoid reallocating string all the time
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core::stringc Token;
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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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