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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
88 lines
2.4 KiB
C++
88 lines
2.4 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 __C_LWO_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_LWO_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "SMeshBuffer.h"
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#include "irrString.h"
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namespace irr
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{
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namespace io
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{
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class IReadFile;
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class IFileSystem;
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} // end namespace io
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namespace scene
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{
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struct SMesh;
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class ISceneManager;
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//! Meshloader capable of loading Lightwave 3D meshes.
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class CLWOMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CLWOMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~CLWOMeshFileLoader();
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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. ".bsp")
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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 IUnknown::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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struct tLWOMaterial;
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bool readFileHeader();
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bool readChunks();
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void readObj1(u32 size);
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void readTagMapping(u32 size);
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void readVertexMapping(u32 size);
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void readDiscVertexMapping (u32 size);
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void readObj2(u32 size);
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void readMat(u32 size);
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u32 readString(core::stringc& name, u32 size=0);
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u32 readVec(core::vector3df& vec);
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u32 readVX(u32& num);
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u32 readColor(video::SColor& color);
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video::ITexture* loadTexture(const core::stringc& file);
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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io::IReadFile* File;
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SMesh* Mesh;
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core::array<core::vector3df> Points;
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core::array<core::array<u32> > Indices;
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core::array<core::stringc> UvName;
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core::array<core::array<u32> > UvIndex;
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core::array<core::stringc> DUvName;
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core::array<core::array<u32> > VmPolyPointsIndex;
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core::array<core::array<core::vector2df> > VmCoordsIndex;
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core::array<u16> MaterialMapping;
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core::array<core::array<core::vector2df> > TCoords;
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core::array<tLWOMaterial*> Materials;
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core::array<core::stringc> Images;
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u8 FormatVersion;
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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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