mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 03:33:49 +01:00
92 lines
2.5 KiB
C
92 lines
2.5 KiB
C
|
// Copyright (C) 2006-2012 Luke Hoschke
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
// B3D Mesh loader
|
||
|
// File format designed by Mark Sibly for the Blitz3D engine and has been
|
||
|
// declared public domain
|
||
|
|
||
|
#include "IrrCompileConfig.h"
|
||
|
|
||
|
#ifndef __C_B3D_MESH_LOADER_H_INCLUDED__
|
||
|
#define __C_B3D_MESH_LOADER_H_INCLUDED__
|
||
|
|
||
|
#include "IMeshLoader.h"
|
||
|
#include "ISceneManager.h"
|
||
|
#include "CSkinnedMesh.h"
|
||
|
#include "SB3DStructs.h"
|
||
|
#include "IReadFile.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
//! Meshloader for B3D format
|
||
|
class CB3DMeshFileLoader : public IMeshLoader
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! Constructor
|
||
|
CB3DMeshFileLoader(scene::ISceneManager* smgr);
|
||
|
|
||
|
//! 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 IReferenceCounted::drop() for more information.
|
||
|
virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
|
||
|
|
||
|
private:
|
||
|
|
||
|
bool load();
|
||
|
bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
|
||
|
bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
|
||
|
bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
|
||
|
bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
|
||
|
bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
|
||
|
bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
|
||
|
bool readChunkANIM();
|
||
|
bool readChunkTEXS();
|
||
|
bool readChunkBRUS();
|
||
|
|
||
|
void loadTextures(SB3dMaterial& material) const;
|
||
|
|
||
|
void readString(core::stringc& newstring);
|
||
|
void readFloats(f32* vec, u32 count);
|
||
|
|
||
|
core::array<SB3dChunk> B3dStack;
|
||
|
|
||
|
core::array<SB3dMaterial> Materials;
|
||
|
core::array<SB3dTexture> Textures;
|
||
|
|
||
|
core::array<s32> AnimatedVertices_VertexID;
|
||
|
|
||
|
core::array<s32> AnimatedVertices_BufferID;
|
||
|
|
||
|
core::array<video::S3DVertex2TCoords> BaseVertices;
|
||
|
|
||
|
ISceneManager* SceneManager;
|
||
|
CSkinnedMesh* AnimatedMesh;
|
||
|
io::IReadFile* B3DFile;
|
||
|
|
||
|
//B3Ds have Vertex ID's local within the mesh I don't want this
|
||
|
// Variable needs to be class member due to recursion in calls
|
||
|
u32 VerticesStart;
|
||
|
|
||
|
bool NormalsInFile;
|
||
|
bool HasVertexColors;
|
||
|
bool ShowWarning;
|
||
|
};
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // __C_B3D_MESH_LOADER_H_INCLUDED__
|
||
|
|