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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
92 lines
3.2 KiB
C++
92 lines
3.2 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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//
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// This file was originally written by Salvatore Russo.
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// I (Nikolaus Gebhardt) did some minor modifications changes to it and integrated
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// it into Irrlicht:
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// - removed STL dependency
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// - removed log file and replaced it with irrlicht logging
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// - adapted code formatting a bit to Irrlicht style
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// - removed memory leaks
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// Thanks a lot to Salvatore for his work on this and that he gave me
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// his permission to add it into Irrlicht.
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/*
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CDMFLoader by Salvatore Russo
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Version 1.3
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This loader is used to load DMF files in Irrlicht.
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Look at the documentation for a sample application.
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Parts of this code are from Murphy McCauley COCTLoader just like
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GetFaceNormal() or indexes creation routines and a routine to add faces. So
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please refer to COCTLoader.h to know more about rights granted.
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You can use this software as you wish but you must not remove these notes about license nor
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credits to others for parts of this code.
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*/
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#ifndef __C_DMF_LOADER_H_INCLUDED__
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#define __C_DMF_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IReadFile.h"
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#include "IFileSystem.h"
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#include "SMesh.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "SAnimatedMesh.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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/** A class to load DeleD mesh files.*/
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class CDMFLoader : public IMeshLoader
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{
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public:
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/** constructor*/
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CDMFLoader(ISceneManager* smgr, io::IFileSystem* filesys);
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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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/** loads dynamic lights present in this scene.
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Note that loaded lights from DeleD must have the suffix \b dynamic_ and must be \b pointlight.
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Irrlicht correctly loads specular color, diffuse color , position and distance of object affected by light.
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\return number of lights loaded or 0 if loading failed.*/
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int loadLights(const c8 * filename, ISceneManager* smgr,
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ISceneNode* parent = 0, s32 base_id = 1000);
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/** loads water plains present in this scene.
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Note that loaded water plains from DeleD must have the suffix \b water_ and must be \b rectangle (with just 1 rectangular face).
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Irrlicht correctly loads position and rotation of water plain as well as texture layers.
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\return number of water plains loaded or 0 if loading failed.*/
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int loadWaterPlains(const c8 *filename,
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ISceneManager* smgr,
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ISceneNode * parent = 0,
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s32 base_id = 2000,
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bool mode = true);
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private:
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void addMaterialPath(core::stringc& filename, const core::stringc& matPath);
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ISceneManager* SceneMgr;
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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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