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The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
// Copyright (C) 2006-2012 Luke Hoschke
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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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// B3D Mesh loader
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// File format designed by Mark Sibly for the Blitz3D engine and has been
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// declared public domain
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#pragma once
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#include "IMeshLoader.h"
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#include "ISceneManager.h"
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#include "CSkinnedMesh.h"
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#include "SB3DStructs.h"
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#include "IReadFile.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 for B3D format
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class CB3DMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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CB3DMeshFileLoader(scene::ISceneManager* smgr);
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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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bool isALoadableFileExtension(const io::path& filename) const 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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IAnimatedMesh* createMesh(io::IReadFile* file) override;
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private:
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bool load();
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bool readChunkNODE(CSkinnedMesh::SJoint* InJoint);
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bool readChunkMESH(CSkinnedMesh::SJoint* InJoint);
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bool readChunkVRTS(CSkinnedMesh::SJoint* InJoint);
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bool readChunkTRIS(scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start);
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bool readChunkBONE(CSkinnedMesh::SJoint* InJoint);
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bool readChunkKEYS(CSkinnedMesh::SJoint* InJoint);
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bool readChunkANIM();
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bool readChunkTEXS();
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bool readChunkBRUS();
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void readString(core::stringc& newstring);
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void readFloats(f32* vec, u32 count);
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core::array<SB3dChunk> B3dStack;
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core::array<SB3dMaterial> Materials;
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core::array<SB3dTexture> Textures;
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core::array<s32> AnimatedVertices_VertexID;
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core::array<s32> AnimatedVertices_BufferID;
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core::array<video::S3DVertex2TCoords> BaseVertices;
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CSkinnedMesh* AnimatedMesh;
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io::IReadFile* B3DFile;
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//B3Ds have Vertex ID's local within the mesh I don't want this
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// Variable needs to be class member due to recursion in calls
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u32 VerticesStart;
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bool NormalsInFile;
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bool HasVertexColors;
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bool ShowWarning;
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};
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} // end namespace scene
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} // end namespace irr
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