diff --git a/irr/include/IBoneSceneNode.h b/irr/include/IBoneSceneNode.h index 668289271..eef55f6e0 100644 --- a/irr/include/IBoneSceneNode.h +++ b/irr/include/IBoneSceneNode.h @@ -48,7 +48,7 @@ const c8 *const BoneAnimationModeNames[] = { }; //! Interface for bones used for skeletal animation. -/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */ +/** Used with SkinnedMesh and IAnimatedMeshSceneNode. */ class IBoneSceneNode : public ISceneNode { public: diff --git a/irr/include/ISceneManager.h b/irr/include/ISceneManager.h index 7fbc0670c..25e1e5fe4 100644 --- a/irr/include/ISceneManager.h +++ b/irr/include/ISceneManager.h @@ -11,7 +11,6 @@ #include "SColor.h" #include "ESceneNodeTypes.h" #include "SceneParameters.h" // IWYU pragma: export -#include "ISkinnedMesh.h" namespace irr { @@ -93,6 +92,7 @@ class IBillboardSceneNode; class ICameraSceneNode; class IDummyTransformationSceneNode; class IMesh; +class SkinnedMesh; class IMeshBuffer; class IMeshCache; class ISceneCollisionManager; @@ -121,189 +121,6 @@ public: //! Get pointer to an animatable mesh. Loads the file if not loaded already. /** * If you want to remove a loaded mesh from the cache again, use removeMesh(). - * Currently there are the following mesh formats supported: - *
Format | - *Description | - *
3D Studio (.3ds) | - *Loader for 3D-Studio files which lots of 3D packages - * are able to export. Only static meshes are currently - * supported by this importer. | - *
3D World Studio (.smf) | - *Loader for Leadwerks SMF mesh files, a simple mesh format - * containing static geometry for games. The proprietary .STF texture format - * is not supported yet. This loader was originally written by Joseph Ellis. | - *
Bliz Basic B3D (.b3d) | - *Loader for blitz basic files, developed by Mark - * Sibly. This is the ideal animated mesh format for game - * characters as it is both rigidly defined and widely - * supported by modeling and animation software. - * As this format supports skeletal animations, an - * ISkinnedMesh will be returned by this importer. | - *
Cartography shop 4 (.csm) | - *Cartography Shop is a modeling program for creating - * architecture and calculating lighting. Irrlicht can - * directly import .csm files thanks to the IrrCSM library - * created by Saurav Mohapatra which is now integrated - * directly in Irrlicht. - * |
Delgine DeleD (.dmf) | - *DeleD (delgine.com) is a 3D editor and level-editor - * combined into one and is specifically designed for 3D - * game-development. With this loader, it is possible to - * directly load all geometry is as well as textures and - * lightmaps from .dmf files. To set texture and - * material paths, see scene::DMF_USE_MATERIALS_DIRS. - * It is also possible to flip the alpha texture by setting - * scene::DMF_FLIP_ALPHA_TEXTURES to true and to set the - * material transparent reference value by setting - * scene::DMF_ALPHA_CHANNEL_REF to a float between 0 and - * 1. The loader is based on Salvatore Russo's .dmf - * loader, I just changed some parts of it. Thanks to - * Salvatore for his work and for allowing me to use his - * code in Irrlicht and put it under Irrlicht's license. - * For newer and more enhanced versions of the loader, - * take a look at delgine.com. - * | - *
DirectX (.x) | - *Platform independent importer (so not D3D-only) for - * .x files. Most 3D packages can export these natively - * and there are several tools for them available, e.g. - * the Maya exporter included in the DX SDK. - * .x files can include skeletal animations and Irrlicht - * is able to play and display them, users can manipulate - * the joints via the ISkinnedMesh interface. Currently, - * Irrlicht only supports uncompressed .x files. | - *
Half-Life model (.mdl) | - *This loader opens Half-life 1 models, it was contributed - * by Fabio Concas and adapted by Thomas Alten. | - *
LightWave (.lwo) | - *Native to NewTek's LightWave 3D, the LWO format is well - * known and supported by many exporters. This loader will - * import LWO2 models including lightmaps, bumpmaps and - * reflection textures. | - *
Maya (.obj) | - *Most 3D software can create .obj files which contain - * static geometry without material data. The material - * files .mtl are also supported. This importer for - * Irrlicht can load them directly. | - *
Milkshape (.ms3d) | - *.MS3D files contain models and sometimes skeletal - * animations from the Milkshape 3D modeling and animation - * software. Like the other skeletal mesh loaders, joints - * are exposed via the ISkinnedMesh animated mesh type. | - *
My3D (.my3d) | - *.my3D is a flexible 3D file format. The My3DTools - * contains plug-ins to export .my3D files from several - * 3D packages. With this built-in importer, Irrlicht - * can read and display those files directly. This - * loader was written by Zhuck Dimitry who also created - * the whole My3DTools package. - * | - *
OCT (.oct) | - *The oct file format contains 3D geometry and
- * lightmaps and can be loaded directly by Irrlicht. OCT
- * files can be created by FSRad, Paul Nette's - * radiosity processor or exported from Blender using - * OCTTools which can be found in the exporters/OCTTools - * directory of the SDK. Thanks to Murphy McCauley for - * creating all this. |
- *
OGRE Meshes (.mesh) | - *Ogre .mesh files contain 3D data for the OGRE 3D - * engine. Irrlicht can read and display them directly - * with this importer. To define materials for the mesh, - * copy a .material file named like the corresponding - * .mesh file where the .mesh file is. (For example - * ogrehead.material for ogrehead.mesh). Thanks to - * Christian Stehno who wrote and contributed this - * loader. | - *
Pulsar LMTools (.lmts) | - *LMTools is a set of tools (Windows & Linux) for
- * creating lightmaps. Irrlicht can directly read .lmts
- * files thanks to the importer created by Jonas - * Petersen. - * Notes for this version of the loader: - * - It does not recognize/support user data in the - * *.lmts files. - * - The TGAs generated by LMTools don't work in - * Irrlicht for some reason (the textures are upside - * down). Opening and resaving them in a graphics app - * will solve the problem. |
- *
Quake 3 levels (.bsp) | - *Quake 3 is a popular game by IDSoftware, and .pk3 - * files contain .bsp files and textures/lightmaps - * describing huge prelighted levels. Irrlicht can read - * .pk3 and .bsp files directly and thus render Quake 3 - * levels directly. Written by Nikolaus Gebhardt - * enhanced by Dean P. Macri with the curved surfaces - * feature. | - *
Quake 2 models (.md2) | - *Quake 2 models are characters with morph target - * animation. Irrlicht can read, display and animate - * them directly with this importer. | - *
Quake 3 models (.md3) | - *Quake 3 models are characters with morph target - * animation, they contain mount points for weapons and body - * parts and are typically made of several sections which are - * manually joined together. | - *
Stanford Triangle (.ply) | - *Invented by Stanford University and known as the native - * format of the infamous "Stanford Bunny" model, this is a - * popular static mesh format used by 3D scanning hardware - * and software. This loader supports extremely large models - * in both ASCII and binary format, but only has rudimentary - * material support in the form of vertex colors and texture - * coordinates. | - *
Stereolithography (.stl) | - *The STL format is used for rapid prototyping and - * computer-aided manufacturing, thus has no support for - * materials. | - *