irrlicht/source/Irrlicht/CBSPMeshFileLoader.cpp

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
#include "CBSPMeshFileLoader.h"
#include "CQ3LevelMesh.h"
namespace irr
{
namespace scene
{
//! Constructor
CBSPMeshFileLoader::CBSPMeshFileLoader(scene::ISceneManager* smgr,
io::IFileSystem* fs)
: FileSystem(fs), SceneManager(smgr)
{
if (FileSystem)
FileSystem->grab();
}
//! destructor
CBSPMeshFileLoader::~CBSPMeshFileLoader()
{
if (FileSystem)
FileSystem->drop();
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CBSPMeshFileLoader::isALoadableFileExtension(const c8* filename) const
{
return strstr(filename, ".bsp") || strstr(filename, ".shader");
}
//! 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.
IAnimatedMesh* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
{
// load quake 3 bsp
if (strstr(file->getFileName(), ".bsp"))
{
CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
q->getShader ( "scripts/models.shader", 1 );
q->getShader ( "scripts/liquid.shader", 1 );
//q->getShader ( "scripts/sky.shader", 1 );
if ( q->loadFile(file) )
return q;
q->drop();
}
// load quake 3 shader container
if (strstr(file->getFileName(), ".shader"))
{
CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, SceneManager);
q->getShader ( file->getFileName(), 1 );
return q;
}
return 0;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_BSP_LOADER_