irrlicht/source/Irrlicht/CDefaultMeshFormatLoader.cpp

132 lines
3.0 KiB
C++

// 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 "CDefaultMeshFormatLoader.h"
#include "CAnimatedMeshMD2.h"
#include "CAnimatedMeshMS3D.h"
#include "CQ3LevelMesh.h"
#include "CAnimatedMeshB3d.h"
namespace irr
{
namespace scene
{
//! Constructor
CDefaultMeshFormatLoader::CDefaultMeshFormatLoader(io::IFileSystem* fs,video::IVideoDriver* driver, scene::ISceneManager* smgr)
: FileSystem(fs), Driver(driver), SceneManager(smgr)
{
if (FileSystem)
FileSystem->grab();
if (Driver)
Driver->grab();
}
//! destructor
CDefaultMeshFormatLoader::~CDefaultMeshFormatLoader()
{
if (FileSystem)
FileSystem->drop();
if (Driver)
Driver->drop();
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CDefaultMeshFormatLoader::isALoadableFileExtension(const c8* filename)
{
return strstr(filename, ".md2") || strstr(filename, ".b3d") ||
strstr(filename, ".ms3d") || 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 IUnknown::drop() for more information.
IAnimatedMesh* CDefaultMeshFormatLoader::createMesh(irr::io::IReadFile* file)
{
IAnimatedMesh* msh = 0;
// This method loads a mesh if it cans.
// Someday I will have to refactor this, and split the DefaultMeshFormatloader
// into one loader for every format.
bool success = false;
// load quake 2 md2 model
if (strstr(file->getFileName(), ".md2"))
{
msh = new CAnimatedMeshMD2();
success = ((CAnimatedMeshMD2*)msh)->loadFile(file);
if (success)
return msh;
msh->drop();
}
// load milkshape
if (strstr(file->getFileName(), ".ms3d"))
{
msh = new CAnimatedMeshMS3D(Driver);
success = ((CAnimatedMeshMS3D*)msh)->loadFile(file);
if (success)
return msh;
msh->drop();
}
// load quake 3 bsp
if (strstr(file->getFileName(), ".bsp"))
{
CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, Driver, 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, Driver, SceneManager);
q->getShader ( file->getFileName(), 1 );
return q;
}
// load blitz basic
if (strstr(file->getFileName(), ".b3d"))
{
file->seek(0);
msh = new CAnimatedMeshB3d(Driver);
success = ((CAnimatedMeshB3d*)msh)->loadFile(file);
if (success)
return msh;
msh->drop();
}
return 0;
}
} // end namespace scene
} // end namespace irr