132 lines
3.0 KiB
C++
132 lines
3.0 KiB
C++
// Copyright (C) 2002-2007 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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#include "CDefaultMeshFormatLoader.h"
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#include "CAnimatedMeshMD2.h"
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#include "CAnimatedMeshMS3D.h"
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#include "CQ3LevelMesh.h"
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#include "CAnimatedMeshB3d.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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//! Constructor
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CDefaultMeshFormatLoader::CDefaultMeshFormatLoader(io::IFileSystem* fs,video::IVideoDriver* driver, scene::ISceneManager* smgr)
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: FileSystem(fs), Driver(driver), SceneManager(smgr)
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{
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if (FileSystem)
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FileSystem->grab();
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if (Driver)
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Driver->grab();
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}
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//! destructor
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CDefaultMeshFormatLoader::~CDefaultMeshFormatLoader()
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{
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if (FileSystem)
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FileSystem->drop();
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if (Driver)
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Driver->drop();
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}
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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 CDefaultMeshFormatLoader::isALoadableFileExtension(const c8* filename)
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{
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return strstr(filename, ".md2") || strstr(filename, ".b3d") ||
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strstr(filename, ".ms3d") || strstr(filename, ".bsp") ||
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strstr(filename, ".shader");
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}
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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 IUnknown::drop() for more information.
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IAnimatedMesh* CDefaultMeshFormatLoader::createMesh(irr::io::IReadFile* file)
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{
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IAnimatedMesh* msh = 0;
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// This method loads a mesh if it cans.
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// Someday I will have to refactor this, and split the DefaultMeshFormatloader
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// into one loader for every format.
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bool success = false;
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// load quake 2 md2 model
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if (strstr(file->getFileName(), ".md2"))
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{
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msh = new CAnimatedMeshMD2();
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success = ((CAnimatedMeshMD2*)msh)->loadFile(file);
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if (success)
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return msh;
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msh->drop();
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}
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// load milkshape
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if (strstr(file->getFileName(), ".ms3d"))
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{
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msh = new CAnimatedMeshMS3D(Driver);
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success = ((CAnimatedMeshMS3D*)msh)->loadFile(file);
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if (success)
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return msh;
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msh->drop();
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}
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// load quake 3 bsp
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if (strstr(file->getFileName(), ".bsp"))
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{
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CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, Driver, SceneManager);
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q->getShader ( "scripts/models.shader", 1 );
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q->getShader ( "scripts/liquid.shader", 1 );
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//q->getShader ( "scripts/sky.shader", 1 );
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if ( q->loadFile(file) )
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return q;
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q->drop();
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}
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// load quake 3 shader container
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if (strstr(file->getFileName(), ".shader"))
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{
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CQ3LevelMesh* q = new CQ3LevelMesh(FileSystem, Driver, SceneManager);
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q->getShader ( file->getFileName(), 1 );
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return q;
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}
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// load blitz basic
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if (strstr(file->getFileName(), ".b3d"))
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{
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file->seek(0);
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msh = new CAnimatedMeshB3d(Driver);
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success = ((CAnimatedMeshB3d*)msh)->loadFile(file);
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if (success)
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return msh;
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msh->drop();
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}
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return 0;
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}
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} // end namespace scene
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} // end namespace irr
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