Remove BSP support

This commit is contained in:
Vincent Lejeune 2015-01-10 19:50:48 +01:00
parent 65f6f0259e
commit 2c82f8d4b0
5 changed files with 0 additions and 188 deletions

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@ -40,7 +40,6 @@ source/Irrlicht/CVideoModeList.cpp
source/Irrlicht/CDefaultGUIElementFactory.cpp
source/Irrlicht/CCubeSceneNode.cpp
source/Irrlicht/CGUIMeshViewer.cpp
source/Irrlicht/CBSPMeshFileLoader.cpp
source/Irrlicht/CParticleSphereEmitter.cpp
source/Irrlicht/CParticleAnimatedMeshSceneNodeEmitter.cpp
source/Irrlicht/CGUITabControl.cpp
@ -211,7 +210,6 @@ source/Irrlicht/Octree.h
source/Irrlicht/os.h
source/Irrlicht/CDefaultGUIElementFactory.h
source/Irrlicht/CSceneNodeAnimatorFlyCircle.h
source/Irrlicht/CBSPMeshFileLoader.h
source/Irrlicht/CTriangleBBSelector.h
source/Irrlicht/S2DVertex.h
source/Irrlicht/CDefaultSceneNodeAnimatorFactory.h

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@ -317,11 +317,6 @@ B3D, MS3D or X meshes */
#ifdef NO_IRR_COMPILE_WITH_MD3_LOADER_
#undef _IRR_COMPILE_WITH_MD3_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_BSP_LOADER_ if you want to load Quake 3 BSP files
#define _IRR_COMPILE_WITH_BSP_LOADER_
#ifdef NO_IRR_COMPILE_WITH_BSP_LOADER_
#undef _IRR_COMPILE_WITH_BSP_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files
#define _IRR_COMPILE_WITH_OBJ_LOADER_
#ifdef NO_IRR_COMPILE_WITH_OBJ_LOADER_

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@ -1,107 +0,0 @@
// Copyright (C) 2002-2012 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)
{
#ifdef _DEBUG
setDebugName("CBSPMeshFileLoader");
#endif
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 io::path& filename) const
{
return core::hasFileExtension ( filename, "bsp", "shader", "cfg" );
}
//! 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)
{
s32 type = core::isFileExtension ( file->getFileName(), "bsp", "shader", "cfg" );
CQ3LevelMesh* q = 0;
switch ( type )
{
case 1:
q = new CQ3LevelMesh(FileSystem, SceneManager, LoadParam);
// determine real shaders in LoadParam
if ( 0 == LoadParam.loadAllShaders )
{
q->getShader("scripts/common.shader");
q->getShader("scripts/sfx.shader");
q->getShader("scripts/gfx.shader");
q->getShader("scripts/liquid.shader");
q->getShader("scripts/models.shader");
q->getShader("scripts/walls.shader");
//q->getShader("scripts/sky.shader");
}
if ( q->loadFile(file) )
return q;
q->drop();
break;
case 2:
q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
q->getShader( file );
return q;
break;
case 3:
// load quake 3 loading parameter
if ( file->getFileName() == "levelparameter.cfg" )
{
file->read ( &LoadParam, sizeof ( LoadParam ) );
}
else
{
q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
q->getConfiguration( file );
return q;
}
break;
}
return 0;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_BSP_LOADER_

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@ -1,52 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_BSP_MESH_FILE_LOADER_H_INCLUDED__
#define __C_BSP_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "IQ3Shader.h"
namespace irr
{
namespace scene
{
//! Meshloader capable of loading Quake 3 BSP files and shaders
class CBSPMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CBSPMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs);
//! destructor
virtual ~CBSPMeshFileLoader();
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! 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.
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
io::IFileSystem* FileSystem;
scene::ISceneManager* SceneManager;
quake3::Q3LevelLoadParameter LoadParam;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -28,10 +28,6 @@
#include "CIrrMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
#include "CBSPMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
#include "CMD2MeshFileLoader.h"
#endif
@ -208,9 +204,6 @@ CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
#ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_
MeshLoaderList.push_back(new CIrrMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
MeshLoaderList.push_back(new CBSPMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_3DS_LOADER_
MeshLoaderList.push_back(new C3DSMeshFileLoader(this, FileSystem));
#endif
@ -456,22 +449,7 @@ IMeshSceneNode* CSceneManager::addQuake3SceneNode(const IMeshBuffer* meshBuffer,
const quake3::IShader * shader,
ISceneNode* parent, s32 id )
{
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
if (!shader)
return 0;
if (!parent)
parent = this;
CQuake3ShaderSceneNode* node = new CQuake3ShaderSceneNode( parent,
this, id, FileSystem,
meshBuffer, shader );
node->drop();
return node;
#else
return 0;
#endif
}