Remove STL (stereolitography...) support
This commit is contained in:
parent
4c2618211a
commit
65f6f0259e
@ -117,7 +117,6 @@ source/Irrlicht/CMeshCache.cpp
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source/Irrlicht/CIrrDeviceFB.cpp
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source/Irrlicht/CMemoryFile.cpp
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source/Irrlicht/CImageWriterPPM.cpp
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source/Irrlicht/CSTLMeshFileLoader.cpp
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source/Irrlicht/CMountPointReader.cpp
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source/Irrlicht/CBillboardSceneNode.cpp
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source/Irrlicht/CGUIImageList.cpp
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@ -140,7 +139,6 @@ source/Irrlicht/CLightSceneNode.cpp
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source/Irrlicht/CImageLoaderDDS.cpp
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source/Irrlicht/CSkyBoxSceneNode.cpp
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source/Irrlicht/CWriteFile.cpp
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source/Irrlicht/CSTLMeshWriter.cpp
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source/Irrlicht/COctreeTriangleSelector.cpp
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source/Irrlicht/CFileList.cpp
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source/Irrlicht/CImageLoaderPCX.cpp
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@ -229,7 +227,6 @@ source/Irrlicht/SoftwareDriver2_helper.h
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source/Irrlicht/CGUIWindow.h
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source/Irrlicht/CMD2MeshFileLoader.h
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source/Irrlicht/dmfsupport.h
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source/Irrlicht/CSTLMeshFileLoader.h
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source/Irrlicht/CGUICheckBox.h
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source/Irrlicht/CMeshManipulator.h
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source/Irrlicht/IImagePresenter.h
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@ -347,7 +344,6 @@ source/Irrlicht/CXMLWriter.h
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source/Irrlicht/CParticleCylinderEmitter.h
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source/Irrlicht/ITriangleRenderer.h
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source/Irrlicht/CSceneNodeAnimatorDelete.h
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source/Irrlicht/CSTLMeshWriter.h
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source/Irrlicht/CIrrDeviceFB.h
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source/Irrlicht/CGUIEnvironment.h
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source/Irrlicht/CTerrainTriangleSelector.h
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@ -327,17 +327,7 @@ B3D, MS3D or X meshes */
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#ifdef NO_IRR_COMPILE_WITH_OBJ_LOADER_
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#undef _IRR_COMPILE_WITH_OBJ_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_STL_LOADER_ if you want to load stereolithography files
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#define _IRR_COMPILE_WITH_STL_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_STL_LOADER_
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#undef _IRR_COMPILE_WITH_STL_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_STL_WRITER_ if you want to write .stl files
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//#define _IRR_COMPILE_WITH_STL_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_STL_WRITER_
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#undef _IRR_COMPILE_WITH_STL_WRITER_
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#endif
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//! Define _IRR_COMPILE_WITH_OBJ_WRITER_ if you want to write .obj files
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//#define _IRR_COMPILE_WITH_OBJ_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_OBJ_WRITER_
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@ -1,253 +0,0 @@
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// Copyright (C) 2007-2012 Christian Stehno
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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 "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_STL_LOADER_
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#include "CSTLMeshFileLoader.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "SAnimatedMesh.h"
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#include "IReadFile.h"
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#include "fast_atof.h"
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#include "coreutil.h"
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#include "os.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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//! 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 CSTLMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "stl" );
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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 IReferenceCounted::drop() for more information.
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IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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{
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const long filesize = file->getSize();
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if (filesize < 6) // we need a header
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return 0;
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SMesh* mesh = new SMesh();
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SMeshBuffer* meshBuffer = new SMeshBuffer();
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mesh->addMeshBuffer(meshBuffer);
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meshBuffer->drop();
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core::vector3df vertex[3];
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core::vector3df normal;
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bool binary = false;
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core::stringc token;
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if (getNextToken(file, token) != "solid")
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binary = true;
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// read/skip header
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u32 binFaceCount = 0;
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if (binary)
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{
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file->seek(80);
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file->read(&binFaceCount, 4);
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#ifdef __BIG_ENDIAN__
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binFaceCount = os::Byteswap::byteswap(binFaceCount);
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#endif
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}
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else
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goNextLine(file);
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u16 attrib=0;
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token.reserve(32);
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while (file->getPos() < filesize)
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{
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if (!binary)
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{
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if (getNextToken(file, token) != "facet")
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{
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if (token=="endsolid")
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break;
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mesh->drop();
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return 0;
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}
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if (getNextToken(file, token) != "normal")
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{
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mesh->drop();
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return 0;
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}
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}
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getNextVector(file, normal, binary);
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if (!binary)
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{
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if (getNextToken(file, token) != "outer")
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{
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mesh->drop();
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return 0;
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}
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if (getNextToken(file, token) != "loop")
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{
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mesh->drop();
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return 0;
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}
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}
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for (u32 i=0; i<3; ++i)
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{
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if (!binary)
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{
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if (getNextToken(file, token) != "vertex")
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{
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mesh->drop();
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return 0;
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}
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}
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getNextVector(file, vertex[i], binary);
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}
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if (!binary)
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{
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if (getNextToken(file, token) != "endloop")
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{
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mesh->drop();
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return 0;
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}
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if (getNextToken(file, token) != "endfacet")
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{
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mesh->drop();
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return 0;
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}
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}
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else
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{
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file->read(&attrib, 2);
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#ifdef __BIG_ENDIAN__
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attrib = os::Byteswap::byteswap(attrib);
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#endif
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}
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SMeshBuffer* mb = reinterpret_cast<SMeshBuffer*>(mesh->getMeshBuffer(mesh->getMeshBufferCount()-1));
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u32 vCount = mb->getVertexCount();
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video::SColor color(0xffffffff);
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if (attrib & 0x8000)
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color = video::A1R5G5B5toA8R8G8B8(attrib);
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if (normal==core::vector3df())
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normal=core::plane3df(vertex[2],vertex[1],vertex[0]).Normal;
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mb->Vertices.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df()));
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mb->Vertices.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df()));
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mb->Vertices.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df()));
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mb->Indices.push_back(vCount);
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mb->Indices.push_back(vCount+1);
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mb->Indices.push_back(vCount+2);
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} // end while (file->getPos() < filesize)
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mesh->getMeshBuffer(0)->recalculateBoundingBox();
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// Create the Animated mesh if there's anything in the mesh
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SAnimatedMesh* pAM = 0;
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if ( 0 != mesh->getMeshBufferCount() )
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{
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mesh->recalculateBoundingBox();
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pAM = new SAnimatedMesh();
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pAM->Type = EAMT_OBJ;
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pAM->addMesh(mesh);
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pAM->recalculateBoundingBox();
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}
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mesh->drop();
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return pAM;
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}
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//! Read 3d vector of floats
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void CSTLMeshFileLoader::getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary) const
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{
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if (binary)
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{
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file->read(&vec.X, 4);
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file->read(&vec.Y, 4);
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file->read(&vec.Z, 4);
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#ifdef __BIG_ENDIAN__
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vec.X = os::Byteswap::byteswap(vec.X);
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vec.Y = os::Byteswap::byteswap(vec.Y);
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vec.Z = os::Byteswap::byteswap(vec.Z);
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#endif
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}
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else
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{
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goNextWord(file);
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core::stringc tmp;
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.X);
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.Y);
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.Z);
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}
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vec.X=-vec.X;
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}
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//! Read next word
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const core::stringc& CSTLMeshFileLoader::getNextToken(io::IReadFile* file, core::stringc& token) const
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{
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goNextWord(file);
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u8 c;
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token = "";
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while(file->getPos() != file->getSize())
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{
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file->read(&c, 1);
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// found it, so leave
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if (core::isspace(c))
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break;
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token.append(c);
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}
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return token;
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}
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//! skip to next word
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void CSTLMeshFileLoader::goNextWord(io::IReadFile* file) const
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{
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u8 c;
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while(file->getPos() != file->getSize())
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{
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file->read(&c, 1);
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// found it, so leave
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if (!core::isspace(c))
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{
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file->seek(-1, true);
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break;
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}
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}
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}
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//! Read until line break is reached and stop at the next non-space character
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void CSTLMeshFileLoader::goNextLine(io::IReadFile* file) const
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{
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u8 c;
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// look for newline characters
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while(file->getPos() != file->getSize())
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{
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file->read(&c, 1);
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// found it, so leave
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if (c=='\n' || c=='\r')
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break;
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}
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}
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_STL_LOADER_
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@ -1,49 +0,0 @@
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// Copyright (C) 2007-2012 Christian Stehno
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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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#ifndef __C_STL_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_STL_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "irrString.h"
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#include "vector3d.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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//! Meshloader capable of loading STL meshes.
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class CSTLMeshFileLoader : public IMeshLoader
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{
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public:
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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 (i.e. ".stl")
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virtual bool isALoadableFileExtension(const io::path& filename) const;
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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 IReferenceCounted::drop() for more information.
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virtual IAnimatedMesh* createMesh(io::IReadFile* file);
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private:
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// skips to the first non-space character available
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void goNextWord(io::IReadFile* file) const;
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// returns the next word
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const core::stringc& getNextToken(io::IReadFile* file, core::stringc& token) const;
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// skip to next printable character after the first line break
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void goNextLine(io::IReadFile* file) const;
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//! Read 3d vector of floats
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void getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary) const;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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@ -1,187 +0,0 @@
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// Copyright (C) 2002-2012 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 "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_STL_WRITER_
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#include "CSTLMeshWriter.h"
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#include "os.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "IAttributes.h"
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#include "ISceneManager.h"
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#include "IMeshCache.h"
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#include "IWriteFile.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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CSTLMeshWriter::CSTLMeshWriter(scene::ISceneManager* smgr)
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: SceneManager(smgr)
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{
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#ifdef _DEBUG
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setDebugName("CSTLMeshWriter");
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#endif
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if (SceneManager)
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SceneManager->grab();
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}
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CSTLMeshWriter::~CSTLMeshWriter()
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{
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if (SceneManager)
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SceneManager->drop();
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}
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//! Returns the type of the mesh writer
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EMESH_WRITER_TYPE CSTLMeshWriter::getType() const
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{
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return EMWT_STL;
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}
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//! writes a mesh
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bool CSTLMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
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{
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if (!file)
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return false;
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os::Printer::log("Writing mesh", file->getFileName());
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if (flags & scene::EMWF_WRITE_COMPRESSED)
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return writeMeshBinary(file, mesh, flags);
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else
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return writeMeshASCII(file, mesh, flags);
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}
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bool CSTLMeshWriter::writeMeshBinary(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
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{
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// write STL MESH header
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file->write("binary ",7);
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const core::stringc name(SceneManager->getMeshCache()->getMeshName(mesh));
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const s32 sizeleft = 73-name.size(); // 80 byte header
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if (sizeleft<0)
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file->write(name.c_str(),73);
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else
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{
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char* buf = new char[80];
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memset(buf, 0, 80);
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file->write(name.c_str(),name.size());
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file->write(buf,sizeleft);
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delete [] buf;
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}
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u32 facenum = 0;
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for (u32 j=0; j<mesh->getMeshBufferCount(); ++j)
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facenum += mesh->getMeshBuffer(j)->getIndexCount()/3;
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file->write(&facenum,4);
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// write mesh buffers
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for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* buffer = mesh->getMeshBuffer(i);
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if (buffer)
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{
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const u32 indexCount = buffer->getIndexCount();
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const u16 attributes = 0;
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for (u32 j=0; j<indexCount; j+=3)
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{
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const core::vector3df& v1 = buffer->getPosition(buffer->getIndices()[j]);
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const core::vector3df& v2 = buffer->getPosition(buffer->getIndices()[j+1]);
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const core::vector3df& v3 = buffer->getPosition(buffer->getIndices()[j+2]);
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const core::plane3df tmpplane(v1,v2,v3);
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file->write(&tmpplane.Normal, 12);
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file->write(&v1, 12);
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file->write(&v2, 12);
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file->write(&v3, 12);
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file->write(&attributes, 2);
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}
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}
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}
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return true;
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}
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bool CSTLMeshWriter::writeMeshASCII(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
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{
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// write STL MESH header
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file->write("solid ",6);
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const core::stringc name(SceneManager->getMeshCache()->getMeshName(mesh));
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file->write(name.c_str(),name.size());
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file->write("\n\n",2);
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// write mesh buffers
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for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* buffer = mesh->getMeshBuffer(i);
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if (buffer)
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{
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const u32 indexCount = buffer->getIndexCount();
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for (u32 j=0; j<indexCount; j+=3)
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{
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writeFace(file,
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buffer->getPosition(buffer->getIndices()[j]),
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buffer->getPosition(buffer->getIndices()[j+1]),
|
||||
buffer->getPosition(buffer->getIndices()[j+2]));
|
||||
}
|
||||
file->write("\n",1);
|
||||
}
|
||||
}
|
||||
|
||||
file->write("endsolid ",9);
|
||||
file->write(name.c_str(),name.size());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void CSTLMeshWriter::getVectorAsStringLine(const core::vector3df& v, core::stringc& s) const
|
||||
{
|
||||
s = core::stringc(v.X);
|
||||
s += " ";
|
||||
s += core::stringc(v.Y);
|
||||
s += " ";
|
||||
s += core::stringc(v.Z);
|
||||
s += "\n";
|
||||
}
|
||||
|
||||
|
||||
void CSTLMeshWriter::writeFace(io::IWriteFile* file,
|
||||
const core::vector3df& v1,
|
||||
const core::vector3df& v2,
|
||||
const core::vector3df& v3)
|
||||
{
|
||||
core::stringc tmp;
|
||||
file->write("facet normal ",13);
|
||||
getVectorAsStringLine(core::plane3df(v1,v2,v3).Normal, tmp);
|
||||
file->write(tmp.c_str(),tmp.size());
|
||||
file->write(" outer loop\n",13);
|
||||
file->write(" vertex ",11);
|
||||
getVectorAsStringLine(v1, tmp);
|
||||
file->write(tmp.c_str(),tmp.size());
|
||||
file->write(" vertex ",11);
|
||||
getVectorAsStringLine(v2, tmp);
|
||||
file->write(tmp.c_str(),tmp.size());
|
||||
file->write(" vertex ",11);
|
||||
getVectorAsStringLine(v3, tmp);
|
||||
file->write(tmp.c_str(),tmp.size());
|
||||
file->write(" endloop\n",10);
|
||||
file->write("endfacet\n",9);
|
||||
}
|
||||
|
||||
|
||||
} // end namespace
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
@ -1,55 +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 __IRR_STL_MESH_WRITER_H_INCLUDED__
|
||||
#define __IRR_STL_MESH_WRITER_H_INCLUDED__
|
||||
|
||||
#include "IMeshWriter.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "irrString.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
class IMeshBuffer;
|
||||
class ISceneManager;
|
||||
|
||||
//! class to write meshes, implementing a STL writer
|
||||
class CSTLMeshWriter : public IMeshWriter
|
||||
{
|
||||
public:
|
||||
|
||||
CSTLMeshWriter(scene::ISceneManager* smgr);
|
||||
virtual ~CSTLMeshWriter();
|
||||
|
||||
//! Returns the type of the mesh writer
|
||||
virtual EMESH_WRITER_TYPE getType() const;
|
||||
|
||||
//! writes a mesh
|
||||
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags=EMWF_NONE);
|
||||
|
||||
protected:
|
||||
// write binary format
|
||||
bool writeMeshBinary(io::IWriteFile* file, scene::IMesh* mesh, s32 flags);
|
||||
|
||||
// write text format
|
||||
bool writeMeshASCII(io::IWriteFile* file, scene::IMesh* mesh, s32 flags);
|
||||
|
||||
// create vector output with line end into string
|
||||
void getVectorAsStringLine(const core::vector3df& v,
|
||||
core::stringc& s) const;
|
||||
|
||||
// write face information to file
|
||||
void writeFace(io::IWriteFile* file, const core::vector3df& v1,
|
||||
const core::vector3df& v2, const core::vector3df& v3);
|
||||
|
||||
scene::ISceneManager* SceneManager;
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
@ -68,10 +68,6 @@
|
||||
#include "CB3DMeshFileLoader.h"
|
||||
#endif
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_STL_LOADER_
|
||||
#include "CSTLMeshFileLoader.h"
|
||||
#endif
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
|
||||
#include "CSceneLoaderIrr.h"
|
||||
#endif
|
||||
@ -197,9 +193,6 @@ CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
|
||||
// TODO: now that we have multiple scene managers, these should be
|
||||
// shallow copies from the previous manager if there is one.
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_STL_LOADER_
|
||||
MeshLoaderList.push_back(new CSTLMeshFileLoader());
|
||||
#endif
|
||||
#ifdef _IRR_COMPILE_WITH_OGRE_LOADER_
|
||||
MeshLoaderList.push_back(new COgreMeshFileLoader(FileSystem, Driver));
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user