Remove 3DS Loader

This commit is contained in:
vlj 2014-09-29 02:25:31 +02:00
parent 554cb1dda0
commit b19a9bdf2f
4 changed files with 0 additions and 1616 deletions

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@ -181,7 +181,6 @@ source/Irrlicht/CImageLoaderRGB.cpp
source/Irrlicht/CSkinnedMesh.cpp
source/Irrlicht/CXMLReader.cpp
source/Irrlicht/CDummyTransformationSceneNode.cpp
source/Irrlicht/C3DSMeshFileLoader.cpp
source/Irrlicht/CGUITable.cpp
source/Irrlicht/CB3DMeshFileLoader.cpp
source/Irrlicht/CGeometryCreator.cpp
@ -326,7 +325,6 @@ source/Irrlicht/CXMLReaderImpl.h
source/Irrlicht/COpenGLMaterialRenderer.h
source/Irrlicht/CVideoModeList.h
source/Irrlicht/CParticleAnimatedMeshSceneNodeEmitter.h
source/Irrlicht/C3DSMeshFileLoader.h
source/Irrlicht/CImageLoaderTGA.h
source/Irrlicht/CColorConverter.h
source/Irrlicht/CWaterSurfaceSceneNode.h

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@ -145,13 +145,6 @@ If not defined, Windows Multimedia library is used, which offers also broad supp
// #define _IRR_COMPILE_WITH_DIRECT3D_8_
#undef _IRR_COMPILE_WITH_DIRECT3D_9_
#ifdef NO_IRR_COMPILE_WITH_DIRECT3D_8_
#undef _IRR_COMPILE_WITH_DIRECT3D_8_
#endif
#ifdef NO_IRR_COMPILE_WITH_DIRECT3D_9_
#undef _IRR_COMPILE_WITH_DIRECT3D_9_
#endif
#endif
//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
@ -162,21 +155,6 @@ define out. */
#undef _IRR_COMPILE_WITH_OPENGL_
#endif
//! Define _IRR_COMPILE_WITH_SOFTWARE_ to compile the Irrlicht engine with software driver
/** If you do not need the software driver, or want to use Burning's Video instead,
comment this define out */
//#define _IRR_COMPILE_WITH_SOFTWARE_
#ifdef NO_IRR_COMPILE_WITH_SOFTWARE_
#undef _IRR_COMPILE_WITH_SOFTWARE_
#endif
//! Define _IRR_COMPILE_WITH_BURNINGSVIDEO_ to compile the Irrlicht engine with Burning's video driver
/** If you do not need this software driver, you can comment this define out. */
//#define _IRR_COMPILE_WITH_BURNINGSVIDEO_
#ifdef NO_IRR_COMPILE_WITH_BURNINGSVIDEO_
#undef _IRR_COMPILE_WITH_BURNINGSVIDEO_
#endif
//! Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
/** If you do not wish the engine to be compiled with X11, comment this
define out. */
@ -266,31 +244,6 @@ the engine will no longer read .png images. */
#undef _IRR_USE_NON_SYSTEM_LIB_PNG_
#endif
//! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9
/** If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h,
it is possible to debug all D3D9 shaders in VisualStudio. All shaders
(which have been generated in memory or read from archives for example) will be emitted
into a temporary file at runtime for this purpose. To debug your shaders, choose
Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a
file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop
the file you want to debug into visual studio. That's it. You can now set breakpoints and
watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders.
Note that the engine will run in D3D REF for this, which is a lot slower than HAL. */
#define _IRR_D3D_NO_SHADER_DEBUGGING
#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING
#undef _IRR_D3D_NO_SHADER_DEBUGGING
#endif
//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs
/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support
for this shader model is not available anymore in SDKs after Oct2006. You need to
distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order
to provide the user with the proper DLL. That's why it's disabled by default. */
//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER
#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER
#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER
#endif
//! Define _IRR_COMPILE_WITH_CG_ to enable Cg Shading Language support
//#define _IRR_COMPILE_WITH_CG_
#ifdef NO_IRR_COMPILE_WITH_CG_
@ -389,11 +342,6 @@ B3D, MS3D or X meshes */
#ifdef NO_IRR_COMPILE_WITH_MD3_LOADER_
#undef _IRR_COMPILE_WITH_MD3_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_3DS_LOADER_ if you want to load 3D Studio Max files
#define _IRR_COMPILE_WITH_3DS_LOADER_
#ifdef NO_IRR_COMPILE_WITH_3DS_LOADER_
#undef _IRR_COMPILE_WITH_3DS_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_COLLADA_LOADER_ if you want to load Collada files
#define _IRR_COMPILE_WITH_COLLADA_LOADER_
#ifdef NO_IRR_COMPILE_WITH_COLLADA_LOADER_

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@ -1,166 +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_3DS_MESH_FILE_LOADER_H_INCLUDED__
#define __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "IFileSystem.h"
#include "ISceneManager.h"
#include "irrString.h"
#include "SMesh.h"
#include "matrix4.h"
namespace irr
{
namespace scene
{
//! Meshloader capable of loading 3ds meshes.
class C3DSMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
C3DSMeshFileLoader(ISceneManager* smgr, io::IFileSystem* fs);
//! destructor
virtual ~C3DSMeshFileLoader();
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".cob")
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:
// byte-align structures
#include "irrpack.h"
struct ChunkHeader
{
u16 id;
s32 length;
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
struct ChunkData
{
ChunkData() : read(0) {}
ChunkHeader header;
s32 read;
};
struct SCurrentMaterial
{
void clear() {
Material=video::SMaterial();
Name="";
Filename[0]="";
Filename[1]="";
Filename[2]="";
Filename[3]="";
Filename[4]="";
Strength[0]=0.f;
Strength[1]=0.f;
Strength[2]=0.f;
Strength[3]=0.f;
Strength[4]=0.f;
}
video::SMaterial Material;
core::stringc Name;
core::stringc Filename[5];
f32 Strength[5];
};
struct SMaterialGroup
{
SMaterialGroup() : faceCount(0), faces(0) {};
SMaterialGroup(const SMaterialGroup& o)
{
*this = o;
}
~SMaterialGroup()
{
clear();
}
void clear()
{
delete [] faces;
faces = 0;
faceCount = 0;
}
void operator =(const SMaterialGroup& o)
{
MaterialName = o.MaterialName;
faceCount = o.faceCount;
faces = new u16[faceCount];
for (u32 i=0; i<faceCount; ++i)
faces[i] = o.faces[i];
}
core::stringc MaterialName;
u16 faceCount;
u16* faces;
};
bool readChunk(io::IReadFile* file, ChunkData* parent);
bool readMaterialChunk(io::IReadFile* file, ChunkData* parent);
bool readFrameChunk(io::IReadFile* file, ChunkData* parent);
bool readTrackChunk(io::IReadFile* file, ChunkData& data,
IMeshBuffer* mb, const core::vector3df& pivot);
bool readObjectChunk(io::IReadFile* file, ChunkData* parent);
bool readPercentageChunk(io::IReadFile* file, ChunkData* chunk, f32& percentage);
bool readColorChunk(io::IReadFile* file, ChunkData* chunk, video::SColor& out);
void readChunkData(io::IReadFile* file, ChunkData& data);
void readString(io::IReadFile* file, ChunkData& data, core::stringc& out);
void readVertices(io::IReadFile* file, ChunkData& data);
void readIndices(io::IReadFile* file, ChunkData& data);
void readMaterialGroup(io::IReadFile* file, ChunkData& data);
void readTextureCoords(io::IReadFile* file, ChunkData& data);
void composeObject(io::IReadFile* file, const core::stringc& name);
void loadMaterials(io::IReadFile* file);
void cleanUp();
scene::ISceneManager* SceneManager;
io::IFileSystem* FileSystem;
f32* Vertices;
u16* Indices;
u32* SmoothingGroups;
core::array<u16> TempIndices;
f32* TCoords;
u16 CountVertices;
u16 CountFaces; // = CountIndices/4
u16 CountTCoords;
core::array<SMaterialGroup> MaterialGroups;
SCurrentMaterial CurrentMaterial;
core::array<SCurrentMaterial> Materials;
core::array<core::stringc> MeshBufferNames;
core::matrix4 TransformationMatrix;
SMesh* Mesh;
};
} // end namespace scene
} // end namespace irr
#endif