Remove 3DS Loader
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@ -181,7 +181,6 @@ source/Irrlicht/CImageLoaderRGB.cpp
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source/Irrlicht/CSkinnedMesh.cpp
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source/Irrlicht/CXMLReader.cpp
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source/Irrlicht/CDummyTransformationSceneNode.cpp
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source/Irrlicht/C3DSMeshFileLoader.cpp
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source/Irrlicht/CGUITable.cpp
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source/Irrlicht/CB3DMeshFileLoader.cpp
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source/Irrlicht/CGeometryCreator.cpp
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@ -326,7 +325,6 @@ source/Irrlicht/CXMLReaderImpl.h
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source/Irrlicht/COpenGLMaterialRenderer.h
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source/Irrlicht/CVideoModeList.h
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source/Irrlicht/CParticleAnimatedMeshSceneNodeEmitter.h
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source/Irrlicht/C3DSMeshFileLoader.h
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source/Irrlicht/CImageLoaderTGA.h
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source/Irrlicht/CColorConverter.h
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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
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// #define _IRR_COMPILE_WITH_DIRECT3D_8_
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#undef _IRR_COMPILE_WITH_DIRECT3D_9_
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#ifdef NO_IRR_COMPILE_WITH_DIRECT3D_8_
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#undef _IRR_COMPILE_WITH_DIRECT3D_8_
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#endif
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#ifdef NO_IRR_COMPILE_WITH_DIRECT3D_9_
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#undef _IRR_COMPILE_WITH_DIRECT3D_9_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
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@ -162,21 +155,6 @@ define out. */
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#undef _IRR_COMPILE_WITH_OPENGL_
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#endif
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//! Define _IRR_COMPILE_WITH_SOFTWARE_ to compile the Irrlicht engine with software driver
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/** If you do not need the software driver, or want to use Burning's Video instead,
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comment this define out */
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//#define _IRR_COMPILE_WITH_SOFTWARE_
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#ifdef NO_IRR_COMPILE_WITH_SOFTWARE_
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#undef _IRR_COMPILE_WITH_SOFTWARE_
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#endif
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//! Define _IRR_COMPILE_WITH_BURNINGSVIDEO_ to compile the Irrlicht engine with Burning's video driver
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/** If you do not need this software driver, you can comment this define out. */
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//#define _IRR_COMPILE_WITH_BURNINGSVIDEO_
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#ifdef NO_IRR_COMPILE_WITH_BURNINGSVIDEO_
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#undef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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#endif
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//! Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
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/** If you do not wish the engine to be compiled with X11, comment this
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define out. */
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@ -266,31 +244,6 @@ the engine will no longer read .png images. */
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#undef _IRR_USE_NON_SYSTEM_LIB_PNG_
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#endif
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//! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9
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/** If _IRR_D3D_NO_SHADER_DEBUGGING is undefined in IrrCompileConfig.h,
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it is possible to debug all D3D9 shaders in VisualStudio. All shaders
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(which have been generated in memory or read from archives for example) will be emitted
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into a temporary file at runtime for this purpose. To debug your shaders, choose
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Debug->Direct3D->StartWithDirect3DDebugging in Visual Studio, and for every shader a
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file named 'irr_dbg_shader_%%.vsh' or 'irr_dbg_shader_%%.psh' will be created. Drag'n'drop
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the file you want to debug into visual studio. That's it. You can now set breakpoints and
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watch registers, variables etc. This works with ASM, HLSL, and both with pixel and vertex shaders.
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Note that the engine will run in D3D REF for this, which is a lot slower than HAL. */
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#define _IRR_D3D_NO_SHADER_DEBUGGING
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#ifdef NO_IRR_D3D_NO_SHADER_DEBUGGING
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#undef _IRR_D3D_NO_SHADER_DEBUGGING
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#endif
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//! Define _IRR_D3D_USE_LEGACY_HLSL_COMPILER to enable the old HLSL compiler in recent DX SDKs
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/** This enables support for ps_1_x shaders for recent DX SDKs. Otherwise, support
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for this shader model is not available anymore in SDKs after Oct2006. You need to
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distribute the OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab though, in order
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to provide the user with the proper DLL. That's why it's disabled by default. */
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//#define _IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#ifdef NO_IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#undef _IRR_D3D_USE_LEGACY_HLSL_COMPILER
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#endif
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//! Define _IRR_COMPILE_WITH_CG_ to enable Cg Shading Language support
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//#define _IRR_COMPILE_WITH_CG_
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#ifdef NO_IRR_COMPILE_WITH_CG_
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@ -389,11 +342,6 @@ B3D, MS3D or X meshes */
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#ifdef NO_IRR_COMPILE_WITH_MD3_LOADER_
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#undef _IRR_COMPILE_WITH_MD3_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_3DS_LOADER_ if you want to load 3D Studio Max files
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#define _IRR_COMPILE_WITH_3DS_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_3DS_LOADER_
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#undef _IRR_COMPILE_WITH_3DS_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_COLLADA_LOADER_ if you want to load Collada files
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#define _IRR_COMPILE_WITH_COLLADA_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_COLLADA_LOADER_
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File diff suppressed because it is too large
Load Diff
@ -1,166 +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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#ifndef __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
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#define __C_3DS_MESH_FILE_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IFileSystem.h"
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#include "ISceneManager.h"
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#include "irrString.h"
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#include "SMesh.h"
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#include "matrix4.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 3ds meshes.
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class C3DSMeshFileLoader : public IMeshLoader
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{
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public:
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//! Constructor
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C3DSMeshFileLoader(ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~C3DSMeshFileLoader();
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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. ".cob")
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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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// byte-align structures
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#include "irrpack.h"
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struct ChunkHeader
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{
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u16 id;
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s32 length;
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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struct ChunkData
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{
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ChunkData() : read(0) {}
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ChunkHeader header;
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s32 read;
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};
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struct SCurrentMaterial
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{
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void clear() {
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Material=video::SMaterial();
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Name="";
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Filename[0]="";
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Filename[1]="";
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Filename[2]="";
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Filename[3]="";
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Filename[4]="";
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Strength[0]=0.f;
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Strength[1]=0.f;
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Strength[2]=0.f;
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Strength[3]=0.f;
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Strength[4]=0.f;
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}
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video::SMaterial Material;
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core::stringc Name;
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core::stringc Filename[5];
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f32 Strength[5];
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};
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struct SMaterialGroup
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{
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SMaterialGroup() : faceCount(0), faces(0) {};
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SMaterialGroup(const SMaterialGroup& o)
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{
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*this = o;
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}
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~SMaterialGroup()
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{
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clear();
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}
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void clear()
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{
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delete [] faces;
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faces = 0;
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faceCount = 0;
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}
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void operator =(const SMaterialGroup& o)
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{
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MaterialName = o.MaterialName;
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faceCount = o.faceCount;
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faces = new u16[faceCount];
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for (u32 i=0; i<faceCount; ++i)
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faces[i] = o.faces[i];
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}
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core::stringc MaterialName;
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u16 faceCount;
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u16* faces;
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};
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bool readChunk(io::IReadFile* file, ChunkData* parent);
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bool readMaterialChunk(io::IReadFile* file, ChunkData* parent);
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bool readFrameChunk(io::IReadFile* file, ChunkData* parent);
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bool readTrackChunk(io::IReadFile* file, ChunkData& data,
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IMeshBuffer* mb, const core::vector3df& pivot);
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bool readObjectChunk(io::IReadFile* file, ChunkData* parent);
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bool readPercentageChunk(io::IReadFile* file, ChunkData* chunk, f32& percentage);
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bool readColorChunk(io::IReadFile* file, ChunkData* chunk, video::SColor& out);
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void readChunkData(io::IReadFile* file, ChunkData& data);
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void readString(io::IReadFile* file, ChunkData& data, core::stringc& out);
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void readVertices(io::IReadFile* file, ChunkData& data);
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void readIndices(io::IReadFile* file, ChunkData& data);
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void readMaterialGroup(io::IReadFile* file, ChunkData& data);
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void readTextureCoords(io::IReadFile* file, ChunkData& data);
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void composeObject(io::IReadFile* file, const core::stringc& name);
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void loadMaterials(io::IReadFile* file);
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void cleanUp();
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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f32* Vertices;
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u16* Indices;
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u32* SmoothingGroups;
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core::array<u16> TempIndices;
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f32* TCoords;
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u16 CountVertices;
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u16 CountFaces; // = CountIndices/4
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u16 CountTCoords;
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core::array<SMaterialGroup> MaterialGroups;
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SCurrentMaterial CurrentMaterial;
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core::array<SCurrentMaterial> Materials;
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core::array<core::stringc> MeshBufferNames;
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core::matrix4 TransformationMatrix;
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SMesh* Mesh;
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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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