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Refactor: Merge [IC]SkinnedMesh
into SkinnedMesh
(#15511)
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18 changed files with 326 additions and 646 deletions
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@ -11,7 +11,6 @@
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#include "SColor.h"
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#include "ESceneNodeTypes.h"
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#include "SceneParameters.h" // IWYU pragma: export
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#include "ISkinnedMesh.h"
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namespace irr
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{
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@ -93,6 +92,7 @@ class IBillboardSceneNode;
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class ICameraSceneNode;
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class IDummyTransformationSceneNode;
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class IMesh;
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class SkinnedMesh;
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class IMeshBuffer;
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class IMeshCache;
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class ISceneCollisionManager;
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@ -121,189 +121,6 @@ public:
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//! Get pointer to an animatable mesh. Loads the file if not loaded already.
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/**
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* If you want to remove a loaded mesh from the cache again, use removeMesh().
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* Currently there are the following mesh formats supported:
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* <TABLE border="1" cellpadding="2" cellspacing="0">
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* <TR>
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* <TD>Format</TD>
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* <TD>Description</TD>
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* </TR>
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* <TR>
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* <TD>3D Studio (.3ds)</TD>
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* <TD>Loader for 3D-Studio files which lots of 3D packages
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* are able to export. Only static meshes are currently
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* supported by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>3D World Studio (.smf)</TD>
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* <TD>Loader for Leadwerks SMF mesh files, a simple mesh format
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* containing static geometry for games. The proprietary .STF texture format
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* is not supported yet. This loader was originally written by Joseph Ellis. </TD>
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* </TR>
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* <TR>
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* <TD>Bliz Basic B3D (.b3d)</TD>
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* <TD>Loader for blitz basic files, developed by Mark
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* Sibly. This is the ideal animated mesh format for game
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* characters as it is both rigidly defined and widely
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* supported by modeling and animation software.
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* As this format supports skeletal animations, an
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* ISkinnedMesh will be returned by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>Cartography shop 4 (.csm)</TD>
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* <TD>Cartography Shop is a modeling program for creating
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* architecture and calculating lighting. Irrlicht can
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* directly import .csm files thanks to the IrrCSM library
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* created by Saurav Mohapatra which is now integrated
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* directly in Irrlicht.
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* </TR>
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* <TR>
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* <TD>Delgine DeleD (.dmf)</TD>
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* <TD>DeleD (delgine.com) is a 3D editor and level-editor
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* combined into one and is specifically designed for 3D
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* game-development. With this loader, it is possible to
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* directly load all geometry is as well as textures and
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* lightmaps from .dmf files. To set texture and
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* material paths, see scene::DMF_USE_MATERIALS_DIRS.
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* It is also possible to flip the alpha texture by setting
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* scene::DMF_FLIP_ALPHA_TEXTURES to true and to set the
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* material transparent reference value by setting
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* scene::DMF_ALPHA_CHANNEL_REF to a float between 0 and
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* 1. The loader is based on Salvatore Russo's .dmf
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* loader, I just changed some parts of it. Thanks to
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* Salvatore for his work and for allowing me to use his
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* code in Irrlicht and put it under Irrlicht's license.
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* For newer and more enhanced versions of the loader,
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* take a look at delgine.com.
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* </TD>
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* </TR>
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* <TR>
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* <TD>DirectX (.x)</TD>
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* <TD>Platform independent importer (so not D3D-only) for
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* .x files. Most 3D packages can export these natively
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* and there are several tools for them available, e.g.
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* the Maya exporter included in the DX SDK.
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* .x files can include skeletal animations and Irrlicht
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* is able to play and display them, users can manipulate
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* the joints via the ISkinnedMesh interface. Currently,
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* Irrlicht only supports uncompressed .x files.</TD>
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* </TR>
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* <TR>
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* <TD>Half-Life model (.mdl)</TD>
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* <TD>This loader opens Half-life 1 models, it was contributed
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* by Fabio Concas and adapted by Thomas Alten.</TD>
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* </TR>
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* <TR>
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* <TD>LightWave (.lwo)</TD>
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* <TD>Native to NewTek's LightWave 3D, the LWO format is well
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* known and supported by many exporters. This loader will
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* import LWO2 models including lightmaps, bumpmaps and
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* reflection textures.</TD>
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* </TR>
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* <TR>
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* <TD>Maya (.obj)</TD>
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* <TD>Most 3D software can create .obj files which contain
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* static geometry without material data. The material
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* files .mtl are also supported. This importer for
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* Irrlicht can load them directly. </TD>
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* </TR>
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* <TR>
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* <TD>Milkshape (.ms3d)</TD>
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* <TD>.MS3D files contain models and sometimes skeletal
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* animations from the Milkshape 3D modeling and animation
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* software. Like the other skeletal mesh loaders, joints
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* are exposed via the ISkinnedMesh animated mesh type.</TD>
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* </TR>
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* <TR>
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* <TD>My3D (.my3d)</TD>
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* <TD>.my3D is a flexible 3D file format. The My3DTools
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* contains plug-ins to export .my3D files from several
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* 3D packages. With this built-in importer, Irrlicht
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* can read and display those files directly. This
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* loader was written by Zhuck Dimitry who also created
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* the whole My3DTools package.
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* </TD>
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* </TR>
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* <TR>
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* <TD>OCT (.oct)</TD>
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* <TD>The oct file format contains 3D geometry and
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* lightmaps and can be loaded directly by Irrlicht. OCT
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* files<br> can be created by FSRad, Paul Nette's
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* radiosity processor or exported from Blender using
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* OCTTools which can be found in the exporters/OCTTools
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* directory of the SDK. Thanks to Murphy McCauley for
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* creating all this.</TD>
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* </TR>
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* <TR>
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* <TD>OGRE Meshes (.mesh)</TD>
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* <TD>Ogre .mesh files contain 3D data for the OGRE 3D
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* engine. Irrlicht can read and display them directly
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* with this importer. To define materials for the mesh,
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* copy a .material file named like the corresponding
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* .mesh file where the .mesh file is. (For example
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* ogrehead.material for ogrehead.mesh). Thanks to
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* Christian Stehno who wrote and contributed this
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* loader.</TD>
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* </TR>
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* <TR>
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* <TD>Pulsar LMTools (.lmts)</TD>
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* <TD>LMTools is a set of tools (Windows & Linux) for
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* creating lightmaps. Irrlicht can directly read .lmts
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* files thanks to<br> the importer created by Jonas
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* Petersen.
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* Notes for<br> this version of the loader:<br>
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* - It does not recognize/support user data in the
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* *.lmts files.<br>
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* - The TGAs generated by LMTools don't work in
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* Irrlicht for some reason (the textures are upside
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* down). Opening and resaving them in a graphics app
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* will solve the problem.</TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 levels (.bsp)</TD>
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* <TD>Quake 3 is a popular game by IDSoftware, and .pk3
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* files contain .bsp files and textures/lightmaps
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* describing huge prelighted levels. Irrlicht can read
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* .pk3 and .bsp files directly and thus render Quake 3
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* levels directly. Written by Nikolaus Gebhardt
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* enhanced by Dean P. Macri with the curved surfaces
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* feature. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 2 models (.md2)</TD>
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* <TD>Quake 2 models are characters with morph target
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* animation. Irrlicht can read, display and animate
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* them directly with this importer. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 models (.md3)</TD>
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* <TD>Quake 3 models are characters with morph target
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* animation, they contain mount points for weapons and body
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* parts and are typically made of several sections which are
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* manually joined together.</TD>
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* </TR>
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* <TR>
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* <TD>Stanford Triangle (.ply)</TD>
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* <TD>Invented by Stanford University and known as the native
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* format of the infamous "Stanford Bunny" model, this is a
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* popular static mesh format used by 3D scanning hardware
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* and software. This loader supports extremely large models
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* in both ASCII and binary format, but only has rudimentary
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* material support in the form of vertex colors and texture
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* coordinates.</TD>
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* </TR>
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* <TR>
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* <TD>Stereolithography (.stl)</TD>
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* <TD>The STL format is used for rapid prototyping and
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* computer-aided manufacturing, thus has no support for
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* materials.</TD>
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* </TR>
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* </TABLE>
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*
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* To load and display a mesh quickly, just do this:
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* \code
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* SceneManager->addAnimatedMeshSceneNode(
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* SceneManager->getMesh("yourmesh.3ds"));
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* \endcode
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* If you would like to implement and add your own file format loader to Irrlicht,
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* see addExternalMeshLoader().
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* \param file File handle of the mesh to load.
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@ -594,7 +411,7 @@ public:
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//! Get a skinned mesh, which is not available as header-only code
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/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
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for details. */
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virtual ISkinnedMesh *createSkinnedMesh() = 0;
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virtual SkinnedMesh *createSkinnedMesh() = 0;
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//! Get current render pass.
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virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const = 0;
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