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// Copyright (C) 2002-2011 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_BSP_LOADER_
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#include "CBSPMeshFileLoader.h"
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#include "CQ3LevelMesh.h"
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CBSPMeshFileLoader::CBSPMeshFileLoader(scene::ISceneManager* smgr,
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: FileSystem(fs), SceneManager(smgr)
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setDebugName("CBSPMeshFileLoader");
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CBSPMeshFileLoader::~CBSPMeshFileLoader()
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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 CBSPMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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return core::hasFileExtension ( filename, "bsp", "shader", "cfg" );
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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* CBSPMeshFileLoader::createMesh(io::IReadFile* file)
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s32 type = core::isFileExtension ( file->getFileName(), "bsp", "shader", "cfg" );
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q = new CQ3LevelMesh(FileSystem, SceneManager, LoadParam);
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// determine real shaders in LoadParam
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if ( 0 == LoadParam.loadAllShaders )
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q->getShader("scripts/common.shader");
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q->getShader("scripts/sfx.shader");
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q->getShader("scripts/gfx.shader");
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q->getShader("scripts/liquid.shader");
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q->getShader("scripts/models.shader");
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q->getShader("scripts/walls.shader");
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//q->getShader("scripts/sky.shader");
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if ( q->loadFile(file) )
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q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
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// load quake 3 loading parameter
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if ( file->getFileName() == "levelparameter.cfg" )
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file->read ( &LoadParam, sizeof ( LoadParam ) );
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q = new CQ3LevelMesh(FileSystem, SceneManager,LoadParam);
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q->getConfiguration( file );
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_BSP_LOADER_