/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/resources/MeshLoaderHandler.h" #include "hpl1/engine/resources/MeshLoader.h" #include "hpl1/engine/resources/Resources.h" #include "hpl1/engine/scene/Scene.h" #include "hpl1/engine/system/String.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { bool iMeshLoader::mbRestricStaticLightToSector = false; bool iMeshLoader::mbUseFastMaterial = false; ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMeshLoaderHandler::cMeshLoaderHandler(cResources *apResources, cScene *apScene) { mpResources = apResources; mpScene = apScene; } //----------------------------------------------------------------------- cMeshLoaderHandler::~cMeshLoaderHandler() { tMeshLoaderListIt it = mlstLoaders.begin(); for (; it != mlstLoaders.end(); it++) { hplDelete(*it); } mlstLoaders.clear(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMesh *cMeshLoaderHandler::LoadMesh(const tString &asFile, tMeshLoadFlag aFlags) { tString sType = cString::ToLowerCase(cString::GetFileExt(asFile)); tMeshLoaderListIt it = mlstLoaders.begin(); for (; it != mlstLoaders.end(); it++) { iMeshLoader *pLoader = *it; if (pLoader->IsSupported(sType)) { return pLoader->LoadMesh(asFile, aFlags); } } Log("No loader for '%s' found!\n", sType.c_str()); return NULL; } //----------------------------------------------------------------------- bool cMeshLoaderHandler::SaveMesh(cMesh *apMesh, const tString &asFile) { tString sType = cString::ToLowerCase(cString::GetFileExt(asFile)); tMeshLoaderListIt it = mlstLoaders.begin(); for (; it != mlstLoaders.end(); it++) { iMeshLoader *pLoader = *it; if (pLoader->IsSupported(sType)) { return pLoader->SaveMesh(apMesh, asFile); } } Log("No loader for '%s' found!\n", sType.c_str()); return false; } //----------------------------------------------------------------------- cWorld3D *cMeshLoaderHandler::LoadWorld(const tString &asFile, tWorldLoadFlag aFlags) { tString sType = cString::ToLowerCase(cString::GetFileExt(asFile)); tMeshLoaderListIt it = mlstLoaders.begin(); for (; it != mlstLoaders.end(); it++) { iMeshLoader *pLoader = *it; if (pLoader->IsSupported(sType)) { return pLoader->LoadWorld(asFile, mpScene, aFlags); } } Log("No loader for '%s' found!\n", sType.c_str()); return NULL; } //----------------------------------------------------------------------- cAnimation *cMeshLoaderHandler::LoadAnimation(const tString &asFile) { tString sType = cString::ToLowerCase(cString::GetFileExt(asFile)); tMeshLoaderListIt it = mlstLoaders.begin(); for (; it != mlstLoaders.end(); it++) { iMeshLoader *pLoader = *it; if (pLoader->IsSupported(sType)) { return pLoader->LoadAnimation(asFile); } } Log("No loader for '%s' found!\n", sType.c_str()); return NULL; } //----------------------------------------------------------------------- void cMeshLoaderHandler::AddLoader(iMeshLoader *apLoader) { mlstLoaders.push_back(apLoader); apLoader->mpMaterialManager = mpResources->GetMaterialManager(); apLoader->mpMeshManager = mpResources->GetMeshManager(); apLoader->mpAnimationManager = mpResources->GetAnimationManager(); apLoader->mpSystem = mpScene->GetSystem(); apLoader->AddSupportedTypes(&mvSupportedTypes); } //----------------------------------------------------------------------- } // namespace hpl