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109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
/*
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OpenMW - The completely unofficial reimplementation of Morrowind
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Copyright (C) 2008-2010 Nicolay Korslund
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Email: < korslund@gmail.com >
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WWW: http://openmw.sourceforge.net/
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This file (ogre_nif_loader.h) is part of the OpenMW package.
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OpenMW is distributed as free software: you can redistribute it
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and/or modify it under the terms of the GNU General Public License
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version 3, as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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version 3 along with this program. If not, see
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http://www.gnu.org/licenses/ .
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*/
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#ifndef _OGRE_NIF_LOADER_H_
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#define _OGRE_NIF_LOADER_H_
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#include <OgreResource.h>
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#include <OgreMesh.h>
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#include <OgreSkeleton.h>
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#include <vector>
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#include <string>
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#include <cassert>
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#include <boost/algorithm/string.hpp>
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#include "../nif/node.hpp"
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#include <libs/platform/strings.h>
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class BoundsFinder;
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struct ciLessBoost : std::binary_function<std::string, std::string, bool>
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{
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bool operator() (const std::string & s1, const std::string & s2) const
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{
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//case insensitive version of is_less
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return boost::algorithm::lexicographical_compare(s1, s2, boost::algorithm::is_iless());
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}
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};
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namespace Nif
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{
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class Node;
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class Transformation;
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class NiTriShape;
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}
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namespace NifOgre
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{
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// FIXME: These should not be in NifOgre, it works agnostic of what model format is used
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typedef std::multimap<float,std::string> TextKeyMap;
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struct EntityList {
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std::vector<Ogre::Entity*> mEntities;
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Ogre::Entity *mSkelBase;
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EntityList() : mSkelBase(0)
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{ }
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};
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/** This holds a list of meshes along with the names of their parent nodes
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*/
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typedef std::vector< std::pair<Ogre::MeshPtr,std::string> > MeshPairList;
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/** Manual resource loader for NIF meshes. This is the main class
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responsible for translating the internal NIF mesh structure into
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something Ogre can use.
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You have to insert meshes manually into Ogre like this:
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NIFLoader::load("somemesh.nif");
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This returns a list of meshes used by the model, as well as the names of
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their parent nodes (as they pertain to the skeleton, which is optionally
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returned in the second argument if it exists).
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*/
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class NIFLoader
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{
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static MeshPairList load(std::string name, std::string skelName, TextKeyMap *textkeys, const std::string &group);
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public:
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static EntityList createEntities(Ogre::Entity *parent, const std::string &bonename,
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Ogre::SceneNode *parentNode,
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const std::string &name,
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const std::string &group="General");
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static EntityList createEntities(Ogre::SceneNode *parent,
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TextKeyMap *textkeys,
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const std::string &name,
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const std::string &group="General");
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};
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}
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#endif
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