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55 lines
1.8 KiB
C++
55 lines
1.8 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 <assert.h>
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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. Later it will also handle the insertion of
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collision meshes into Bullet / OgreBullet.
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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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Afterwards, you can use the mesh name "somemesh.nif" normally to
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create entities and so on. The mesh isn't loaded from disk until
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OGRE needs it for rendering. Thus the above load() command is not
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very resource intensive, and can safely be done for a large number
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of meshes at load time.
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*/
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struct NIFLoader : Ogre::ManualResourceLoader
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{
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void loadResource(Ogre::Resource *resource);
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static Ogre::MeshPtr load(const std::string &name,
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const std::string &group="General");
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};
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#endif
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