Commit ff9e6edd authored by bitplane's avatar bitplane

Added getMesh docs for irrMesh, lwo, md3, mdl, ply and stl formats, plus some...

Added getMesh docs for irrMesh, lwo, md3, mdl, ply and stl formats, plus some ISkinnedMesh info to the skinned mesh loader docs



git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3564 dfc29bdd-3216-0410-991c-e03cc46cb475
parent cd700608
...@@ -144,7 +144,7 @@ namespace scene ...@@ -144,7 +144,7 @@ namespace scene
character on a moving platform on a moving ship. character on a moving platform on a moving ship.
The SceneManager is also able to load 3d mesh files of different The SceneManager is also able to load 3d mesh files of different
formats. Take a look at getMesh() to find out what formats are formats. Take a look at getMesh() to find out what formats are
supported. And if these formats are not enough use supported. If these formats are not enough, use
addExternalMeshLoader() to add new formats to the engine. addExternalMeshLoader() to add new formats to the engine.
*/ */
class ISceneManager : public virtual IReferenceCounted class ISceneManager : public virtual IReferenceCounted
...@@ -172,7 +172,11 @@ namespace scene ...@@ -172,7 +172,11 @@ namespace scene
* <TR> * <TR>
* <TD>Bliz Basic B3D (.b3d)</TD> * <TD>Bliz Basic B3D (.b3d)</TD>
* <TD>Loader for blitz basic files, developed by Mark * <TD>Loader for blitz basic files, developed by Mark
* Sibly, also supports animations.</TD> * Sibly. This is the ideal animated mesh format for game
* characters as it is both rigidly defined and widely
* supported by modeling and animation software.
* As this format supports skeletal animations, an
* ISkinnedMesh will be returned by this importer.</TD>
* </TR> * </TR>
* <TR> * <TR>
* <TD>Cartography shop 4 (.csm)</TD> * <TD>Cartography shop 4 (.csm)</TD>
...@@ -203,7 +207,7 @@ namespace scene ...@@ -203,7 +207,7 @@ namespace scene
* behaves like the other loaders and does not create * behaves like the other loaders and does not create
* instances, but it can be switched into this mode by * instances, but it can be switched into this mode by
* using * using
* SceneManager->getParameters()->setAttribute(COLLADA_CREATE_SCENE_INSTANCES, true); * SceneManager-&gt;getParameters()-&gt;setAttribute(COLLADA_CREATE_SCENE_INSTANCES, true);
* Created scene nodes will be named as the names of the * Created scene nodes will be named as the names of the
* nodes in the COLLADA file. The returned mesh is just * nodes in the COLLADA file. The returned mesh is just
* a dummy object in this mode. Meshes included in the * a dummy object in this mode. Meshes included in the
...@@ -244,8 +248,28 @@ namespace scene ...@@ -244,8 +248,28 @@ namespace scene
* and there are several tools for them available, e.g. * and there are several tools for them available, e.g.
* the Maya exporter included in the DX SDK. * the Maya exporter included in the DX SDK.
* .x files can include skeletal animations and Irrlicht * .x files can include skeletal animations and Irrlicht
* is able to play and display them. Currently, Irrlicht * is able to play and display them, users can manipulate
* only supports uncompressed .x files.</TD> * the joints via the ISkinnedMesh interface. Currently,
* Irrlicht only supports uncompressed .x files.</TD>
* </TR>
* <TR>
* <TD>Half-Life model (.mdl)</TD>
* <TD>This loader opens Half-life 1 models, it was contributed
* by Fabio Concas and adapted by Thomas Alten.</TD>
* </TR>
* <TR>
* <TD>Irrlicht Mesh (.irrMesh)</TD>
* <TD>This is a static mesh format written in XML, native
* to Irrlicht and written by ISceneManager::saveMesh.
* This format is exported by the CopperCube engine's
* lightmapper.</TD>
* </TR>
* <TR>
* <TD>LightWave (.lwo)</TD>
* <TD>Native to NewTek's LightWave 3D, the LWO format is well
* known and supported by many exporters. This loader will
* import LWO2 models including lightmaps, bumpmaps and
* reflection textures.</TD>
* </TR> * </TR>
* <TR> * <TR>
* <TD>Maya (.obj)</TD> * <TD>Maya (.obj)</TD>
...@@ -258,8 +282,8 @@ namespace scene ...@@ -258,8 +282,8 @@ namespace scene
* <TD>Milkshape (.ms3d)</TD> * <TD>Milkshape (.ms3d)</TD>
* <TD>.MS3D files contain models and sometimes skeletal * <TD>.MS3D files contain models and sometimes skeletal
* animations from the Milkshape 3D modeling and animation * animations from the Milkshape 3D modeling and animation
* software. This importer for Irrlicht can display and/or * software. Like the other skeletal mesh loaders, oints
* animate these files. </TD> * are exposed via the ISkinnedMesh animated mesh type.</TD>
* </TR> * </TR>
* <TR> * <TR>
* <TD>My3D (.my3d)</TD> * <TD>My3D (.my3d)</TD>
...@@ -331,6 +355,29 @@ namespace scene ...@@ -331,6 +355,29 @@ namespace scene
* animation. Irrlicht can read, display and animate * animation. Irrlicht can read, display and animate
* them directly with this importer. </TD> * them directly with this importer. </TD>
* </TR> * </TR>
* <TR>
* <TD>Quake 3 models (.md3)</TD>
* <TD>Quake 3 models are characters with morph target
* animation, they contain mount points for weapons and body
* parts and are typically made of several sections which are
* manually joined together.</TD>
* </TR>
* <TR>
* <TD>Stanford Triangle (.ply)</TD>
* <TD>Invented by Stanford University and known as the native
* format of the infamous "Stanford Bunny" model, this is a
* popular static mesh format used by 3D scanning hardware
* and software. This loader supports extremely large models
* in both ASCII and binary format, but only has rudimentary
* material support in the form of vertex colors and texture
* coordinates.</TD>
* </TR>
* <TR>
* <TD>Stereolithography (.stl)</TD>
* <TD>The STL format is used for rapid prototyping and
* computer-aided manufacturing, thus has no support for
* materials.</TD>
* </TR>
* </TABLE> * </TABLE>
* *
* To load and display a mesh quickly, just do this: * To load and display a mesh quickly, just do this:
......
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