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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8.1/include/IQ3LevelMesh.h | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
Diffstat (limited to '')
-rw-r--r-- | libraries/irrlicht-1.8.1/include/IQ3LevelMesh.h | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8.1/include/IQ3LevelMesh.h b/libraries/irrlicht-1.8.1/include/IQ3LevelMesh.h new file mode 100644 index 0000000..62feffc --- /dev/null +++ b/libraries/irrlicht-1.8.1/include/IQ3LevelMesh.h | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __I_Q3_LEVEL_MESH_H_INCLUDED__ | ||
6 | #define __I_Q3_LEVEL_MESH_H_INCLUDED__ | ||
7 | |||
8 | #include "IAnimatedMesh.h" | ||
9 | #include "IQ3Shader.h" | ||
10 | |||
11 | namespace irr | ||
12 | { | ||
13 | namespace scene | ||
14 | { | ||
15 | //! Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. | ||
16 | /** The Mesh tries to load all textures of the map.*/ | ||
17 | class IQ3LevelMesh : public IAnimatedMesh | ||
18 | { | ||
19 | public: | ||
20 | |||
21 | //! loads the shader definition from file | ||
22 | /** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false. | ||
23 | \param fileNameIsValid Specifies whether the filename is valid in the current situation. */ | ||
24 | virtual const quake3::IShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0; | ||
25 | |||
26 | //! returns a already loaded Shader | ||
27 | virtual const quake3::IShader* getShader(u32 index) const = 0; | ||
28 | |||
29 | //! get's an interface to the entities | ||
30 | virtual quake3::tQ3EntityList& getEntityList() = 0; | ||
31 | |||
32 | //! returns the requested brush entity | ||
33 | /** \param num The number from the model key of the entity. | ||
34 | |||
35 | Use this interface if you parse the entities yourself.*/ | ||
36 | virtual IMesh* getBrushEntityMesh(s32 num) const = 0; | ||
37 | |||
38 | //! returns the requested brush entity | ||
39 | virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const = 0; | ||
40 | }; | ||
41 | |||
42 | } // end namespace scene | ||
43 | } // end namespace irr | ||
44 | |||
45 | #endif | ||
46 | |||