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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
11namespace irr
12{
13namespace 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