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#include "irrArray.h"
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#include "fast_atof.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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#include "coreutil.h"
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Go to the source code of this file.
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-Classes
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-Namespaces
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-- namespace irr
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Everything in the Irrlicht Engine can be found in this namespace.
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- namespace irr::scene
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All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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- namespace irr::scene::quake3
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-Typedefs
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-Enumerations
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-- enum irr::scene::quake3::eQ3MeshIndex {
- irr::scene::quake3::E_Q3_MESH_GEOMETRY = 0,
-irr::scene::quake3::E_Q3_MESH_ITEMS,
-irr::scene::quake3::E_Q3_MESH_BILLBOARD,
-irr::scene::quake3::E_Q3_MESH_FOG,
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- irr::scene::quake3::E_Q3_MESH_UNRESOLVED,
-irr::scene::quake3::E_Q3_MESH_SIZE
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- }
-- Hold the different Mesh Types used for getMesh. More...
- enum irr::scene::quake3::eQ3ModifierFunction {
- irr::scene::quake3::TCMOD = 0,
-irr::scene::quake3::DEFORMVERTEXES = 1,
-irr::scene::quake3::RGBGEN = 2,
-irr::scene::quake3::TCGEN = 3,
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- irr::scene::quake3::MAP = 4,
-irr::scene::quake3::ALPHAGEN = 5,
-irr::scene::quake3::FUNCTION2 = 0x10,
-irr::scene::quake3::SCROLL = FUNCTION2 + 1,
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- irr::scene::quake3::SCALE = FUNCTION2 + 2,
-irr::scene::quake3::ROTATE = FUNCTION2 + 3,
-irr::scene::quake3::STRETCH = FUNCTION2 + 4,
-irr::scene::quake3::TURBULENCE = FUNCTION2 + 5,
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- irr::scene::quake3::WAVE = FUNCTION2 + 6,
-irr::scene::quake3::IDENTITY = FUNCTION2 + 7,
-irr::scene::quake3::VERTEX = FUNCTION2 + 8,
-irr::scene::quake3::TEXTURE = FUNCTION2 + 9,
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- irr::scene::quake3::LIGHTMAP = FUNCTION2 + 10,
-irr::scene::quake3::ENVIRONMENT = FUNCTION2 + 11,
-irr::scene::quake3::DOLLAR_LIGHTMAP = FUNCTION2 + 12,
-irr::scene::quake3::BULGE = FUNCTION2 + 13,
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- irr::scene::quake3::AUTOSPRITE = FUNCTION2 + 14,
-irr::scene::quake3::AUTOSPRITE2 = FUNCTION2 + 15,
-irr::scene::quake3::TRANSFORM = FUNCTION2 + 16,
-irr::scene::quake3::EXACTVERTEX = FUNCTION2 + 17,
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- irr::scene::quake3::CONSTANT = FUNCTION2 + 18,
-irr::scene::quake3::LIGHTINGSPECULAR = FUNCTION2 + 19,
-irr::scene::quake3::MOVE = FUNCTION2 + 20,
-irr::scene::quake3::NORMAL = FUNCTION2 + 21,
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- irr::scene::quake3::IDENTITYLIGHTING = FUNCTION2 + 22,
-irr::scene::quake3::WAVE_MODIFIER_FUNCTION = 0x30,
-irr::scene::quake3::SINUS = WAVE_MODIFIER_FUNCTION + 1,
-irr::scene::quake3::COSINUS = WAVE_MODIFIER_FUNCTION + 2,
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- irr::scene::quake3::SQUARE = WAVE_MODIFIER_FUNCTION + 3,
-irr::scene::quake3::TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
-irr::scene::quake3::SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
-irr::scene::quake3::SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6,
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- irr::scene::quake3::NOISE = WAVE_MODIFIER_FUNCTION + 7,
-irr::scene::quake3::UNKNOWN = -2
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- }
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-Functions
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-- core::stringc & irr::scene::quake3::dumpShader (core::stringc &dest, const IShader *shader, bool entity=false)
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- void irr::scene::quake3::dumpVarGroup (core::stringc &dest, const SVarGroup *group, s32 stack)
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- f32 irr::scene::quake3::getAsFloat (const core::stringc &string, u32 &pos)
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- void irr::scene::quake3::getAsStringList (tStringList &list, s32 max, const core::stringc &string, u32 &startPos)
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- core::vector3df irr::scene::quake3::getAsVector3df (const core::stringc &string, u32 &pos)
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- get a quake3 vector translated to irrlicht position (x,-z,y )
- bool irr::scene::quake3::getCullingFunction (const core::stringc &cull)
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- u8 irr::scene::quake3::getDepthFunction (const core::stringc &string)
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- core::vector3df irr::scene::quake3::getMD3Normal (u32 i, u32 j)
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- void irr::scene::quake3::getModifierFunc (SModifierFunction &fill, const core::stringc &string, u32 &pos)
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- void irr::scene::quake3::getTextures (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver)
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- s16 irr::scene::quake3::isEqual (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize)
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