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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_Q3_LEVEL_MESH_H_INCLUDED__
#define __I_Q3_LEVEL_MESH_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "IQ3Shader.h"
namespace irr
{
namespace scene
{
//! Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.
/** The Mesh tries to load all textures of the map.*/
class IQ3LevelMesh : public IAnimatedMesh
{
public:
//! loads the shader definition from file
/** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false.
\param fileNameIsValid Specifies whether the filename is valid in the current situation. */
virtual const quake3::IShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0;
//! returns a already loaded Shader
virtual const quake3::IShader* getShader(u32 index) const = 0;
//! get's an interface to the entities
virtual quake3::tQ3EntityList& getEntityList() = 0;
//! returns the requested brush entity
/** \param num The number from the model key of the entity.
Use this interface if you parse the entities yourself.*/
virtual IMesh* getBrushEntityMesh(s32 num) const = 0;
//! returns the requested brush entity
virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const = 0;
};
} // end namespace scene
} // end namespace irr
#endif
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