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