// 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