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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
// 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 IRR_I_Q3_LEVEL_MESH_H_INCLUDED
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#define IRR_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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