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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /include/IQ3LevelMesh.h | |
| download | irrlicht-master.tar.gz irrlicht-master.tar.bz2 irrlicht-master.zip | |
Diffstat (limited to 'include/IQ3LevelMesh.h')
| -rw-r--r-- | include/IQ3LevelMesh.h | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/include/IQ3LevelMesh.h b/include/IQ3LevelMesh.h new file mode 100644 index 0000000..62feffc --- /dev/null +++ b/include/IQ3LevelMesh.h @@ -0,0 +1,46 @@ +// 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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