43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright (C) 2002-2009 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. There are currently
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no additional methods in this class, but maybe there will be some in later
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releases if there are feature requests. */
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class IQ3LevelMesh : public IAnimatedMesh
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{
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public:
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//! releases a Mesh from the Q3 Loader
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virtual void releaseMesh(s32 index) = 0;
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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::SShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0;
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//! returns a already loaded Shader
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virtual const quake3::SShader* getShader(u32 index) const = 0;
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//! get's an interface to the entities
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virtual const quake3::tQ3EntityList& getEntityList() = 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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