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Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. More...
#include <IQ3LevelMesh.h>
Public Member Functions | |
virtual IMesh * | getBrushEntityMesh (s32 num) const =0 |
returns the requested brush entity | |
virtual IMesh * | getBrushEntityMesh (quake3::IEntity &ent) const =0 |
returns the requested brush entity | |
virtual quake3::tQ3EntityList & | getEntityList ()=0 |
get's an interface to the entities | |
virtual const quake3::IShader * | getShader (const c8 *filename, bool fileNameIsValid=true)=0 |
loads the shader definition from file | |
virtual const quake3::IShader * | getShader (u32 index) const =0 |
returns a already loaded Shader | |
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virtual f32 | getAnimationSpeed () const =0 |
Gets the animation speed of the animated mesh. | |
virtual u32 | getFrameCount () const =0 |
Gets the frame count of the animated mesh. | |
virtual IMesh * | getMesh (s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1)=0 |
Returns the IMesh interface for a frame. | |
virtual E_ANIMATED_MESH_TYPE | getMeshType () const |
Returns the type of the animated mesh. | |
virtual void | setAnimationSpeed (f32 fps)=0 |
Sets the animation speed of the animated mesh. | |
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virtual const core::aabbox3d < f32 > & | getBoundingBox () const =0 |
Get an axis aligned bounding box of the mesh. | |
virtual IMeshBuffer * | getMeshBuffer (u32 nr) const =0 |
Get pointer to a mesh buffer. | |
virtual IMeshBuffer * | getMeshBuffer (const video::SMaterial &material) const =0 |
Get pointer to a mesh buffer which fits a material. | |
virtual u32 | getMeshBufferCount () const =0 |
Get the amount of mesh buffers. | |
virtual void | setBoundingBox (const core::aabbox3df &box)=0 |
Set user-defined axis aligned bounding box. | |
virtual void | setDirty (E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0 |
Flag the meshbuffer as changed, reloads hardware buffers. | |
virtual void | setHardwareMappingHint (E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0 |
Set the hardware mapping hint. | |
virtual void | setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue)=0 |
Sets a flag of all contained materials to a new value. | |
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bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
s32 | getReferenceCount () const |
Get the reference count. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. |
Additional Inherited Members | |
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void | setDebugName (const c8 *newName) |
Sets the debug name of the object. |
Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.
The Mesh tries to load all textures of the map.
Definition at line 17 of file IQ3LevelMesh.h.
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.
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pure virtual |
returns the requested brush entity
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pure virtual |
get's an interface to the entities
|
pure virtual |
loads the shader definition from file
\param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false.
fileNameIsValid | Specifies whether the filename is valid in the current situation. |
|
pure virtual |
returns a already loaded Shader
The Irrlicht
Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated
on Mon May 6 2013 07:46:15 by Doxygen
(1.8.1.2) |