#include "irrArray.h"
#include "fast_atof.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "coreutil.h"
Go to the source code of this file.
Classes
Namespaces
- namespace irr
- Everything in the Irrlicht Engine can be found in this namespace.  
 
 
- namespace irr::scene
- All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...  
 
 
- namespace irr::scene::quake3
Typedefs
Enumerations
- enum irr::scene::quake3::eQ3MeshIndex { 
 irr::scene::quake3::E_Q3_MESH_GEOMETRY =  0, 
irr::scene::quake3::E_Q3_MESH_ITEMS, 
irr::scene::quake3::E_Q3_MESH_BILLBOARD, 
irr::scene::quake3::E_Q3_MESH_FOG,
 irr::scene::quake3::E_Q3_MESH_UNRESOLVED, 
irr::scene::quake3::E_Q3_MESH_SIZE
 }- Hold the different Mesh Types used for getMesh.  More...
 
 
- enum irr::scene::quake3::eQ3ModifierFunction { 
 irr::scene::quake3::TCMOD =  0, 
irr::scene::quake3::DEFORMVERTEXES =  1, 
irr::scene::quake3::RGBGEN =  2, 
irr::scene::quake3::TCGEN =  3,
 irr::scene::quake3::MAP =  4, 
irr::scene::quake3::ALPHAGEN =  5, 
irr::scene::quake3::FUNCTION2 =  0x10, 
irr::scene::quake3::SCROLL =  FUNCTION2 + 1,
 irr::scene::quake3::SCALE =  FUNCTION2 + 2, 
irr::scene::quake3::ROTATE =  FUNCTION2 + 3, 
irr::scene::quake3::STRETCH =  FUNCTION2 + 4, 
irr::scene::quake3::TURBULENCE =  FUNCTION2 + 5,
 irr::scene::quake3::WAVE =  FUNCTION2 + 6, 
irr::scene::quake3::IDENTITY =  FUNCTION2 + 7, 
irr::scene::quake3::VERTEX =  FUNCTION2 + 8, 
irr::scene::quake3::TEXTURE =  FUNCTION2 + 9,
 irr::scene::quake3::LIGHTMAP =  FUNCTION2 + 10, 
irr::scene::quake3::ENVIRONMENT =  FUNCTION2 + 11, 
irr::scene::quake3::DOLLAR_LIGHTMAP =  FUNCTION2 + 12, 
irr::scene::quake3::BULGE =  FUNCTION2 + 13,
 irr::scene::quake3::AUTOSPRITE =  FUNCTION2 + 14, 
irr::scene::quake3::AUTOSPRITE2 =  FUNCTION2 + 15, 
irr::scene::quake3::TRANSFORM =  FUNCTION2 + 16, 
irr::scene::quake3::EXACTVERTEX =  FUNCTION2 + 17,
 irr::scene::quake3::CONSTANT =  FUNCTION2 + 18, 
irr::scene::quake3::LIGHTINGSPECULAR =  FUNCTION2 + 19, 
irr::scene::quake3::MOVE =  FUNCTION2 + 20, 
irr::scene::quake3::NORMAL =  FUNCTION2 + 21,
 irr::scene::quake3::IDENTITYLIGHTING =  FUNCTION2 + 22, 
irr::scene::quake3::WAVE_MODIFIER_FUNCTION =  0x30, 
irr::scene::quake3::SINUS =  WAVE_MODIFIER_FUNCTION + 1, 
irr::scene::quake3::COSINUS =  WAVE_MODIFIER_FUNCTION + 2,
 irr::scene::quake3::SQUARE =  WAVE_MODIFIER_FUNCTION + 3, 
irr::scene::quake3::TRIANGLE =  WAVE_MODIFIER_FUNCTION + 4, 
irr::scene::quake3::SAWTOOTH =  WAVE_MODIFIER_FUNCTION + 5, 
irr::scene::quake3::SAWTOOTH_INVERSE =  WAVE_MODIFIER_FUNCTION + 6,
 irr::scene::quake3::NOISE =  WAVE_MODIFIER_FUNCTION + 7, 
irr::scene::quake3::UNKNOWN =  -2
 }
Functions
- core::stringc & irr::scene::quake3::dumpShader (core::stringc &dest, const IShader *shader, bool entity=false)
- void irr::scene::quake3::dumpVarGroup (core::stringc &dest, const SVarGroup *group, s32 stack)
- f32 irr::scene::quake3::getAsFloat (const core::stringc &string, u32 &pos)
- void irr::scene::quake3::getAsStringList (tStringList &list, s32 max, const core::stringc &string, u32 &startPos)
- core::vector3df irr::scene::quake3::getAsVector3df (const core::stringc &string, u32 &pos)
- get a quake3 vector translated to irrlicht position (x,-z,y )  
 
 
- bool irr::scene::quake3::getCullingFunction (const core::stringc &cull)
- u8 irr::scene::quake3::getDepthFunction (const core::stringc &string)
- core::vector3df irr::scene::quake3::getMD3Normal (u32 i, u32 j)
- void irr::scene::quake3::getModifierFunc (SModifierFunction &fill, const core::stringc &string, u32 &pos)
- void irr::scene::quake3::getTextures (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver)
- s16 irr::scene::quake3::isEqual (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize)