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Copy irrlichtmt to <root>/irr/
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71
irr/src/SB3DStructs.h
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71
irr/src/SB3DStructs.h
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// Copyright (C) 2006-2012 Luke Hoschke
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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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// B3D Mesh loader
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// File format designed by Mark Sibly for the Blitz3D engine and has been
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// declared public domain
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#pragma once
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#include "SMaterial.h"
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#include "irrMath.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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struct SB3dChunkHeader
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{
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c8 name[4];
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s32 size;
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};
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struct SB3dChunk
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{
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SB3dChunk(const SB3dChunkHeader &header, long sp) :
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length(header.size + 8), startposition(sp)
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{
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length = core::max_(length, 8);
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name[0] = header.name[0];
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name[1] = header.name[1];
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name[2] = header.name[2];
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name[3] = header.name[3];
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}
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c8 name[4];
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s32 length;
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long startposition;
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};
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struct SB3dTexture
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{
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std::string TextureName;
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s32 Flags;
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s32 Blend;
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f32 Xpos;
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f32 Ypos;
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f32 Xscale;
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f32 Yscale;
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f32 Angle;
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};
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struct SB3dMaterial
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{
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SB3dMaterial() :
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red(1.0f), green(1.0f),
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blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
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fx(0)
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{
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for (u32 i = 0; i < video::MATERIAL_MAX_TEXTURES; ++i)
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Textures[i] = 0;
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}
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video::SMaterial Material;
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f32 red, green, blue, alpha;
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f32 shininess;
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s32 blend, fx;
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SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
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};
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} // end namespace scene
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} // end namespace irr
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