The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
		
			
				
	
	
		
			70 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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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| 
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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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| 
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| 
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| #pragma once
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| 
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| #include "SMaterial.h"
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| #include "irrMath.h"
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| 
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| namespace irr {
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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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| 
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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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| 
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| struct SB3dTexture
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| {
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| 	core::stringc 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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| 
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| struct SB3dMaterial
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| {
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| 	SB3dMaterial() : 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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| 
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| } // end namespace scene
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| } // end namespace irr
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