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<div class="title">IMeshWriter.h</div> </div>
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<a href="_i_mesh_writer_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2012 Nikolaus Gebhardt</span>
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<a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span>
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<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
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<a name="l00004"></a>00004
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<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __IRR_I_MESH_WRITER_H_INCLUDED__</span>
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<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __IRR_I_MESH_WRITER_H_INCLUDED__</span>
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<a name="l00007"></a>00007 <span class="preprocessor"></span>
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<a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="_i_reference_counted_8h.html">IReferenceCounted.h</a>"</span>
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<a name="l00009"></a>00009 <span class="preprocessor">#include "<a class="code" href="_e_mesh_writer_enums_8h.html">EMeshWriterEnums.h</a>"</span>
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<a name="l00010"></a>00010
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<a name="l00011"></a>00011 <span class="keyword">namespace </span>irr
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<a name="l00012"></a>00012 {
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<a name="l00013"></a>00013 <span class="keyword">namespace </span>io
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<a name="l00014"></a>00014 {
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<a name="l00015"></a>00015 <span class="keyword">class </span>IWriteFile;
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<a name="l00016"></a>00016 } <span class="comment">// end namespace io</span>
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<a name="l00017"></a>00017
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<a name="l00018"></a>00018 <span class="keyword">namespace </span>scene
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<a name="l00019"></a>00019 {
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<a name="l00020"></a>00020 <span class="keyword">class </span>IMesh;
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<a name="l00021"></a>00021
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<a name="l00023"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html">00023</a> <span class="keyword">class </span><a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html" title="Interface for writing meshes.">IMeshWriter</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a>
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<a name="l00024"></a>00024 {
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<a name="l00025"></a>00025 <span class="keyword">public</span>:
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<a name="l00026"></a>00026
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<a name="l00028"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html#a9f92ba59b4ea9a21ccc6bcddc0d3ada9">00028</a> <span class="keyword">virtual</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html#a9f92ba59b4ea9a21ccc6bcddc0d3ada9" title="Destructor.">~IMeshWriter</a>() {}
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<a name="l00029"></a>00029
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<a name="l00031"></a>00031
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<a name="l00035"></a>00035 <span class="keyword">virtual</span> <a class="code" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4e" title="An enumeration for all supported types of built-in mesh writers.">EMESH_WRITER_TYPE</a> <a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html#af70d702a86e25074f96e93a2d5a15813" title="Get the type of the mesh writer.">getType</a>() <span class="keyword">const</span> = 0;
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<a name="l00036"></a>00036
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<a name="l00038"></a>00038
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<a name="l00042"></a>00042 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_writer.html#a8cc31e211dc94104c7dd4b0ce4fd2cca" title="Write a static mesh.">writeMesh</a>(<a class="code" href="classirr_1_1io_1_1_i_write_file.html" title="Interface providing write access to a file.">io::IWriteFile</a>* file, <a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">scene::IMesh</a>* mesh,
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<a name="l00043"></a>00043 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> flags=<a class="code" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1daf2dfebddfd0a2cd2b558e23cb6a87464" title="no writer flags">EMWF_NONE</a>) = 0;
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<a name="l00044"></a>00044
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<a name="l00045"></a>00045 <span class="comment">// Writes an animated mesh</span>
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<a name="l00046"></a>00046 <span class="comment">// for future use, no writer is able to write animated meshes currently</span>
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<a name="l00047"></a>00047 <span class="comment">/* \return Returns true if sucessful */</span>
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<a name="l00048"></a>00048 <span class="comment">//virtual bool writeAnimatedMesh(io::IWriteFile* file,</span>
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<a name="l00049"></a>00049 <span class="comment">// scene::IAnimatedMesh* mesh,</span>
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<a name="l00050"></a>00050 <span class="comment">// s32 flags=EMWF_NONE) = 0;</span>
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<a name="l00051"></a>00051 };
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<a name="l00052"></a>00052
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<a name="l00053"></a>00053
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<a name="l00054"></a>00054 } <span class="comment">// end namespace</span>
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<a name="l00055"></a>00055 } <span class="comment">// end namespace</span>
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<a name="l00056"></a>00056
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<a name="l00057"></a>00057 <span class="preprocessor">#endif</span>
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<a name="l00058"></a>00058 <span class="preprocessor"></span>
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</pre></div></div>
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Engine</a> Documentation © 2003-2012 by Nikolaus Gebhardt. Generated on Sat Jul 9 2016 18:18:19 for Irrlicht 3D Engine by
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