irrlicht/source/Irrlicht/SB3DStructs.h
Desour 2bf1d12353 Reformat the code, using:
find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
2024-03-20 19:35:52 +01:00

72 lines
1.3 KiB
C++

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