Classes |
class | irr::scene::IAnimatedMeshMD3 |
| Interface for using some special functions of MD3 meshes. More...
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struct | irr::scene::SMD3AnimationInfo |
struct | irr::scene::SMD3Face |
| Triangle Index. More...
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struct | irr::scene::SMD3Header |
| this holds the header info of the MD3 file More...
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struct | irr::scene::SMD3Mesh |
| Holding Frames Buffers and Tag Infos. More...
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struct | irr::scene::SMD3MeshBuffer |
| Holding Frame Data for a Mesh. More...
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struct | irr::scene::SMD3MeshHeader |
| this holds the header info of an MD3 mesh section More...
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struct | irr::scene::SMD3QuaternionTag |
| hold a tag info for connecting meshes More...
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struct | irr::scene::SMD3QuaternionTagList |
| holds a associative list of named quaternions More...
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struct | irr::scene::SMD3TexCoord |
| Texture Coordinate. More...
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struct | irr::scene::SMD3Vertex |
| Compressed Vertex Data. More...
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Namespaces |
namespace | irr |
| Everything in the Irrlicht Engine can be found in this namespace.
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namespace | irr::scene |
| All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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Enumerations |
enum | irr::scene::EMD3_ANIMATION_TYPE {
irr::scene::EMD3_BOTH_DEATH_1 = 0,
irr::scene::EMD3_BOTH_DEAD_1,
irr::scene::EMD3_BOTH_DEATH_2,
irr::scene::EMD3_BOTH_DEAD_2,
irr::scene::EMD3_BOTH_DEATH_3,
irr::scene::EMD3_BOTH_DEAD_3,
irr::scene::EMD3_TORSO_GESTURE,
irr::scene::EMD3_TORSO_ATTACK_1,
irr::scene::EMD3_TORSO_ATTACK_2,
irr::scene::EMD3_TORSO_DROP,
irr::scene::EMD3_TORSO_RAISE,
irr::scene::EMD3_TORSO_STAND_1,
irr::scene::EMD3_TORSO_STAND_2,
irr::scene::EMD3_LEGS_WALK_CROUCH,
irr::scene::EMD3_LEGS_WALK,
irr::scene::EMD3_LEGS_RUN,
irr::scene::EMD3_LEGS_BACK,
irr::scene::EMD3_LEGS_SWIM,
irr::scene::EMD3_LEGS_JUMP_1,
irr::scene::EMD3_LEGS_LAND_1,
irr::scene::EMD3_LEGS_JUMP_2,
irr::scene::EMD3_LEGS_LAND_2,
irr::scene::EMD3_LEGS_IDLE,
irr::scene::EMD3_LEGS_IDLE_CROUCH,
irr::scene::EMD3_LEGS_TURN,
irr::scene::EMD3_ANIMATION_COUNT
} |
| Animation list.
More...
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enum | irr::scene::eMD3Models {
irr::scene::EMD3_HEAD = 0,
irr::scene::EMD3_UPPER,
irr::scene::EMD3_LOWER,
irr::scene::EMD3_WEAPON,
irr::scene::EMD3_NUMMODELS
} |