Import irrlicht 1.8.4 release
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140
include/SMesh.h
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140
include/SMesh.h
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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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#ifndef __S_MESH_H_INCLUDED__
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#define __S_MESH_H_INCLUDED__
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "aabbox3d.h"
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#include "irrArray.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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//! Simple implementation of the IMesh interface.
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struct SMesh : public IMesh
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{
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//! constructor
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SMesh()
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{
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#ifdef _DEBUG
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setDebugName("SMesh");
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#endif
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}
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//! destructor
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virtual ~SMesh()
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{
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// drop buffers
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->drop();
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}
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//! clean mesh
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virtual void clear()
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->drop();
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MeshBuffers.clear();
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BoundingBox.reset ( 0.f, 0.f, 0.f );
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}
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const
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{
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return MeshBuffers.size();
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}
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const
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{
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return MeshBuffers[nr];
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}
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//! returns a meshbuffer which fits a material
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/** reverse search */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const
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{
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for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
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{
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if ( material == MeshBuffers[i]->getMaterial())
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return MeshBuffers[i];
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}
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return 0;
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}
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return BoundingBox;
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}
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box)
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{
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BoundingBox = box;
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}
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//! recalculates the bounding box
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void recalculateBoundingBox()
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{
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if (MeshBuffers.size())
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{
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BoundingBox = MeshBuffers[0]->getBoundingBox();
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for (u32 i=1; i<MeshBuffers.size(); ++i)
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BoundingBox.addInternalBox(MeshBuffers[i]->getBoundingBox());
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}
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else
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BoundingBox.reset(0.0f, 0.0f, 0.0f);
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}
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//! adds a MeshBuffer
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/** The bounding box is not updated automatically. */
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void addMeshBuffer(IMeshBuffer* buf)
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{
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if (buf)
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{
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buf->grab();
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MeshBuffers.push_back(buf);
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}
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}
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
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}
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->setDirty(buffer);
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}
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//! The meshbuffers of this mesh
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core::array<IMeshBuffer*> MeshBuffers;
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//! The bounding box of this mesh
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core::aabbox3d<f32> BoundingBox;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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