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<div class="title">IMesh.h</div> </div>
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<a href="_i_mesh_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 __I_MESH_H_INCLUDED__</span>
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<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_MESH_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="_s_material_8h.html">SMaterial.h</a>"</span>
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<a name="l00010"></a>00010 <span class="preprocessor">#include "<a class="code" href="_e_hardware_buffer_flags_8h.html">EHardwareBufferFlags.h</a>"</span>
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<a name="l00011"></a>00011
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<a name="l00012"></a>00012 <span class="keyword">namespace </span>irr
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<a name="l00013"></a>00013 {
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<a name="l00014"></a>00014 <span class="keyword">namespace </span>scene
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<a name="l00015"></a>00015 {
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<a name="l00016"></a>00016 <span class="keyword">class </span>IMeshBuffer;
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<a name="l00017"></a>00017
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<a name="l00019"></a>00019
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<a name="l00023"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh.html">00023</a> <span class="keyword">class </span><a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</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>00028
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<a name="l00029"></a>00029 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a2ebed0bdae2d6537c36b0b7ac831edb8" title="Get the amount of mesh buffers.">getMeshBufferCount</a>() <span class="keyword">const</span> = 0;
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<a name="l00030"></a>00030
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<a name="l00032"></a>00032
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<a name="l00036"></a>00036 <span class="keyword">virtual</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a>* <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a2cd1a04b396235101f426befba0c5b82" title="Get pointer to a mesh buffer.">getMeshBuffer</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> nr) <span class="keyword">const</span> = 0;
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<a name="l00037"></a>00037
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<a name="l00039"></a>00039
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<a name="l00042"></a>00042 <span class="keyword">virtual</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a>* <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a2cd1a04b396235101f426befba0c5b82" title="Get pointer to a mesh buffer.">getMeshBuffer</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1video_1_1_s_material.html" title="Struct for holding parameters for a material renderer.">video::SMaterial</a> &material) <span class="keyword">const</span> = 0;
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<a name="l00043"></a>00043
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<a name="l00045"></a>00045
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<a name="l00046"></a>00046 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d<f32></a>& <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#ada6ecee9cbebed8bb67fd92872552ea0" title="Get an axis aligned bounding box of the mesh.">getBoundingBox</a>() <span class="keyword">const</span> = 0;
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<a name="l00047"></a>00047
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<a name="l00049"></a>00049
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<a name="l00050"></a>00050 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a0aee3b5bc5d31ce996becc069f65e642" title="Set user-defined axis aligned bounding box.">setBoundingBox</a>( <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3df</a>& box) = 0;
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<a name="l00051"></a>00051
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<a name="l00053"></a>00053
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<a name="l00055"></a>00055 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a56e034b671f52653d6c91e0ffa42febd" title="Sets a flag of all contained materials to a new value.">setMaterialFlag</a>(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3" title="Material flags.">video::E_MATERIAL_FLAG</a> flag, <span class="keywordtype">bool</span> newvalue) = 0;
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<a name="l00056"></a>00056
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<a name="l00058"></a>00058
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<a name="l00062"></a>00062 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a1de908b8e67c28bdac546e8599043dfe" title="Set the hardware mapping hint.">setHardwareMappingHint</a>(<a class="code" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27">E_HARDWARE_MAPPING</a> newMappingHint, <a class="code" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8c">E_BUFFER_TYPE</a> buffer=<a class="code" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8ca833624730c30cffccc121fe31aa0832c" title="Change both vertex and index mapping to the same value.">EBT_VERTEX_AND_INDEX</a>) = 0;
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<a name="l00063"></a>00063
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<a name="l00065"></a>00065
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<a name="l00068"></a>00068 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh.html#a496534cd4813d520d887785720f66c9b" title="Flag the meshbuffer as changed, reloads hardware buffers.">setDirty</a>(<a class="code" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8c">E_BUFFER_TYPE</a> buffer=<a class="code" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8ca833624730c30cffccc121fe31aa0832c" title="Change both vertex and index mapping to the same value.">EBT_VERTEX_AND_INDEX</a>) = 0;
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<a name="l00069"></a>00069 };
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<a name="l00070"></a>00070
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<a name="l00071"></a>00071 } <span class="comment">// end namespace scene</span>
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<a name="l00072"></a>00072 } <span class="comment">// end namespace irr</span>
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<a name="l00073"></a>00073
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<a name="l00074"></a>00074 <span class="preprocessor">#endif</span>
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<a name="l00075"></a>00075 <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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