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https://github.com/minetest/irrlicht.git
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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>
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@ -14,165 +14,164 @@ namespace irr
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namespace scene
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{
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//! Simple implementation of the IAnimatedMesh interface.
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struct SAnimatedMesh : public IAnimatedMesh
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//! Simple implementation of the IAnimatedMesh interface.
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struct SAnimatedMesh : public IAnimatedMesh
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{
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//! constructor
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SAnimatedMesh(scene::IMesh *mesh = 0, scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) :
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IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
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{
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//! constructor
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SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("SAnimatedMesh");
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#endif
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addMesh(mesh);
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recalculateBoundingBox();
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#ifdef _DEBUG
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setDebugName("SAnimatedMesh");
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#endif
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addMesh(mesh);
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recalculateBoundingBox();
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}
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//! destructor
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virtual ~SAnimatedMesh()
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{
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// drop meshes
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for (u32 i = 0; i < Meshes.size(); ++i)
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Meshes[i]->drop();
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}
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//! Gets the frame count of the animated mesh.
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/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
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u32 getFrameCount() const override
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{
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return Meshes.size();
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}
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 getAnimationSpeed() const override
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{
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return FramesPerSecond;
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}
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override
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{
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FramesPerSecond = fps;
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}
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: start frame
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\param endFrameLoop: end frame
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\return The animated mesh based on a detail level. */
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override
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{
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if (Meshes.empty())
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return 0;
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return Meshes[frame];
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}
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//! adds a Mesh
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void addMesh(IMesh *mesh)
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{
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if (mesh) {
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mesh->grab();
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Meshes.push_back(mesh);
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}
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}
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//! destructor
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virtual ~SAnimatedMesh()
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{
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// drop meshes
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->drop();
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}
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//! Returns an axis aligned bounding box of the mesh.
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/** \return A bounding box of this mesh is returned. */
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const core::aabbox3d<f32> &getBoundingBox() const override
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{
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return Box;
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}
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//! Gets the frame count of the animated mesh.
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/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
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u32 getFrameCount() const override
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{
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return Meshes.size();
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}
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override
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{
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Box = box;
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}
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 getAnimationSpeed() const override
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{
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return FramesPerSecond;
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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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Box.reset(0, 0, 0);
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override
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{
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FramesPerSecond=fps;
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}
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if (Meshes.empty())
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return;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: start frame
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\param endFrameLoop: end frame
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\return The animated mesh based on a detail level. */
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IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
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{
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if (Meshes.empty())
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return 0;
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Box = Meshes[0]->getBoundingBox();
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return Meshes[frame];
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}
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for (u32 i = 1; i < Meshes.size(); ++i)
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Box.addInternalBox(Meshes[i]->getBoundingBox());
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}
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//! adds a Mesh
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void addMesh(IMesh* mesh)
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{
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if (mesh)
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{
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mesh->grab();
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Meshes.push_back(mesh);
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}
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}
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE getMeshType() const override
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{
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return Type;
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}
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//! Returns an axis aligned bounding box of the mesh.
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/** \return A bounding box of this mesh is returned. */
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const core::aabbox3d<f32>& getBoundingBox() const override
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{
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return Box;
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}
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override
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{
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if (Meshes.empty())
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return 0;
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df& box) override
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{
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Box = box;
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}
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return Meshes[0]->getMeshBufferCount();
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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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Box.reset(0,0,0);
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//! returns pointer to a mesh buffer
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IMeshBuffer *getMeshBuffer(u32 nr) const override
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{
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if (Meshes.empty())
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return 0;
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if (Meshes.empty())
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return;
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return Meshes[0]->getMeshBuffer(nr);
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}
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Box = Meshes[0]->getBoundingBox();
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
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{
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if (Meshes.empty())
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return 0;
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for (u32 i=1; i<Meshes.size(); ++i)
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Box.addInternalBox(Meshes[i]->getBoundingBox());
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}
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return Meshes[0]->getMeshBuffer(material);
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}
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE getMeshType() const override
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{
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return Type;
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
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{
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for (u32 i = 0; i < Meshes.size(); ++i)
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Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override
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{
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if (Meshes.empty())
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return 0;
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//! flags the meshbuffer as changed, reloads hardware buffers
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void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
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{
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for (u32 i = 0; i < Meshes.size(); ++i)
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Meshes[i]->setDirty(buffer);
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}
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return Meshes[0]->getMeshBufferCount();
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}
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//! All meshes defining the animated mesh
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core::array<IMesh *> Meshes;
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//! returns pointer to a mesh buffer
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IMeshBuffer* getMeshBuffer(u32 nr) const override
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{
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if (Meshes.empty())
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return 0;
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//! The bounding box of this mesh
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core::aabbox3d<f32> Box;
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return Meshes[0]->getMeshBuffer(nr);
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}
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
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{
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if (Meshes.empty())
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return 0;
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return Meshes[0]->getMeshBuffer(material);
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setDirty(buffer);
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}
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//! All meshes defining the animated mesh
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core::array<IMesh*> Meshes;
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//! The bounding box of this mesh
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core::aabbox3d<f32> Box;
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//! Default animation speed of this mesh.
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f32 FramesPerSecond;
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//! The type of the mesh.
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E_ANIMATED_MESH_TYPE Type;
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};
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//! Default animation speed of this mesh.
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f32 FramesPerSecond;
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//! The type of the mesh.
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E_ANIMATED_MESH_TYPE Type;
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};
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} // end namespace scene
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} // end namespace irr
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