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https://github.com/minetest/irrlicht.git
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a44e5e3d17
Fix: When appending to an empty mesh boundingbox has to be initialized with first position Adding updateBoundingBox parameter as there is a bit costs involved in updating that and it might not be necessary at that point Default is still to do it - and with the default parameter it's at least compile compatible to old interface (unless users created their own meshbuffers). Optimizing the copying of vertices in CDynamicMeshBuffer::append by using memset when possible instead of pushing each vertex (which goes through quite a few virtual functions) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6496 dfc29bdd-3216-0410-991c-e03cc46cb475
312 lines
8.4 KiB
C++
312 lines
8.4 KiB
C++
// 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_SHARED_MESH_BUFFER_H_INCLUDED
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#define S_SHARED_MESH_BUFFER_H_INCLUDED
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#include "irrArray.h"
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#include "IMeshBuffer.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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//! Implementation of the IMeshBuffer interface with shared vertex list
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struct SSharedMeshBuffer : public IMeshBuffer
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{
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//! constructor
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SSharedMeshBuffer()
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: IMeshBuffer()
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, Vertices(0), ChangedID_Vertex(1), ChangedID_Index(1)
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, MappingHintVertex(EHM_NEVER), MappingHintIndex(EHM_NEVER)
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, PrimitiveType(EPT_TRIANGLES)
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{
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#ifdef _DEBUG
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setDebugName("SSharedMeshBuffer");
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#endif
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}
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//! constructor
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SSharedMeshBuffer(core::array<video::S3DVertex> *vertices) : IMeshBuffer(), Vertices(vertices), ChangedID_Vertex(1), ChangedID_Index(1), MappingHintVertex(EHM_NEVER), MappingHintIndex(EHM_NEVER)
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{
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#ifdef _DEBUG
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setDebugName("SSharedMeshBuffer");
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#endif
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}
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//! returns the material of this meshbuffer
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virtual const video::SMaterial& getMaterial() const IRR_OVERRIDE
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{
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return Material;
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}
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//! returns the material of this meshbuffer
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virtual video::SMaterial& getMaterial() IRR_OVERRIDE
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{
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return Material;
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}
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//! returns pointer to vertices
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virtual const void* getVertices() const IRR_OVERRIDE
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{
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if (Vertices)
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return Vertices->const_pointer();
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else
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return 0;
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}
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//! returns pointer to vertices
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virtual void* getVertices() IRR_OVERRIDE
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{
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if (Vertices)
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return Vertices->pointer();
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else
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return 0;
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}
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//! returns amount of vertices
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virtual u32 getVertexCount() const IRR_OVERRIDE
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{
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if (Vertices)
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return Vertices->size();
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else
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return 0;
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}
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//! returns pointer to indices
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virtual const u16* getIndices() const IRR_OVERRIDE
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{
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return Indices.const_pointer();
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}
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//! returns pointer to indices
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virtual u16* getIndices() IRR_OVERRIDE
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{
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return Indices.pointer();
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}
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//! returns amount of indices
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virtual u32 getIndexCount() const IRR_OVERRIDE
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{
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return Indices.size();
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}
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//! Get type of index data which is stored in this meshbuffer.
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virtual video::E_INDEX_TYPE getIndexType() const IRR_OVERRIDE
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{
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return video::EIT_16BIT;
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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 IRR_OVERRIDE
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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) IRR_OVERRIDE
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{
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BoundingBox = box;
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}
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//! returns which type of vertex data is stored.
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virtual video::E_VERTEX_TYPE getVertexType() const IRR_OVERRIDE
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{
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return video::EVT_STANDARD;
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}
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//! recalculates the bounding box. should be called if the mesh changed.
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virtual void recalculateBoundingBox() IRR_OVERRIDE
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{
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if (!Vertices || Vertices->empty() || Indices.empty())
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BoundingBox.reset(0,0,0);
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else
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{
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BoundingBox.reset((*Vertices)[Indices[0]].Pos);
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for (u32 i=1; i<Indices.size(); ++i)
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BoundingBox.addInternalPoint((*Vertices)[Indices[i]].Pos);
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}
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}
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//! returns position of vertex i
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virtual const core::vector3df& getPosition(u32 i) const IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Pos;
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}
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//! returns position of vertex i
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virtual core::vector3df& getPosition(u32 i) IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Pos;
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}
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//! returns normal of vertex i
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virtual const core::vector3df& getNormal(u32 i) const IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Normal;
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}
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//! returns normal of vertex i
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virtual core::vector3df& getNormal(u32 i) IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Normal;
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}
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//! returns texture coord of vertex i
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virtual const core::vector2df& getTCoords(u32 i) const IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].TCoords;
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}
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//! returns texture coord of vertex i
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virtual core::vector2df& getTCoords(u32 i) IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].TCoords;
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}
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//! returns color of vertex i
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virtual video::SColor& getColor(u32 i) IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Color;
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}
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//! returns color of vertex i
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virtual const video::SColor& getColor(u32 i) const IRR_OVERRIDE
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{
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IRR_DEBUG_BREAK_IF(!Vertices);
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return (*Vertices)[Indices[i]].Color;
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}
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//! append the vertices and indices to the current buffer
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox) IRR_OVERRIDE
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{
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// can't do that as it doesn't own the vertex memory
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}
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//! append the meshbuffer to the current buffer
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virtual void append(const IMeshBuffer* const other, bool updateBoundingBox) IRR_OVERRIDE
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{
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// can't do that as it doesn't own the vertex memory
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}
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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const IRR_OVERRIDE
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{
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return MappingHintVertex;
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}
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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const IRR_OVERRIDE
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{
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return MappingHintIndex;
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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 ) IRR_OVERRIDE
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{
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if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_VERTEX)
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MappingHintVertex=NewMappingHint;
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if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_INDEX)
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MappingHintIndex=NewMappingHint;
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}
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//! Describe what kind of primitive geometry is used by the meshbuffer
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virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) IRR_OVERRIDE
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{
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PrimitiveType = type;
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}
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//! Get the kind of primitive geometry which is used by the meshbuffer
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virtual E_PRIMITIVE_TYPE getPrimitiveType() const IRR_OVERRIDE
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{
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return PrimitiveType;
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}
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//! flags the mesh as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE
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{
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if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_VERTEX)
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++ChangedID_Vertex;
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if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_INDEX)
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++ChangedID_Index;
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}
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//! Get the currently used ID for identification of changes.
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Vertex() const IRR_OVERRIDE {return ChangedID_Vertex;}
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//! Get the currently used ID for identification of changes.
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
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//! Returns type of the class implementing the IMeshBuffer
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virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
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{
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return EMBT_SHARED;
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}
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//! Create copy of the meshbuffer
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virtual IMeshBuffer* createClone(int cloneFlags) const IRR_OVERRIDE
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{
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SSharedMeshBuffer * clone = new SSharedMeshBuffer();
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if (cloneFlags & ECF_VERTICES)
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{
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clone->Vertices = Vertices;
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clone->BoundingBox = BoundingBox;
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}
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if (cloneFlags & ECF_INDICES)
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{
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clone->Indices = Indices;
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}
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clone->Material = Material;
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clone->MappingHintVertex = MappingHintVertex;
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clone->MappingHintIndex = MappingHintIndex;
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clone->PrimitiveType = PrimitiveType;
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return clone;
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}
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//! Material of this meshBuffer
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video::SMaterial Material;
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//! Shared Array of vertices
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core::array<video::S3DVertex> *Vertices;
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//! Array of indices
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core::array<u16> Indices;
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//! ID used for hardware buffer management
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u32 ChangedID_Vertex;
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//! ID used for hardware buffer management
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u32 ChangedID_Index;
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//! Bounding box
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core::aabbox3df BoundingBox;
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//! hardware mapping hint
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E_HARDWARE_MAPPING MappingHintVertex;
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E_HARDWARE_MAPPING MappingHintIndex;
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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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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