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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
273 lines
8.0 KiB
C++
273 lines
8.0 KiB
C++
// Copyright (C) 2008-2012 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 IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
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#define IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
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#include "IDynamicMeshBuffer.h"
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#include "CVertexBuffer.h"
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#include "CIndexBuffer.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 for which can work with 16 and 32 bit indices as well as different vertex types
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class CDynamicMeshBuffer: public IDynamicMeshBuffer
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{
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public:
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//! constructor
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CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
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: PrimitiveType(EPT_TRIANGLES)
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{
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VertexBuffer=new CVertexBuffer(vertexType);
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IndexBuffer=new CIndexBuffer(indexType);
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}
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//! destructor
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virtual ~CDynamicMeshBuffer()
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{
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if (VertexBuffer)
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VertexBuffer->drop();
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if (IndexBuffer)
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IndexBuffer->drop();
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}
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virtual IVertexBuffer& getVertexBuffer() const IRR_OVERRIDE
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{
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return *VertexBuffer;
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}
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virtual IIndexBuffer& getIndexBuffer() const IRR_OVERRIDE
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{
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return *IndexBuffer;
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}
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virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer) IRR_OVERRIDE
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{
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if (newVertexBuffer)
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newVertexBuffer->grab();
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if (VertexBuffer)
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VertexBuffer->drop();
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VertexBuffer=newVertexBuffer;
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}
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virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer) IRR_OVERRIDE
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{
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if (newIndexBuffer)
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newIndexBuffer->grab();
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if (IndexBuffer)
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IndexBuffer->drop();
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IndexBuffer=newIndexBuffer;
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}
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//! Get Material of this buffer.
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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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//! Get Material of this buffer.
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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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//! Get 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 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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//! Recalculate bounding box
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virtual void recalculateBoundingBox() IRR_OVERRIDE
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{
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if (!getVertexBuffer().size())
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BoundingBox.reset(0,0,0);
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else
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{
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BoundingBox.reset(getVertexBuffer()[0].Pos);
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for (u32 i=1; i<getVertexBuffer().size(); ++i)
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BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
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}
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}
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//! Append the vertices and indices to the current buffer
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/** Only works for compatible vertex types.
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\param vertices Pointer to a vertex array.
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\param numVertices Number of vertices in the array.
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\param indices Pointer to index array.
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\param numIndices Number of indices in array. */
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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// We simply assume it has the same vertex and index type as this object. If other types are passed this will crash
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append(getVertexType(), vertices, numVertices, getIndexType(), indices, numIndices, updateBoundingBox);
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}
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//! Append the meshbuffer to the current buffer
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/** \param other Buffer to append to this one. */
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virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) IRR_OVERRIDE
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{
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append(other->getVertexType(), other->getVertices(), other->getVertexCount(), other->getIndexType(), other->getIndices(), other->getIndexCount(), updateBoundingBox);
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}
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void append(video::E_VERTEX_TYPE vertexType, const void* const vertices, u32 numVertices, video::E_INDEX_TYPE indexType, const void* const indices, u32 numIndices, bool updateBoundingBox)
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{
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if (vertices == getVertices() || indices == getIndices()) // can't do that because we're doing reallocations on those blocks
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return;
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const u32 vertexCount = getVertexCount();
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VertexBuffer->reallocate(vertexCount+numVertices, false);
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if ( vertexType == getVertexType() )
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{
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const irr::u32 typeSize = getVertexPitchFromType(vertexType);
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VertexBuffer->set_used(vertexCount+numVertices);
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irr::u8* target = &static_cast<irr::u8*>(VertexBuffer->pointer())[vertexCount*typeSize];
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memcpy(target, vertices, numVertices*typeSize);
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}
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else
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{
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switch ( vertexType )
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{
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case video::EVT_STANDARD:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertex*>(vertices)[i]);
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}
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break;
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case video::EVT_2TCOORDS:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertex2TCoords*>(vertices)[i]);
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}
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break;
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case video::EVT_TANGENTS:
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for (u32 i=0; i<numVertices; ++i)
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{
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VertexBuffer->push_back(static_cast<const video::S3DVertexTangents*>(vertices)[i]);
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}
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break;
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}
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}
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if ( updateBoundingBox && numVertices > 0)
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{
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if ( vertexCount == 0 )
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BoundingBox.reset( static_cast<const video::S3DVertex*>(vertices)[0].Pos );
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const u32 typePitch = getVertexPitchFromType(vertexType);
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const irr::u8* v8 = static_cast<const irr::u8*>(vertices);
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for (u32 i=0; i<numVertices; ++i, v8 += typePitch)
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{
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BoundingBox.addInternalPoint(reinterpret_cast<const video::S3DVertex*>(v8)->Pos);
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}
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}
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IndexBuffer->reallocate(getIndexCount()+numIndices, false);
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switch ( indexType )
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{
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case video::EIT_16BIT:
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{
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const irr::u16* indices16 = reinterpret_cast<const irr::u16*>(indices);
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for (u32 i=0; i<numIndices; ++i)
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{
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// Note: This can overflow, not checked. Will result in broken models, but no crashes.
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IndexBuffer->push_back(indices16[i]+vertexCount);
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}
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break;
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}
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case video::EIT_32BIT:
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{
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const irr::u32* indices32 = reinterpret_cast<const irr::u32*>(indices);
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for (u32 i=0; i<numIndices; ++i)
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{
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IndexBuffer->push_back(indices32[i]+vertexCount);
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}
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break;
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}
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}
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setDirty();
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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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//! 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_DYNAMIC;
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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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CDynamicMeshBuffer* clone = new CDynamicMeshBuffer(VertexBuffer->getType(), IndexBuffer->getType());
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if (cloneFlags & ECF_VERTICES)
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{
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const u32 numVertices = VertexBuffer->size();
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clone->VertexBuffer->reallocate(numVertices);
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for ( u32 i=0; i<numVertices; ++i )
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{
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clone->VertexBuffer->push_back((*VertexBuffer)[i]);
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}
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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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const u32 numIndices = IndexBuffer->size();
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clone->IndexBuffer->reallocate(numIndices);
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for ( u32 i=0; i<numIndices; ++i )
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{
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clone->IndexBuffer->push_back((*IndexBuffer)[i]);
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}
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}
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clone->VertexBuffer->setHardwareMappingHint(VertexBuffer->getHardwareMappingHint());
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clone->IndexBuffer->setHardwareMappingHint(clone->IndexBuffer->getHardwareMappingHint());
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clone->Material = Material;
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clone->PrimitiveType = PrimitiveType;
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return clone;
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}
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video::SMaterial Material;
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core::aabbox3d<f32> BoundingBox;
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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private:
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CDynamicMeshBuffer(const CDynamicMeshBuffer&); // = delete in c++11, prevent copying
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IVertexBuffer *VertexBuffer;
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IIndexBuffer *IndexBuffer;
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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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