Retour
Version Originale

./aip/1.8aipmod/include/SMesh.h :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __S_MESH_H_INCLUDED__
#define __S_MESH_H_INCLUDED__

#include "IMesh.h"
#include "IMeshBuffer.h"
#include "aabbox3d.h"
#include "irrArray.h"

namespace irr
{
namespace scene
{
	//! Simple implementation of the IMesh interface.

	struct SMesh : public IMesh
	{
		//! constructor

		SMesh()
		{
			#ifdef _DEBUG
			setDebugName("SMesh");
			#endif
		}

		//! destructor

		virtual ~SMesh()
		{
			// drop buffers

			for (u32 i=0; i<MeshBuffers.size(); ++i)
				MeshBuffers[i]->drop();
		}

		//! clean mesh

		virtual void clear()
		{
			for (u32 i=0; i<MeshBuffers.size(); ++i)
				MeshBuffers[i]->drop();
			MeshBuffers.clear();
			BoundingBox.reset ( 0.f, 0.f, 0.f );
		}


		//! returns amount of mesh buffers.

		virtual u32 getMeshBufferCount() const
		{
			return MeshBuffers.size();
		}

		//! returns pointer to a mesh buffer

		virtual IMeshBuffer* getMeshBuffer(u32 nr) const
		{
			return MeshBuffers[nr];
		}

		//! returns a meshbuffer which fits a material

		/** reverse search */
		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const
		{
			for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
			{
				if ( material == MeshBuffers[i]->getMaterial())
					return MeshBuffers[i];
			}

			return 0;
		}

		//! returns an axis aligned bounding box

		virtual const core::aabbox3d<f32>& getBoundingBox() const
		{
			return BoundingBox;
		}

		//! set user axis aligned bounding box

		virtual void setBoundingBox( const core::aabbox3df& box)
		{
			BoundingBox = box;
		}

		//! recalculates the bounding box

		void recalculateBoundingBox()
		{
			if (MeshBuffers.size())
			{
				BoundingBox = MeshBuffers[0]->getBoundingBox();
				for (u32 i=1; i<MeshBuffers.size(); ++i)
					BoundingBox.addInternalBox(MeshBuffers[i]->getBoundingBox());
			}
			else
				BoundingBox.reset(0.0f, 0.0f, 0.0f);
		}

		//! adds a MeshBuffer

		void addMeshBuffer(IMeshBuffer* buf)
		{
			if (buf)
			{
				buf->grab();
				MeshBuffers.push_back(buf);
			}
		}

		//! sets a flag of all contained materials to a new value

		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
		{
			for (u32 i=0; i<MeshBuffers.size(); ++i)
				MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
		}

		//! set the hardware mapping hint, for driver

		virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
		{
			for (u32 i=0; i<MeshBuffers.size(); ++i)
				MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
		}

		//! flags the meshbuffer as changed, reloads hardware buffers

		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
		{
			for (u32 i=0; i<MeshBuffers.size(); ++i)
				MeshBuffers[i]->setDirty(buffer);
		}

		//! The meshbuffers of this mesh

		core::array<IMeshBuffer*> MeshBuffers;

		//! The bounding box of this mesh

		core::aabbox3d<f32> BoundingBox;
	};


} // end namespace scene

} // end namespace irr


#endif

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
881 membres
1427 sujets
11117 messages
Dernier membre inscrit: Bidule
14 invités en ligne
Aucun membre connecté
RSS Feed