#ifndef __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
#define __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
#include "IDynamicMeshBuffer.h"
#include "CVertexBuffer.h"
#include "CIndexBuffer.h"
namespace irr
{
namespace scene
{
class CDynamicMeshBuffer: public IDynamicMeshBuffer
{
public:
CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
{
VertexBuffer=new CVertexBuffer(vertexType);
IndexBuffer=new CIndexBuffer(indexType);
}
virtual ~CDynamicMeshBuffer()
{
if (VertexBuffer)
VertexBuffer->drop();
if (IndexBuffer)
IndexBuffer->drop();
}
virtual IVertexBuffer& getVertexBuffer() const
{
return *VertexBuffer;
}
virtual IIndexBuffer& getIndexBuffer() const
{
return *IndexBuffer;
}
virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer)
{
if (newVertexBuffer)
newVertexBuffer->grab();
if (VertexBuffer)
VertexBuffer->drop();
VertexBuffer=newVertexBuffer;
}
virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer)
{
if (newIndexBuffer)
newIndexBuffer->grab();
if (IndexBuffer)
IndexBuffer->drop();
IndexBuffer=newIndexBuffer;
}
virtual const video::SMaterial& getMaterial() const
{
return Material;
}
virtual video::SMaterial& getMaterial()
{
return Material;
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return BoundingBox;
}
virtual void setBoundingBox( const core::aabbox3df& box)
{
BoundingBox = box;
}
virtual void recalculateBoundingBox()
{
if (!getVertexBuffer().size())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset(getVertexBuffer()[0].Pos);
for (u32 i=1; i<getVertexBuffer().size(); ++i)
BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
}
}
video::SMaterial Material;
core::aabbox3d<f32> BoundingBox;
private:
IVertexBuffer *VertexBuffer;
IIndexBuffer *IndexBuffer;
};
}
}
#endif