2012-10-31 22:00:02 -04:00
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// 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 __I_MESH_H_INCLUDED__
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#define __I_MESH_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "SMaterial.h"
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#include "EHardwareBufferFlags.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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class IMeshBuffer;
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//! Class which holds the geometry of an object.
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/** An IMesh is nothing more than a collection of some mesh buffers
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(IMeshBuffer). SMesh is a simple implementation of an IMesh.
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A mesh is usually added to an IMeshSceneNode in order to be rendered.
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*/
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class IMesh : public virtual IReferenceCounted
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{
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private:
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core::vector3df m_min, m_max;
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2012-10-31 22:00:02 -04:00
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public:
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//! Get the amount of mesh buffers.
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/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
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virtual u32 getMeshBufferCount() const = 0;
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//! Get pointer to a mesh buffer.
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/** \param nr: Zero based index of the mesh buffer. The maximum value is
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getMeshBufferCount() - 1;
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\return Pointer to the mesh buffer or 0 if there is no such
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mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
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//! Get pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Pointer to the mesh buffer or 0 if there is no such
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mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
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//! Get an axis aligned bounding box of the mesh.
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/** \return Bounding box of this mesh. */
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virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
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//! Set user-defined axis aligned bounding box
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/** \param box New bounding box to use for the mesh. */
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virtual void setBoundingBox( const core::aabbox3df& box) = 0;
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//! Sets a flag of all contained materials to a new value.
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/** \param flag: Flag to set in all materials.
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\param newvalue: New value to set in all materials. */
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
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//! Set the hardware mapping hint
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/** This methods allows to define optimization hints for the
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hardware. This enables, e.g., the use of hardware buffers on
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pltforms that support this feature. This can lead to noticeable
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performance gains. */
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
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//! Flag the meshbuffer as changed, reloads hardware buffers
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/** This method has to be called every time the vertices or
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indices have changed. Otherwise, changes won't be updated
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on the GPU in the next render cycle. */
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
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/** This is used in server without graphics to free all mesh vertex buffer if
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possible, for example: kart, attachment and power model (because they are not used in physics). */
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virtual void freeMeshVertexBuffer() {}
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/** Avoid rounding error for kart size when reskin happening with vertex weights. */
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virtual void setMinMax(const core::vector3df& min, const core::vector3df& max) { m_min = min; m_max = max; }
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virtual const core::vector3df& getMin() const { return m_min; }
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virtual const core::vector3df& getMax() const { return m_max; }
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2012-10-31 22:00:02 -04:00
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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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