// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_MESH_H_INCLUDED__ #define __I_MESH_H_INCLUDED__ #include "IReferenceCounted.h" #include "SMaterial.h" #include "EHardwareBufferFlags.h" namespace irr { namespace scene { class IMeshBuffer; //! Class which holds the geometry of an object. /** An IMesh is nothing more than a collection of some mesh buffers (IMeshBuffer). SMesh is a simple implementation of an IMesh. A mesh is usually added to an IMeshSceneNode in order to be rendered. */ class IMesh : public virtual IReferenceCounted { private: core::vector3df m_min, m_max; public: //! Get the amount of mesh buffers. /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */ virtual u32 getMeshBufferCount() const = 0; //! Get pointer to a mesh buffer. /** \param nr: Zero based index of the mesh buffer. The maximum value is getMeshBufferCount() - 1; \return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */ virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0; //! Get pointer to a mesh buffer which fits a material /** \param material: material to search for \return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */ virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0; //! Get an axis aligned bounding box of the mesh. /** \return Bounding box of this mesh. */ virtual const core::aabbox3d& getBoundingBox() const = 0; //! Set user-defined axis aligned bounding box /** \param box New bounding box to use for the mesh. */ virtual void setBoundingBox( const core::aabbox3df& box) = 0; //! Sets a flag of all contained materials to a new value. /** \param flag: Flag to set in all materials. \param newvalue: New value to set in all materials. */ virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0; //! Set the hardware mapping hint /** This methods allows to define optimization hints for the hardware. This enables, e.g., the use of hardware buffers on pltforms that support this feature. This can lead to noticeable performance gains. */ virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; //! Flag the meshbuffer as changed, reloads hardware buffers /** This method has to be called every time the vertices or indices have changed. Otherwise, changes won't be updated on the GPU in the next render cycle. */ virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; /** This is used in server without graphics to free all mesh vertex buffer if possible, for example: kart, attachment and power model (because they are not used in physics). */ virtual void freeMeshVertexBuffer() {} /** Avoid rounding error for kart size when reskin happening with vertex weights. */ virtual void setMinMax(const core::vector3df& min, const core::vector3df& max) { m_min = min; m_max = max; } virtual const core::vector3df& getMin() const { return m_min; } virtual const core::vector3df& getMax() const { return m_max; } }; } // end namespace scene } // end namespace irr #endif