stk-code_catmod/lib/irrlicht/include/IMesh.h

106 lines
3.9 KiB
C++

// 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 "IMeshBuffer.h"
#include "IReferenceCounted.h"
#include "SMaterial.h"
#include "EHardwareBufferFlags.h"
#include <algorithm>
#include <vector>
namespace irr
{
namespace scene
{
//! 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
{
public:
IMesh() : m_custom_render_type(false) {}
virtual ~IMesh() {}
//! 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<f32>& 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;
//! True if this mesh has specific render type (mainly karts in STK)
bool hasCustomRenderType() const { return m_custom_render_type; }
//! Set whether this mesh is having a specific render type (mainly karts in STK)
void setCustomRenderType(bool has_custom) { m_custom_render_type = has_custom; }
//! Set the mesh to use a specific render type (mainly karts in STK)
/** \param t New render type for the mesh.
\param effective_buffer Mesh buffer numbers which are effected by new render type,
if not given all mesh buffers are affected. */
void setMeshRenderType(video::E_RENDER_TYPE t, const std::vector<int>& effective_buffer = std::vector<int>())
{
if (t == video::ERT_DEFAULT) return;
setCustomRenderType(true);
for (int i = 0; i < int(getMeshBufferCount()); i++)
{
if (!effective_buffer.empty() && std::find(effective_buffer.begin(), effective_buffer.end(), i) == effective_buffer.end())
continue;
getMeshBuffer(i)->setRenderType(t);
}
}
private:
bool m_custom_render_type;
};
} // end namespace scene
} // end namespace irr
#endif