106 lines
3.9 KiB
C++
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
|
|
|