forked from Mirrorlandia_minetest/irrlicht
59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
// 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 __C_MESH_MANIPULATOR_H_INCLUDED__
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#define __C_MESH_MANIPULATOR_H_INCLUDED__
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#include "IMeshManipulator.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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//! An interface for easy manipulation of meshes.
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/** Scale, set alpha value, flip surfaces, and so on. This exists for fixing
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problems with wrong imported or exported meshes quickly after loading. It is
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not intended for doing mesh modifications and/or animations during runtime.
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*/
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class CMeshManipulator : public IMeshManipulator
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{
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public:
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//! Recalculates all normals of the mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const override;
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const override;
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//! Clones a static IMesh into a modifiable SMesh.
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SMesh* createMeshCopy(scene::IMesh* mesh) const override;
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//! Returns amount of polygons in mesh.
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s32 getPolyCount(scene::IMesh* mesh) const override;
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//! Returns amount of polygons in mesh.
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s32 getPolyCount(scene::IAnimatedMesh* mesh) const override;
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//! create a new AnimatedMesh and adds the mesh to it
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IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const override;
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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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