forked from Mirrorlandia_minetest/irrlicht
c5b349ddb0
CMeshManipulator::createMeshCopy creates new meshes which have copies of the actual meshbuffers instead of copying everything into SMeshBuffers (which didn't support 32 bit or any of the other special features). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6335 dfc29bdd-3216-0410-991c-e03cc46cb475
173 lines
4.4 KiB
C++
173 lines
4.4 KiB
C++
// Copyright (C) 2008-2012 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 IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
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#define IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
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#include "IDynamicMeshBuffer.h"
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#include "CVertexBuffer.h"
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#include "CIndexBuffer.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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//! Implementation of the IMeshBuffer interface for which can work with 16 and 32 bit indices as well as different vertex types
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class CDynamicMeshBuffer: public IDynamicMeshBuffer
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{
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public:
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//! constructor
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CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
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: PrimitiveType(EPT_TRIANGLES)
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{
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VertexBuffer=new CVertexBuffer(vertexType);
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IndexBuffer=new CIndexBuffer(indexType);
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}
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//! destructor
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virtual ~CDynamicMeshBuffer()
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{
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if (VertexBuffer)
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VertexBuffer->drop();
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if (IndexBuffer)
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IndexBuffer->drop();
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}
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virtual IVertexBuffer& getVertexBuffer() const IRR_OVERRIDE
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{
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return *VertexBuffer;
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}
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virtual IIndexBuffer& getIndexBuffer() const IRR_OVERRIDE
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{
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return *IndexBuffer;
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}
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virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer) IRR_OVERRIDE
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{
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if (newVertexBuffer)
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newVertexBuffer->grab();
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if (VertexBuffer)
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VertexBuffer->drop();
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VertexBuffer=newVertexBuffer;
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}
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virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer) IRR_OVERRIDE
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{
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if (newIndexBuffer)
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newIndexBuffer->grab();
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if (IndexBuffer)
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IndexBuffer->drop();
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IndexBuffer=newIndexBuffer;
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}
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//! Get Material of this buffer.
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virtual const video::SMaterial& getMaterial() const IRR_OVERRIDE
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{
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return Material;
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}
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//! Get Material of this buffer.
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virtual video::SMaterial& getMaterial() IRR_OVERRIDE
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{
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return Material;
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}
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//! Get bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE
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{
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return BoundingBox;
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}
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//! Set bounding box
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virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE
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{
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BoundingBox = box;
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}
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//! Recalculate bounding box
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virtual void recalculateBoundingBox() IRR_OVERRIDE
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{
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if (!getVertexBuffer().size())
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BoundingBox.reset(0,0,0);
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else
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{
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BoundingBox.reset(getVertexBuffer()[0].Pos);
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for (u32 i=1; i<getVertexBuffer().size(); ++i)
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BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
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}
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}
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//! Describe what kind of primitive geometry is used by the meshbuffer
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virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) IRR_OVERRIDE
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{
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PrimitiveType = type;
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}
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//! Get the kind of primitive geometry which is used by the meshbuffer
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virtual E_PRIMITIVE_TYPE getPrimitiveType() const IRR_OVERRIDE
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{
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return PrimitiveType;
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}
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//! Returns type of the class implementing the IMeshBuffer
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virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
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{
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return EMBT_DYNAMIC;
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}
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//! Create copy of the meshbuffer
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virtual IMeshBuffer* createClone(int cloneFlags) const IRR_OVERRIDE
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{
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CDynamicMeshBuffer* clone = new CDynamicMeshBuffer(VertexBuffer->getType(), IndexBuffer->getType());
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if (cloneFlags & ECF_VERTICES)
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{
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const u32 numVertices = VertexBuffer->size();
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clone->VertexBuffer->reallocate(numVertices);
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for ( u32 i=0; i<numVertices; ++i )
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{
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clone->VertexBuffer->push_back((*VertexBuffer)[i]);
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}
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clone->BoundingBox = BoundingBox;
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}
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if (cloneFlags & ECF_INDICES)
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{
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const u32 numIndices = IndexBuffer->size();
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clone->IndexBuffer->reallocate(numIndices);
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for ( u32 i=0; i<numIndices; ++i )
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{
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clone->IndexBuffer->push_back((*IndexBuffer)[i]);
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}
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}
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clone->VertexBuffer->setHardwareMappingHint(VertexBuffer->getHardwareMappingHint());
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clone->IndexBuffer->setHardwareMappingHint(clone->IndexBuffer->getHardwareMappingHint());
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clone->Material = Material;
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clone->PrimitiveType = PrimitiveType;
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return clone;
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}
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video::SMaterial Material;
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core::aabbox3d<f32> BoundingBox;
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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private:
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CDynamicMeshBuffer(const CDynamicMeshBuffer&); // = delete in c++11, prevent copying
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IVertexBuffer *VertexBuffer;
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IIndexBuffer *IndexBuffer;
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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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