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https://github.com/minetest/irrlicht.git
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Add IMeshBuffer::getType
Allows to find out which class a meshbuffer has. I used the same kind of style as ISceneNode::getType. So using four CC codes and virtual functions (instead of type variable). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6330 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,6 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
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- Add IGUIImage::flip to flip/mirror images
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- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
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- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
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@ -114,6 +114,12 @@ namespace scene
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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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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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@ -286,6 +286,17 @@ namespace scene
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
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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 getTypeT();
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}
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//! Returns type of the class implementing the IMeshBuffer for template specialization
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// Minor note: Some compilers (VS) allow directly specializating the virtual function,
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// but this will fail on other compilers (GCC).
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EMESH_BUFFER_TYPE getTypeT() const;
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u32 ChangedID_Vertex;
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u32 ChangedID_Index;
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@ -311,6 +322,25 @@ namespace scene
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typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
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//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
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typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
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//! partial specialization to return types
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template <>
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inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertex>::getTypeT() const
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{
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return EMBT_STANDARD;
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}
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template <>
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inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertex2TCoords>::getTypeT() const
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{
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return EMBT_LIGHTMAP;
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}
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template <>
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inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertexTangents>::getTypeT() const
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{
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return EMBT_TANGENTS;
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}
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} // end namespace scene
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} // end namespace irr
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44
include/EMeshBufferTypes.h
Normal file
44
include/EMeshBufferTypes.h
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@ -0,0 +1,44 @@
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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_E_MESH_BUFFER_TYPES_H_INCLUDED
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#define IRR_E_MESH_BUFFER_TYPES_H_INCLUDED
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#include "irrTypes.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 enumeration for all types of built-in mesh buffers
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/** Types are represented by a four character code instead
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of simple numbers (easier to add external classes). */
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enum EMESH_BUFFER_TYPE
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{
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//! SMeshBuffer
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EMBT_STANDARD = MAKE_IRR_ID('s','t','a','n'),
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//! SMeshBufferLightMap
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EMBT_LIGHTMAP = MAKE_IRR_ID('l','i','g','h'),
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//! SMeshBufferTangents
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EMBT_TANGENTS = MAKE_IRR_ID('t','a','n','g'),
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//! CDynamicMeshBuffer
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EMBT_DYNAMIC = MAKE_IRR_ID('d','y','n','a'),
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// SSharedMeshBuffer
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EMBT_SHARED = MAKE_IRR_ID('s','h','a','r'),
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// SSkinMeshBuffer
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EMBT_SKIN = MAKE_IRR_ID('s','k','i','n'),
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//! Unknown class type
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EMBT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
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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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@ -12,6 +12,7 @@
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#include "SVertexIndex.h"
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#include "EHardwareBufferFlags.h"
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#include "EPrimitiveTypes.h"
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#include "EMeshBufferTypes.h"
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namespace irr
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{
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@ -176,6 +177,14 @@ namespace scene
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return 0;
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}
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//! Returns type of the class implementing the IMeshBuffer
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/** \return The class type of this meshbuffer. */
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virtual EMESH_BUFFER_TYPE getType() const
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{
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return EMBT_UNKNOWN;
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}
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};
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} // end namespace scene
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@ -226,6 +226,12 @@ namespace scene
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
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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_SHARED;
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}
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//! Material of this meshBuffer
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video::SMaterial Material;
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@ -383,6 +383,12 @@ struct SSkinMeshBuffer : public IMeshBuffer
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virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
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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_SKIN;
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}
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//! Call this after changing the positions of any vertex.
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void boundingBoxNeedsRecalculated(void) { BoundingBoxNeedsRecalculated = true; }
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File diff suppressed because it is too large
Load Diff
@ -844,6 +844,7 @@
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<ClInclude Include="..\..\include\EHardwareBufferFlags.h" />
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<ClInclude Include="..\..\include\EMaterialFlags.h" />
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<ClInclude Include="..\..\include\EMaterialTypes.h" />
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<ClInclude Include="..\..\include\EMeshBufferTypes.h" />
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<ClInclude Include="..\..\include\EReadFileType.h" />
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<ClInclude Include="..\..\include\EShaderTypes.h" />
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<ClInclude Include="..\..\include\fast_atof.h" />
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@ -859,8 +860,8 @@
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<ClInclude Include="..\..\include\IImageWriter.h" />
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<ClInclude Include="..\..\include\IIndexBuffer.h" />
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<ClInclude Include="..\..\include\ILightManager.h" />
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<ClInclude Include="..\..\include\IOctreeSceneNode.h" />
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<ClInclude Include="..\..\include\IProfiler.h" />
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<ClInclude Include="..\..\include\IOctreeSceneNode.h" />
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<ClInclude Include="..\..\include\IProfiler.h" />
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<ClInclude Include="..\..\include\ILogger.h" />
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<ClInclude Include="..\..\include\IMemoryReadFile.h" />
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<ClInclude Include="..\..\include\IOSOperator.h" />
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@ -869,7 +870,7 @@
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<ClInclude Include="..\..\include\IRenderTarget.h" />
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<ClInclude Include="..\..\include\IrrCompileConfig.h" />
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<ClInclude Include="..\..\include\irrlicht.h" />
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<ClInclude Include="..\..\include\leakHunter.h" />
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<ClInclude Include="..\..\include\leakHunter.h" />
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<ClInclude Include="..\..\include\IrrlichtDevice.h" />
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<ClInclude Include="..\..\include\irrTypes.h" />
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<ClInclude Include="..\..\include\ISceneUserDataSerializer.h" />
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@ -1035,7 +1036,7 @@
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<ClInclude Include="burning_shader_compile_triangle.h" />
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<ClInclude Include="burning_shader_compile_verify.h" />
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<ClInclude Include="CB3DMeshWriter.h" />
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<ClInclude Include="CBlit.h" />
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<ClInclude Include="CBlit.h" />
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<ClInclude Include="CD3D9RenderTarget.h" />
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<ClInclude Include="CDefaultSceneNodeAnimatorFactory.h" />
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<ClInclude Include="CDefaultSceneNodeFactory.h" />
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@ -1194,7 +1195,7 @@
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<ClInclude Include="COSOperator.h" />
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<ClInclude Include="CTimer.h" />
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<ClInclude Include="os.h" />
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<ClInclude Include="CProfiler.h" />
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<ClInclude Include="CProfiler.h" />
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<ClInclude Include="EProfileIDs.h" />
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<ClInclude Include="lzma\LzmaDec.h" />
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<ClInclude Include="lzma\Types.h" />
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@ -1461,7 +1462,7 @@
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<ClCompile Include="os.cpp" />
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<ClCompile Include="utf8.cpp" />
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<ClCompile Include="CProfiler.cpp" />
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<ClCompile Include="leakHunter.cpp" />
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<ClCompile Include="leakHunter.cpp" />
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<ClCompile Include="lzma\LzmaDec.c" />
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<ClCompile Include="zlib\adler32.c" />
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<ClCompile Include="zlib\compress.c" />
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</ClInclude>
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<ClInclude Include="..\..\include\leakHunter.h">
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<Filter>include</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\include\IrrlichtDevice.h">
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<Filter>include</Filter>
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</ClInclude>
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<ClInclude Include="..\..\include\irrTypes.h">
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<Filter>include</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\include\ITimer.h">
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<Filter>include</Filter>
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</ClInclude>
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@ -1371,7 +1371,7 @@
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</ClInclude>
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<ClInclude Include="CBlit.h">
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<Filter>Irrlicht\video\Null</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\include\fast_atof.h">
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<Filter>include\core</Filter>
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</ClInclude>
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@ -1438,6 +1438,9 @@
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<ClInclude Include="..\..\include\EDeviceTypes.h">
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<Filter>include</Filter>
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</ClInclude>
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<ClInclude Include="..\..\include\EMeshBufferTypes.h">
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<Filter>include\scene</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\changes.txt">
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