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
This commit is contained in:
cutealien 2022-04-11 14:36:49 +00:00
parent 64fc9113fc
commit 71e9798d2a
10 changed files with 482 additions and 375 deletions

@ -1,5 +1,6 @@
--------------------------
Changes in 1.9 (not yet released)
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
- Add IGUIImage::flip to flip/mirror images
- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.

@ -114,6 +114,12 @@ namespace scene
return PrimitiveType;
}
//! Returns type of the class implementing the IMeshBuffer
virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
{
return EMBT_DYNAMIC;
}
video::SMaterial Material;
core::aabbox3d<f32> BoundingBox;
//! Primitive type used for rendering (triangles, lines, ...)

@ -286,6 +286,17 @@ namespace scene
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
//! Returns type of the class implementing the IMeshBuffer
virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
{
return getTypeT();
}
//! Returns type of the class implementing the IMeshBuffer for template specialization
// Minor note: Some compilers (VS) allow directly specializating the virtual function,
// but this will fail on other compilers (GCC).
EMESH_BUFFER_TYPE getTypeT() const;
u32 ChangedID_Vertex;
u32 ChangedID_Index;
@ -311,6 +322,25 @@ namespace scene
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
//! partial specialization to return types
template <>
inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertex>::getTypeT() const
{
return EMBT_STANDARD;
}
template <>
inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertex2TCoords>::getTypeT() const
{
return EMBT_LIGHTMAP;
}
template <>
inline EMESH_BUFFER_TYPE CMeshBuffer<video::S3DVertexTangents>::getTypeT() const
{
return EMBT_TANGENTS;
}
} // end namespace scene
} // end namespace irr

@ -0,0 +1,44 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_E_MESH_BUFFER_TYPES_H_INCLUDED
#define IRR_E_MESH_BUFFER_TYPES_H_INCLUDED
#include "irrTypes.h"
namespace irr
{
namespace scene
{
//! An enumeration for all types of built-in mesh buffers
/** Types are represented by a four character code instead
of simple numbers (easier to add external classes). */
enum EMESH_BUFFER_TYPE
{
//! SMeshBuffer
EMBT_STANDARD = MAKE_IRR_ID('s','t','a','n'),
//! SMeshBufferLightMap
EMBT_LIGHTMAP = MAKE_IRR_ID('l','i','g','h'),
//! SMeshBufferTangents
EMBT_TANGENTS = MAKE_IRR_ID('t','a','n','g'),
//! CDynamicMeshBuffer
EMBT_DYNAMIC = MAKE_IRR_ID('d','y','n','a'),
// SSharedMeshBuffer
EMBT_SHARED = MAKE_IRR_ID('s','h','a','r'),
// SSkinMeshBuffer
EMBT_SKIN = MAKE_IRR_ID('s','k','i','n'),
//! Unknown class type
EMBT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
};
} // end namespace scene
} // end namespace irr
#endif

@ -12,6 +12,7 @@
#include "SVertexIndex.h"
#include "EHardwareBufferFlags.h"
#include "EPrimitiveTypes.h"
#include "EMeshBufferTypes.h"
namespace irr
{
@ -176,6 +177,14 @@ namespace scene
return 0;
}
//! Returns type of the class implementing the IMeshBuffer
/** \return The class type of this meshbuffer. */
virtual EMESH_BUFFER_TYPE getType() const
{
return EMBT_UNKNOWN;
}
};
} // end namespace scene

@ -226,6 +226,12 @@ namespace scene
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
//! Returns type of the class implementing the IMeshBuffer
virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
{
return EMBT_SHARED;
}
//! Material of this meshBuffer
video::SMaterial Material;

@ -383,6 +383,12 @@ struct SSkinMeshBuffer : public IMeshBuffer
virtual u32 getChangedID_Index() const IRR_OVERRIDE {return ChangedID_Index;}
//! Returns type of the class implementing the IMeshBuffer
virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
{
return EMBT_SKIN;
}
//! Call this after changing the positions of any vertex.
void boundingBoxNeedsRecalculated(void) { BoundingBoxNeedsRecalculated = true; }

File diff suppressed because it is too large Load Diff

@ -844,6 +844,7 @@
<ClInclude Include="..\..\include\EHardwareBufferFlags.h" />
<ClInclude Include="..\..\include\EMaterialFlags.h" />
<ClInclude Include="..\..\include\EMaterialTypes.h" />
<ClInclude Include="..\..\include\EMeshBufferTypes.h" />
<ClInclude Include="..\..\include\EReadFileType.h" />
<ClInclude Include="..\..\include\EShaderTypes.h" />
<ClInclude Include="..\..\include\fast_atof.h" />
@ -859,8 +860,8 @@
<ClInclude Include="..\..\include\IImageWriter.h" />
<ClInclude Include="..\..\include\IIndexBuffer.h" />
<ClInclude Include="..\..\include\ILightManager.h" />
<ClInclude Include="..\..\include\IOctreeSceneNode.h" />
<ClInclude Include="..\..\include\IProfiler.h" />
<ClInclude Include="..\..\include\IOctreeSceneNode.h" />
<ClInclude Include="..\..\include\IProfiler.h" />
<ClInclude Include="..\..\include\ILogger.h" />
<ClInclude Include="..\..\include\IMemoryReadFile.h" />
<ClInclude Include="..\..\include\IOSOperator.h" />
@ -869,7 +870,7 @@
<ClInclude Include="..\..\include\IRenderTarget.h" />
<ClInclude Include="..\..\include\IrrCompileConfig.h" />
<ClInclude Include="..\..\include\irrlicht.h" />
<ClInclude Include="..\..\include\leakHunter.h" />
<ClInclude Include="..\..\include\leakHunter.h" />
<ClInclude Include="..\..\include\IrrlichtDevice.h" />
<ClInclude Include="..\..\include\irrTypes.h" />
<ClInclude Include="..\..\include\ISceneUserDataSerializer.h" />
@ -1035,7 +1036,7 @@
<ClInclude Include="burning_shader_compile_triangle.h" />
<ClInclude Include="burning_shader_compile_verify.h" />
<ClInclude Include="CB3DMeshWriter.h" />
<ClInclude Include="CBlit.h" />
<ClInclude Include="CBlit.h" />
<ClInclude Include="CD3D9RenderTarget.h" />
<ClInclude Include="CDefaultSceneNodeAnimatorFactory.h" />
<ClInclude Include="CDefaultSceneNodeFactory.h" />
@ -1194,7 +1195,7 @@
<ClInclude Include="COSOperator.h" />
<ClInclude Include="CTimer.h" />
<ClInclude Include="os.h" />
<ClInclude Include="CProfiler.h" />
<ClInclude Include="CProfiler.h" />
<ClInclude Include="EProfileIDs.h" />
<ClInclude Include="lzma\LzmaDec.h" />
<ClInclude Include="lzma\Types.h" />
@ -1461,7 +1462,7 @@
<ClCompile Include="os.cpp" />
<ClCompile Include="utf8.cpp" />
<ClCompile Include="CProfiler.cpp" />
<ClCompile Include="leakHunter.cpp" />
<ClCompile Include="leakHunter.cpp" />
<ClCompile Include="lzma\LzmaDec.c" />
<ClCompile Include="zlib\adler32.c" />
<ClCompile Include="zlib\compress.c" />

@ -131,13 +131,13 @@
</ClInclude>
<ClInclude Include="..\..\include\leakHunter.h">
<Filter>include</Filter>
</ClInclude>
</ClInclude>
<ClInclude Include="..\..\include\IrrlichtDevice.h">
<Filter>include</Filter>
</ClInclude>
<ClInclude Include="..\..\include\irrTypes.h">
<Filter>include</Filter>
</ClInclude>
</ClInclude>
<ClInclude Include="..\..\include\ITimer.h">
<Filter>include</Filter>
</ClInclude>
@ -1371,7 +1371,7 @@
</ClInclude>
<ClInclude Include="CBlit.h">
<Filter>Irrlicht\video\Null</Filter>
</ClInclude>
</ClInclude>
<ClInclude Include="..\..\include\fast_atof.h">
<Filter>include\core</Filter>
</ClInclude>
@ -1438,6 +1438,9 @@
<ClInclude Include="..\..\include\EDeviceTypes.h">
<Filter>include</Filter>
</ClInclude>
<ClInclude Include="..\..\include\EMeshBufferTypes.h">
<Filter>include\scene</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\changes.txt">