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https://github.com/minetest/irrlicht.git
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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
153 lines
3.5 KiB
C++
153 lines
3.5 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 S_MESH_H_INCLUDED
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#define S_MESH_H_INCLUDED
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "aabbox3d.h"
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#include "irrArray.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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//! Simple implementation of the IMesh interface.
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struct SMesh : public IMesh
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{
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//! constructor
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SMesh()
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{
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#ifdef _DEBUG
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setDebugName("SMesh");
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#endif
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}
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//! destructor
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virtual ~SMesh()
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{
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// drop buffers
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->drop();
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}
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//! clean mesh
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virtual void clear()
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->drop();
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MeshBuffers.clear();
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BoundingBox.reset ( 0.f, 0.f, 0.f );
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}
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const IRR_OVERRIDE
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{
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return MeshBuffers.size();
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}
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE
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{
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return MeshBuffers[nr];
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}
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//! returns a meshbuffer which fits a material
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/** reverse search */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const IRR_OVERRIDE
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{
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for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
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{
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if ( material == MeshBuffers[i]->getMaterial())
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return MeshBuffers[i];
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}
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return 0;
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}
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//! returns an axis aligned 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 user axis aligned 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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//! recalculates the bounding box
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void recalculateBoundingBox()
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{
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bool hasMeshBufferBBox = false;
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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{
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const core::aabbox3df& bb = MeshBuffers[i]->getBoundingBox();
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if ( !bb.isEmpty() )
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{
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if ( !hasMeshBufferBBox )
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{
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hasMeshBufferBBox = true;
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BoundingBox = bb;
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}
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else
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{
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BoundingBox.addInternalBox(bb);
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}
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}
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}
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if ( !hasMeshBufferBBox )
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BoundingBox.reset(0.0f, 0.0f, 0.0f);
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}
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//! adds a MeshBuffer
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/** The bounding box is not updated automatically. */
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void addMeshBuffer(IMeshBuffer* buf)
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{
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if (buf)
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{
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buf->grab();
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MeshBuffers.push_back(buf);
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}
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}
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
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}
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) IRR_OVERRIDE
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->setDirty(buffer);
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}
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//! The meshbuffers of this mesh
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core::array<IMeshBuffer*> MeshBuffers;
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//! The bounding box of this mesh
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core::aabbox3d<f32> BoundingBox;
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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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