mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 03:33:49 +01:00
9954667c45
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "IMeshManipulator.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
//! An interface for easy manipulation of meshes.
|
|
/** Scale, set alpha value, flip surfaces, and so on. This exists for fixing
|
|
problems with wrong imported or exported meshes quickly after loading. It is
|
|
not intended for doing mesh modifications and/or animations during runtime.
|
|
*/
|
|
class CMeshManipulator : public IMeshManipulator
|
|
{
|
|
public:
|
|
//! Recalculates all normals of the mesh.
|
|
/** \param mesh: Mesh on which the operation is performed.
|
|
\param smooth: Whether to use smoothed normals. */
|
|
void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const override;
|
|
|
|
//! Recalculates all normals of the mesh buffer.
|
|
/** \param buffer: Mesh buffer on which the operation is performed.
|
|
\param smooth: Whether to use smoothed normals. */
|
|
void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const override;
|
|
|
|
//! Clones a static IMesh into a modifiable SMesh.
|
|
SMesh* createMeshCopy(scene::IMesh* mesh) const override;
|
|
|
|
//! Returns amount of polygons in mesh.
|
|
s32 getPolyCount(scene::IMesh* mesh) const override;
|
|
|
|
//! Returns amount of polygons in mesh.
|
|
s32 getPolyCount(scene::IAnimatedMesh* mesh) const override;
|
|
|
|
//! create a new AnimatedMesh and adds the mesh to it
|
|
IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const override;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|