mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 13:43:48 +01:00
59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
154 lines
3.4 KiB
C++
154 lines
3.4 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
|
|
|
|
#ifndef __S_MESH_H_INCLUDED__
|
|
#define __S_MESH_H_INCLUDED__
|
|
|
|
#include "IMesh.h"
|
|
#include "IMeshBuffer.h"
|
|
#include "aabbox3d.h"
|
|
#include "irrArray.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
//! Simple implementation of the IMesh interface.
|
|
struct SMesh : public IMesh
|
|
{
|
|
//! constructor
|
|
SMesh()
|
|
{
|
|
#ifdef _DEBUG
|
|
setDebugName("SMesh");
|
|
#endif
|
|
}
|
|
|
|
//! destructor
|
|
virtual ~SMesh()
|
|
{
|
|
// drop buffers
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
MeshBuffers[i]->drop();
|
|
}
|
|
|
|
//! clean mesh
|
|
virtual void clear()
|
|
{
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
MeshBuffers[i]->drop();
|
|
MeshBuffers.clear();
|
|
BoundingBox.reset ( 0.f, 0.f, 0.f );
|
|
}
|
|
|
|
|
|
//! returns amount of mesh buffers.
|
|
u32 getMeshBufferCount() const override
|
|
{
|
|
return MeshBuffers.size();
|
|
}
|
|
|
|
//! returns pointer to a mesh buffer
|
|
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
|
{
|
|
return MeshBuffers[nr];
|
|
}
|
|
|
|
//! returns a meshbuffer which fits a material
|
|
/** reverse search */
|
|
IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const override
|
|
{
|
|
for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
|
|
{
|
|
if ( material == MeshBuffers[i]->getMaterial())
|
|
return MeshBuffers[i];
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//! returns an axis aligned bounding box
|
|
const core::aabbox3d<f32>& getBoundingBox() const override
|
|
{
|
|
return BoundingBox;
|
|
}
|
|
|
|
//! set user axis aligned bounding box
|
|
void setBoundingBox( const core::aabbox3df& box) override
|
|
{
|
|
BoundingBox = box;
|
|
}
|
|
|
|
//! recalculates the bounding box
|
|
void recalculateBoundingBox()
|
|
{
|
|
bool hasMeshBufferBBox = false;
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
{
|
|
const core::aabbox3df& bb = MeshBuffers[i]->getBoundingBox();
|
|
if ( !bb.isEmpty() )
|
|
{
|
|
if ( !hasMeshBufferBBox )
|
|
{
|
|
hasMeshBufferBBox = true;
|
|
BoundingBox = bb;
|
|
}
|
|
else
|
|
{
|
|
BoundingBox.addInternalBox(bb);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if ( !hasMeshBufferBBox )
|
|
BoundingBox.reset(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
//! adds a MeshBuffer
|
|
/** The bounding box is not updated automatically. */
|
|
void addMeshBuffer(IMeshBuffer* buf)
|
|
{
|
|
if (buf)
|
|
{
|
|
buf->grab();
|
|
MeshBuffers.push_back(buf);
|
|
}
|
|
}
|
|
|
|
//! sets a flag of all contained materials to a new value
|
|
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
|
|
{
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
|
|
}
|
|
|
|
//! set the hardware mapping hint, for driver
|
|
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
|
{
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
|
|
}
|
|
|
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
|
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
|
{
|
|
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
|
MeshBuffers[i]->setDirty(buffer);
|
|
}
|
|
|
|
//! The meshbuffers of this mesh
|
|
core::array<IMeshBuffer*> MeshBuffers;
|
|
|
|
//! The bounding box of this mesh
|
|
core::aabbox3d<f32> BoundingBox;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|