minetest/irr/include/SMesh.h

133 lines
2.9 KiB
C
Raw Normal View History

2024-03-21 20:13:15 +01:00
// 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 "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);
}
}
//! 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