minetest/irr/include/SMesh.h

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// 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 <vector>
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#include "IMesh.h"
#include "IMeshBuffer.h"
#include "aabbox3d.h"
namespace irr
{
namespace scene
{
//! Simple implementation of the IMesh interface.
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struct SMesh final : public IMesh
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{
//! constructor
SMesh()
{
#ifdef _DEBUG
setDebugName("SMesh");
#endif
}
//! destructor
virtual ~SMesh()
{
// drop buffers
for (auto *buf : MeshBuffers)
buf->drop();
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}
//! clean mesh
virtual void clear()
{
for (auto *buf : MeshBuffers)
buf->drop();
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MeshBuffers.clear();
BoundingBox.reset(0.f, 0.f, 0.f);
}
//! returns amount of mesh buffers.
u32 getMeshBufferCount() const override
{
return static_cast<u32>(MeshBuffers.size());
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}
//! 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 (auto it = MeshBuffers.rbegin(); it != MeshBuffers.rend(); it++) {
if (material == (*it)->getMaterial())
return *it;
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}
return nullptr;
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}
u32 getTextureSlot(u32 meshbufNr) const override
{
return TextureSlots.at(meshbufNr);
}
void setTextureSlot(u32 meshbufNr, u32 textureSlot)
{
TextureSlots.at(meshbufNr) = textureSlot;
}
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//! 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 (auto *buf : MeshBuffers) {
const core::aabbox3df &bb = buf->getBoundingBox();
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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);
TextureSlots.push_back(getMeshBufferCount() - 1);
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}
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
{
for (auto *buf : MeshBuffers)
buf->setHardwareMappingHint(newMappingHint, buffer);
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}
//! flags the meshbuffer as changed, reloads hardware buffers
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
{
for (auto *buf : MeshBuffers)
buf->setDirty(buffer);
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}
//! The meshbuffers of this mesh
std::vector<IMeshBuffer *> MeshBuffers;
//! Mapping from meshbuffer number to bindable texture slot
std::vector<u32> TextureSlots;
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//! The bounding box of this mesh
core::aabbox3d<f32> BoundingBox;
};
} // end namespace scene
} // end namespace irr