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ac11a14509
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: jordan4ibanez <jordan4ibanez@users.noreply.github.com> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
135 lines
4.2 KiB
C++
135 lines
4.2 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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#pragma once
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#include "IReferenceCounted.h"
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#include "SMaterial.h"
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#include "EHardwareBufferFlags.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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//! Possible types of meshes.
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// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
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// But can now be used for all mesh-types as we need those casts as well.
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enum E_ANIMATED_MESH_TYPE
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{
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//! Unknown animated mesh type.
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EAMT_UNKNOWN = 0,
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//! Quake 2 MD2 model file
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EAMT_MD2,
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//! Quake 3 MD3 model file
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EAMT_MD3,
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//! Maya .obj static model
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EAMT_OBJ,
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//! Quake 3 .bsp static Map
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EAMT_BSP,
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//! 3D Studio .3ds file
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EAMT_3DS,
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//! My3D Mesh, the file format by Zhuck Dimitry
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EAMT_MY3D,
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//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
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EAMT_LMTS,
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//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
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EAMT_CSM,
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//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
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/** The oct file format contains 3D geometry and lightmaps and
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can be loaded directly by Irrlicht */
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EAMT_OCT,
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//! Halflife MDL model file
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EAMT_MDL_HALFLIFE,
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//! generic skinned mesh
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EAMT_SKINNED,
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//! generic non-animated mesh
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EAMT_STATIC
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};
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class IMeshBuffer;
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//! Class which holds the geometry of an object.
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/** An IMesh is nothing more than a collection of some mesh buffers
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(IMeshBuffer). SMesh is a simple implementation of an IMesh.
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A mesh is usually added to an IMeshSceneNode in order to be rendered.
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*/
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class IMesh : public virtual IReferenceCounted
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{
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public:
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//! Get the amount of mesh buffers.
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/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
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virtual u32 getMeshBufferCount() const = 0;
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//! Get pointer to a mesh buffer.
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/** \param nr: Zero based index of the mesh buffer. The maximum value is
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getMeshBufferCount() - 1;
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\return Pointer to the mesh buffer or 0 if there is no such
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mesh buffer. */
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virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
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//! Get pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Pointer to the mesh buffer or 0 if there is no such
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mesh buffer. */
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virtual IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const = 0;
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//! Minetest binds textures (node tiles, object textures) to models.
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// glTF allows multiple primitives (mesh buffers) to reference the same texture.
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// This is reflected here: This function gets the texture slot for a mesh buffer.
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/** \param meshbufNr: Zero based index of the mesh buffer. The maximum value is
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getMeshBufferCount() - 1;
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\return number of texture slot to bind to the given mesh buffer */
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virtual u32 getTextureSlot(u32 meshbufNr) const
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{
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return meshbufNr;
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}
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//! Get an axis aligned bounding box of the mesh.
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/** \return Bounding box of this mesh. */
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virtual const core::aabbox3d<f32> &getBoundingBox() const = 0;
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//! Set user-defined axis aligned bounding box
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/** \param box New bounding box to use for the mesh. */
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virtual void setBoundingBox(const core::aabbox3df &box) = 0;
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//! Set the hardware mapping hint
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/** This methods allows to define optimization hints for the
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hardware. This enables, e.g., the use of hardware buffers on
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platforms that support this feature. This can lead to noticeable
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performance gains. */
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
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//! Flag the meshbuffer as changed, reloads hardware buffers
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/** This method has to be called every time the vertices or
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indices have changed. Otherwise, changes won't be updated
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on the GPU in the next render cycle. */
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virtual void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
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//! Returns the type of the meshes.
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/** This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IMesh to IAnimatedMeshMD2.
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Note: It's no longer just about animated meshes, that name has just historical reasons.
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\returns Type of the mesh */
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virtual E_ANIMATED_MESH_TYPE getMeshType() const
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{
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return EAMT_STATIC;
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}
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};
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} // end namespace scene
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} // end namespace irr
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