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146 lines
3.1 KiB
C++
146 lines
3.1 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 <vector>
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "aabbox3d.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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//! Simple implementation of the IMesh interface.
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struct SMesh final : public IMesh
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{
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//! constructor
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SMesh()
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{
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#ifdef _DEBUG
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setDebugName("SMesh");
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#endif
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}
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//! destructor
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virtual ~SMesh()
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{
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// drop buffers
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for (auto *buf : MeshBuffers)
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buf->drop();
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}
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//! clean mesh
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virtual void clear()
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{
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for (auto *buf : MeshBuffers)
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buf->drop();
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MeshBuffers.clear();
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BoundingBox.reset(0.f, 0.f, 0.f);
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}
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override
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{
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return static_cast<u32>(MeshBuffers.size());
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}
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//! returns pointer to a mesh buffer
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IMeshBuffer *getMeshBuffer(u32 nr) const override
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{
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return MeshBuffers[nr];
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}
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//! returns a meshbuffer which fits a material
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/** reverse search */
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IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
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{
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for (auto it = MeshBuffers.rbegin(); it != MeshBuffers.rend(); it++) {
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if (material == (*it)->getMaterial())
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return *it;
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}
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return nullptr;
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}
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u32 getTextureSlot(u32 meshbufNr) const override
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{
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return TextureSlots.at(meshbufNr);
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}
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void setTextureSlot(u32 meshbufNr, u32 textureSlot)
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{
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TextureSlots.at(meshbufNr) = textureSlot;
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}
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32> &getBoundingBox() const override
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{
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return BoundingBox;
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}
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override
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{
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BoundingBox = box;
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}
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//! recalculates the bounding box
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void recalculateBoundingBox()
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{
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bool hasMeshBufferBBox = false;
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for (auto *buf : MeshBuffers) {
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const core::aabbox3df &bb = buf->getBoundingBox();
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if (!bb.isEmpty()) {
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if (!hasMeshBufferBBox) {
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hasMeshBufferBBox = true;
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BoundingBox = bb;
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} else {
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BoundingBox.addInternalBox(bb);
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}
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}
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}
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if (!hasMeshBufferBBox)
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BoundingBox.reset(0.0f, 0.0f, 0.0f);
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}
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//! adds a MeshBuffer
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/** The bounding box is not updated automatically. */
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void addMeshBuffer(IMeshBuffer *buf)
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{
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if (buf) {
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buf->grab();
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MeshBuffers.push_back(buf);
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TextureSlots.push_back(getMeshBufferCount() - 1);
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}
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
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{
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for (auto *buf : MeshBuffers)
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buf->setHardwareMappingHint(newMappingHint, buffer);
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
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{
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for (auto *buf : MeshBuffers)
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buf->setDirty(buffer);
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}
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//! The meshbuffers of this mesh
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std::vector<IMeshBuffer *> MeshBuffers;
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//! Mapping from meshbuffer number to bindable texture slot
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std::vector<u32> TextureSlots;
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//! The bounding box of this mesh
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core::aabbox3d<f32> BoundingBox;
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};
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} // end namespace scene
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} // end namespace irr
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