Irrlicht Engine: SMesh.h Source File

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# SMesh.h

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    00001 // Copyright (C) 2002-2010 Nikolaus Gebhardt
    00002 // This file is part of the "Irrlicht Engine".
    00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
    00004
    00005 #ifndef __S_MESH_H_INCLUDED__
    00006 #define __S_MESH_H_INCLUDED__
    00007
    00008 #include "IMesh.h"
    00009 #include "IMeshBuffer.h"
    00010 #include "aabbox3d.h"
    00011 #include "irrArray.h"
    00012
    00013 namespace irr
    00014 {
    00015 namespace scene
    00016 {
    00018         struct SMesh : public IMesh
    00019         {
    00021                 SMesh()
    00022                 {
    00023                         #ifdef _DEBUG
    00024                         setDebugName("SMesh");
    00025                         #endif
    00026                 }
    00027
    00029                 virtual ~SMesh()
    00030                 {
    00031                         // drop buffers
    00032                         for (u32 i=0; i<MeshBuffers.size(); ++i)
    00033                                 MeshBuffers[i]->drop();
    00034                 }
    00035
    00037                 virtual u32 getMeshBufferCount() const
    00038                 {
    00039                         return MeshBuffers.size();
    00040                 }
    00041
    00043                 virtual IMeshBuffer* getMeshBuffer(u32 nr) const
    00044                 {
    00045                         return MeshBuffers[nr];
    00046                 }
    00047
    00049
    00050                 virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const
    00051                 {
    00052                         for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
    00053                         {
    00054                                 if ( material == MeshBuffers[i]->getMaterial())
    00055                                         return MeshBuffers[i];
    00056                         }
    00057
    00058                         return 0;
    00059                 }
    00060
    00062                 virtual const core::aabbox3d<f32>& getBoundingBox() const
    00063                 {
    00064                         return BoundingBox;
    00065                 }
    00066
    00068                 virtual void setBoundingBox( const core::aabbox3df& box)
    00069                 {
    00070                         BoundingBox = box;
    00071                 }
    00072
    00074                 void recalculateBoundingBox()
    00075                 {
    00076                         if (MeshBuffers.size())
    00077                         {
    00078                                 BoundingBox = MeshBuffers[0]->getBoundingBox();
    00079                                 for (u32 i=1; i<MeshBuffers.size(); ++i)
    00080                                         BoundingBox.addInternalBox(MeshBuffers[i]->getBoundingBox());
    00081                         }
    00082                         else
    00083                                 BoundingBox.reset(0.0f, 0.0f, 0.0f);
    00084                 }
    00085
    00087                 void addMeshBuffer(IMeshBuffer* buf)
    00088                 {
    00089                         if (buf)
    00090                         {
    00091                                 buf->grab();
    00092                                 MeshBuffers.push_back(buf);
    00093                         }
    00094                 }
    00095
    00097                 virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
    00098                 {
    00099                         for (u32 i=0; i<MeshBuffers.size(); ++i)
    00100                                 MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
    00101                 }
    00102
    00104                 virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
    00105                 {
    00106                         for (u32 i=0; i<MeshBuffers.size(); ++i)
    00107                                 MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
    00108                 }
    00109
    00111                 virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
    00112                 {
    00113                         for (u32 i=0; i<MeshBuffers.size(); ++i)
    00114                                 MeshBuffers[i]->setDirty(buffer);
    00115                 }
    00116
    00118                 core::array<IMeshBuffer*> MeshBuffers;
    00119
    00121                 core::aabbox3d<f32> BoundingBox;
    00122         };
    00123
    00124
    00125 } // end namespace scene
    00126 } // end namespace irr
    00127
    00128 #endif
    00129

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