// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __S_MESH_H_INCLUDED__ #define __S_MESH_H_INCLUDED__ #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. virtual u32 getMeshBufferCount() const { return MeshBuffers.size(); } //! returns pointer to a mesh buffer virtual IMeshBuffer* getMeshBuffer(u32 nr) const { return MeshBuffers[nr]; } //! returns a meshbuffer which fits a material /** reverse search */ virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const { 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 virtual const core::aabbox3d<f32>& getBoundingBox() const { return BoundingBox; } //! set user axis aligned bounding box virtual void setBoundingBox( const core::aabbox3df& box) { BoundingBox = box; } //! recalculates the bounding box void recalculateBoundingBox() { if (MeshBuffers.size()) { BoundingBox = MeshBuffers[0]->getBoundingBox(); for (u32 i=1; i<MeshBuffers.size(); ++i) BoundingBox.addInternalBox(MeshBuffers[i]->getBoundingBox()); } else BoundingBox.reset(0.0f, 0.0f, 0.0f); } //! adds a MeshBuffer void addMeshBuffer(IMeshBuffer* buf) { if (buf) { buf->grab(); MeshBuffers.push_back(buf); } } //! sets a flag of all contained materials to a new value virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) { for (u32 i=0; i<MeshBuffers.size(); ++i) MeshBuffers[i]->getMaterial().setFlag(flag, newvalue); } //! set the hardware mapping hint, for driver virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) { for (u32 i=0; i<MeshBuffers.size(); ++i) MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer); } //! flags the meshbuffer as changed, reloads hardware buffers virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) { 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 #endif
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