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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /include/IMeshBuffer.h | |
| download | irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.gz irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.bz2 irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.zip | |
Diffstat (limited to 'include/IMeshBuffer.h')
| -rw-r--r-- | include/IMeshBuffer.h | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/include/IMeshBuffer.h b/include/IMeshBuffer.h new file mode 100644 index 0000000..44b865b --- /dev/null +++ b/include/IMeshBuffer.h @@ -0,0 +1,154 @@ +// 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
+
+#ifndef __I_MESH_BUFFER_H_INCLUDED__
+#define __I_MESH_BUFFER_H_INCLUDED__
+
+#include "IReferenceCounted.h"
+#include "SMaterial.h"
+#include "aabbox3d.h"
+#include "S3DVertex.h"
+#include "SVertexIndex.h"
+#include "EHardwareBufferFlags.h"
+#include "EPrimitiveTypes.h"
+
+namespace irr
+{
+namespace scene
+{
+ //! Struct for holding a mesh with a single material.
+ /** A part of an IMesh which has the same material on each face of that
+ group. Logical groups of an IMesh need not be put into separate mesh
+ buffers, but can be. Separately animated parts of the mesh must be put
+ into separate mesh buffers.
+ Some mesh buffer implementations have limitations on the number of
+ vertices the buffer can hold. In that case, logical grouping can help.
+ Moreover, the number of vertices should be optimized for the GPU upload,
+ which often depends on the type of gfx card. Typial figures are
+ 1000-10000 vertices per buffer.
+ SMeshBuffer is a simple implementation of a MeshBuffer, which supports
+ up to 65535 vertices.
+
+ Since meshbuffers are used for drawing, and hence will be exposed
+ to the driver, chances are high that they are grab()'ed from somewhere.
+ It's therefore required to dynamically allocate meshbuffers which are
+ passed to a video driver and only drop the buffer once it's not used in
+ the current code block anymore.
+ */
+ class IMeshBuffer : public virtual IReferenceCounted
+ {
+ public:
+
+ //! Get the material of this meshbuffer
+ /** \return Material of this buffer. */
+ virtual video::SMaterial& getMaterial() = 0;
+
+ //! Get the material of this meshbuffer
+ /** \return Material of this buffer. */
+ virtual const video::SMaterial& getMaterial() const = 0;
+
+ //! Get type of vertex data which is stored in this meshbuffer.
+ /** \return Vertex type of this buffer. */
+ virtual video::E_VERTEX_TYPE getVertexType() const = 0;
+
+ //! Get access to vertex data. The data is an array of vertices.
+ /** Which vertex type is used can be determined by getVertexType().
+ \return Pointer to array of vertices. */
+ virtual const void* getVertices() const = 0;
+
+ //! Get access to vertex data. The data is an array of vertices.
+ /** Which vertex type is used can be determined by getVertexType().
+ \return Pointer to array of vertices. */
+ virtual void* getVertices() = 0;
+
+ //! Get amount of vertices in meshbuffer.
+ /** \return Number of vertices in this buffer. */
+ virtual u32 getVertexCount() const = 0;
+
+ //! Get type of index data which is stored in this meshbuffer.
+ /** \return Index type of this buffer. */
+ virtual video::E_INDEX_TYPE getIndexType() const =0;
+
+ //! Get access to Indices.
+ /** \return Pointer to indices array. */
+ virtual const u16* getIndices() const = 0;
+
+ //! Get access to Indices.
+ /** \return Pointer to indices array. */
+ virtual u16* getIndices() = 0;
+
+ //! Get amount of indices in this meshbuffer.
+ /** \return Number of indices in this buffer. */
+ virtual u32 getIndexCount() const = 0;
+
+ //! Get the axis aligned bounding box of this meshbuffer.
+ /** \return Axis aligned bounding box of this buffer. */
+ virtual const core::aabbox3df& getBoundingBox() const = 0;
+
+ //! Set axis aligned bounding box
+ /** \param box User defined axis aligned bounding box to use
+ for this buffer. */
+ virtual void setBoundingBox(const core::aabbox3df& box) = 0;
+
+ //! Recalculates the bounding box. Should be called if the mesh changed.
+ virtual void recalculateBoundingBox() = 0;
+
+ //! returns position of vertex i
+ virtual const core::vector3df& getPosition(u32 i) const = 0;
+
+ //! returns position of vertex i
+ virtual core::vector3df& getPosition(u32 i) = 0;
+
+ //! returns normal of vertex i
+ virtual const core::vector3df& getNormal(u32 i) const = 0;
+
+ //! returns normal of vertex i
+ virtual core::vector3df& getNormal(u32 i) = 0;
+
+ //! returns texture coord of vertex i
+ virtual const core::vector2df& getTCoords(u32 i) const = 0;
+
+ //! returns texture coord of vertex i
+ virtual core::vector2df& getTCoords(u32 i) = 0;
+
+ //! Append the vertices and indices to the current buffer
+ /** Only works for compatible vertex types.
+ \param vertices Pointer to a vertex array.
+ \param numVertices Number of vertices in the array.
+ \param indices Pointer to index array.
+ \param numIndices Number of indices in array. */
+ virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
+
+ //! Append the meshbuffer to the current buffer
+ /** Only works for compatible vertex types
+ \param other Buffer to append to this one. */
+ virtual void append(const IMeshBuffer* const other) = 0;
+
+ //! get the current hardware mapping hint
+ virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
+
+ //! get the current hardware mapping hint
+ virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
+
+ //! set the hardware mapping hint, for driver
+ virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
+
+ //! flags the meshbuffer as changed, reloads hardware buffers
+ virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
+
+ //! Get the currently used ID for identification of changes.
+ /** This shouldn't be used for anything outside the VideoDriver. */
+ virtual u32 getChangedID_Vertex() const = 0;
+
+ //! Get the currently used ID for identification of changes.
+ /** This shouldn't be used for anything outside the VideoDriver. */
+ virtual u32 getChangedID_Index() const = 0;
+ };
+
+} // end namespace scene
+} // end namespace irr
+
+#endif
+
+
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