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+// 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_H_INCLUDED__
+#define __I_MESH_H_INCLUDED__
+
+#include "IReferenceCounted.h"
+#include "SMaterial.h"
+#include "EHardwareBufferFlags.h"
+
+namespace irr
+{
+namespace scene
+{
+ class IMeshBuffer;
+
+ //! Class which holds the geometry of an object.
+ /** An IMesh is nothing more than a collection of some mesh buffers
+ (IMeshBuffer). SMesh is a simple implementation of an IMesh.
+ A mesh is usually added to an IMeshSceneNode in order to be rendered.
+ */
+ class IMesh : public virtual IReferenceCounted
+ {
+ public:
+
+ //! Get the amount of mesh buffers.
+ /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
+ virtual u32 getMeshBufferCount() const = 0;
+
+ //! Get pointer to a mesh buffer.
+ /** \param nr: Zero based index of the mesh buffer. The maximum value is
+ getMeshBufferCount() - 1;
+ \return Pointer to the mesh buffer or 0 if there is no such
+ mesh buffer. */
+ virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
+
+ //! Get pointer to a mesh buffer which fits a material
+ /** \param material: material to search for
+ \return Pointer to the mesh buffer or 0 if there is no such
+ mesh buffer. */
+ virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
+
+ //! Get an axis aligned bounding box of the mesh.
+ /** \return Bounding box of this mesh. */
+ virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
+
+ //! Set user-defined axis aligned bounding box
+ /** \param box New bounding box to use for the mesh. */
+ virtual void setBoundingBox( const core::aabbox3df& box) = 0;
+
+ //! Sets a flag of all contained materials to a new value.
+ /** \param flag: Flag to set in all materials.
+ \param newvalue: New value to set in all materials. */
+ virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
+
+ //! Set the hardware mapping hint
+ /** This methods allows to define optimization hints for the
+ hardware. This enables, e.g., the use of hardware buffers on
+ pltforms that support this feature. This can lead to noticeable
+ performance gains. */
+ virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
+
+ //! Flag the meshbuffer as changed, reloads hardware buffers
+ /** This method has to be called every time the vertices or
+ indices have changed. Otherwise, changes won't be updated
+ on the GPU in the next render cycle. */
+ virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
+ };
+
+} // end namespace scene
+} // end namespace irr
+
+#endif
+