// Copyright (C) 2002-2007 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __S_SHARED_MESH_BUFFER_H_INCLUDED__ #define __S_SHARED_MESH_BUFFER_H_INCLUDED__ #include "irrArray.h" #include "IMeshBuffer.h" namespace irr { namespace scene { //! Implementation of the IMeshBuffer interface with shared vertex list struct SSharedMeshBuffer : public IMeshBuffer { //! constructor SSharedMeshBuffer() : IMeshBuffer(), Vertices(0) { #ifdef _DEBUG setDebugName("SSharedMeshBuffer"); #endif } SSharedMeshBuffer(core::array *vertices) : IMeshBuffer(), Vertices(vertices) { #ifdef _DEBUG setDebugName("SSharedMeshBuffer"); #endif } //! destructor virtual ~SSharedMeshBuffer() { } //! returns the material of this meshbuffer virtual const video::SMaterial& getMaterial() const { return Material; } //! returns the material of this meshbuffer virtual video::SMaterial& getMaterial() { return Material; } //! returns pointer to vertices virtual const void* getVertices() const { if (Vertices) return Vertices->const_pointer(); else return 0; } //! returns pointer to vertices virtual void* getVertices() { if (Vertices) return Vertices->pointer(); else return 0; } //! returns amount of vertices virtual u32 getVertexCount() const { if (Vertices) return Vertices->size(); else return 0; } //! returns pointer to Indices virtual const u16* getIndices() const { return Indices.const_pointer(); } //! returns pointer to Indices virtual u16* getIndices() { return Indices.pointer(); } //! returns amount of indices virtual u32 getIndexCount() const { return Indices.size(); } //! returns an axis aligned bounding box virtual const core::aabbox3d& getBoundingBox() const { return BoundingBox; } //! set user axis aligned bounding box virtual void setBoundingBox( const core::aabbox3df& box) { BoundingBox = box; } //! returns which type of vertex data is stored. virtual video::E_VERTEX_TYPE getVertexType() const { return video::EVT_STANDARD; } //! recalculates the bounding box. should be called if the mesh changed. virtual void recalculateBoundingBox() { if (!Vertices || Vertices->empty() || Indices.empty()) BoundingBox.reset(0,0,0); else { BoundingBox.reset((*Vertices)[Indices[0]].Pos); for (u32 i=1; i *Vertices;//! Shared Array of vertices core::array Indices; //! Array of Indices core::aabbox3df BoundingBox; //! Bounding box }; } // end namespace scene } // end namespace irr #endif