118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_MESH_BUFFER_H_INCLUDED__
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#define __I_MESH_BUFFER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "SMaterial.h"
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#include "aabbox3d.h"
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#include "S3DVertex.h"
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namespace irr
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{
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namespace scene
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{
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//! Enumeration for all primitive types there are.
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enum E_PRIMITIVE_TYPE
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{
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//! All vertices are non-connected points.
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EPT_POINTS=0,
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//! All vertices form a single connected line.
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EPT_LINE_STRIP,
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//! Just as LINE_STRIP, but the last and the first vertex is also connected.
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EPT_LINE_LOOP,
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//! Every two vertices are connected creating n/2 lines.
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EPT_LINES,
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//! After the first two vertices each vertex defines a new triangle.
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//! Always the two last and the new one form a new triangle.
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EPT_TRIANGLE_STRIP,
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//! After the first two vertices each vertex defines a new triangle.
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//! All around the common first vertex.
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EPT_TRIANGLE_FAN,
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//! Explicitly set all vertices for each triangle.
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EPT_TRIANGLES,
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//! After the first two vertices each further tw vetices create a quad with the preceding two.
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EPT_QUAD_STRIP,
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//! Every four vertices create a quad.
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EPT_QUADS,
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//! Just as LINE_LOOP, but filled.
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EPT_POLYGON,
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//! The single vertices are expanded to quad billboards on the GPU.
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EPT_POINT_SPRITES
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};
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//! Struct for holding a mesh with a single material
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/** SMeshBuffer is a simple implementation of a MeshBuffer. */
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class IMeshBuffer : public virtual IReferenceCounted
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{
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public:
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//! destructor
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virtual ~IMeshBuffer() { }
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//! returns the material of this meshbuffer
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virtual video::SMaterial& getMaterial() = 0;
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//! returns the material of this meshbuffer
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virtual const video::SMaterial& getMaterial() const = 0;
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//! returns which type of vertex data is stored.
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virtual video::E_VERTEX_TYPE getVertexType() const = 0;
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//! returns pointer to vertex data. The data is an array of vertices. Which vertex
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//! type is used can be determined with getVertexType().
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virtual const void* getVertices() const = 0;
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//! returns pointer to vertex data. The data is an array of vertices. Which vertex
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//! type is used can be determined with getVertexType().
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virtual void* getVertices() = 0;
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//! returns amount of vertices
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virtual u32 getVertexCount() const = 0;
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//! returns pointer to Indices
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virtual const u16* getIndices() const = 0;
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//! returns pointer to Indices
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virtual u16* getIndices() = 0;
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//! returns amount of indices
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virtual u32 getIndexCount() const = 0;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3df& getBoundingBox() const = 0;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box) = 0;
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//! recalculates the bounding box. should be called if the mesh changed.
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virtual void recalculateBoundingBox() = 0;
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//! append the vertices and indices to the current buffer
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
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//! append the meshbuffer to the current buffer
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virtual void append(const IMeshBuffer* const other) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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