irrlicht/source/Irrlicht.NET/IMesh.h

82 lines
2.1 KiB
C
Raw Normal View History

// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#using <mscorlib.dll>
using namespace System;
#pragma unmanaged
#include "..\\..\\include\\irrlicht.h"
#pragma managed
#include "Box3D.h"
#include "Material.h"
namespace Irrlicht
{
namespace Scene
{
/// <summary>
/// Interface for an static Mesh.
/// </summary>
public __gc class IMesh
{
public:
/// <summary>
/// You should create an IMesh
/// through the Irrlicht::IrrlichtDevice::SceneManager::getMesh method. Simply don't use
/// this constructor.
///</summary>
///<param name="realMesh">The real, unmanaged C++ mesh</param>
IMesh(irr::scene::IMesh* realMesh);
/// destructor
~IMesh();
/// <summary>
/// Returns the amount of mesh buffers in this mesh
/// </summary>
__property int get_MeshBufferCount();
/// Returns pointer to a mesh buffer.
/// \param Zero based index of the mesh buffer. The maximum value is
/// getMeshBufferCount() - 1;
/// \return Returns the pointer to the mesh buffer or
/// NULL if there is no such mesh buffer.
// virtual IMeshBuffer* getMeshBuffer(s32 nr) = 0;
/// <summary>
/// Gets or sets the axis aligned bounding box of the mesh.
/// </summary>
__property Core::Box3D get_BoundingBox();
/// <summary>
/// Gets or sets the axis aligned bounding box of the mesh.
/// </summary>
__property void set_BoundingBox(Core::Box3D box);
/// <summary>
/// Sets a flag of all contained materials to a new value.
/// </summary>
/// <param name="flag"> Flag to set in all materials.</param>
/// <param name="newvalue"> New value to set in all materials.</param>
void setMaterialFlag(Video::MaterialFlag flag, bool newvalue);
/// <summary>
/// Returns the internal pointer to the native C++ irrlicht mesh.
/// Do not use this, only needed by the internal .NET wrapper.
///</summary>
__property irr::scene::IMesh* get_NativeMesh();
private:
irr::scene::IMesh* Mesh;
};
}
}