2009-07-30 00:58:33 -07:00
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// Copyright (C) 2008-2009 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 __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
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#define __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
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#include "IDynamicMeshBuffer.h"
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#include "CVertexBuffer.h"
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#include "CIndexBuffer.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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class CDynamicMeshBuffer: public IDynamicMeshBuffer
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{
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public:
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//! constructor
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CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
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{
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VertexBuffer=new CVertexBuffer(vertexType);
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IndexBuffer=new CIndexBuffer(indexType);
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}
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//! destructor
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virtual ~CDynamicMeshBuffer()
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{
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if (VertexBuffer)
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VertexBuffer->drop();
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if (IndexBuffer)
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IndexBuffer->drop();
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}
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virtual IVertexBuffer& getVertexBuffer() const
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{
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return *VertexBuffer;
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}
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virtual IIndexBuffer& getIndexBuffer() const
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{
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return *IndexBuffer;
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}
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virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer)
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{
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if (newVertexBuffer)
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newVertexBuffer->grab();
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if (VertexBuffer)
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VertexBuffer->drop();
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VertexBuffer=newVertexBuffer;
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}
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virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer)
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{
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if (newIndexBuffer)
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newIndexBuffer->grab();
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if (IndexBuffer)
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IndexBuffer->drop();
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IndexBuffer=newIndexBuffer;
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}
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//! Get Material of this buffer.
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virtual const video::SMaterial& getMaterial() const
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{
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return Material;
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}
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//! Get Material of this buffer.
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virtual video::SMaterial& getMaterial()
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{
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return Material;
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}
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//! Get bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return BoundingBox;
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}
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//! Set bounding box
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virtual void setBoundingBox( const core::aabbox3df& box)
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{
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BoundingBox = box;
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}
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//! Recalculate bounding box
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virtual void recalculateBoundingBox()
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{
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if (!getVertexBuffer().size())
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BoundingBox.reset(0,0,0);
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else
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{
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BoundingBox.reset(getVertexBuffer()[0].Pos);
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for (u32 i=1; i<getVertexBuffer().size(); ++i)
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BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
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}
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}
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video::SMaterial Material;
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core::aabbox3d<f32> BoundingBox;
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private:
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IVertexBuffer *VertexBuffer;
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IIndexBuffer *IndexBuffer;
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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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