irrlicht/include/IMesh.h

63 lines
2.0 KiB
C++

// 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 __I_MESH_H_INCLUDED__
#define __I_MESH_H_INCLUDED__
#include "IUnknown.h"
#include "SMaterial.h"
namespace irr
{
namespace scene
{
class IMeshBuffer;
//! Class for accessing a mesh with multiple mesh buffers.
/** An IMesh is nothing more than a collection of some mesh buffers (IMeshBuffer).
SMesh is a simple implementation of an IMesh.
*/
class IMesh : public virtual IUnknown
{
public:
//! destructor
virtual ~IMesh() { }
//! Returns the amount of mesh buffers.
/** \return Returns the amount of mesh buffers (IMeshBuffer) in this mesh. */
virtual u32 getMeshBufferCount() const = 0;
//! Returns pointer to a mesh buffer.
/** \param nr: 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(u32 nr) const = 0;
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Returns the pointer to the mesh buffer or
NULL if there is no such mesh buffer. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
//! Returns an axis aligned bounding box of the mesh.
/** \return A bounding box of this mesh is returned. */
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
//! set user axis aligned bounding box
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;
};
} // end namespace scene
} // end namespace irr
#endif