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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include <vector>
- #include "IMesh.h"
- #include "IMeshBuffer.h"
- #include "aabbox3d.h"
- namespace irr
- {
- namespace scene
- {
- //! Simple implementation of the IMesh interface.
- struct SMesh final : public IMesh
- {
- //! constructor
- SMesh()
- {
- #ifdef _DEBUG
- setDebugName("SMesh");
- #endif
- }
- //! destructor
- virtual ~SMesh()
- {
- // drop buffers
- for (auto *buf : MeshBuffers)
- buf->drop();
- }
- //! clean mesh
- virtual void clear()
- {
- for (auto *buf : MeshBuffers)
- buf->drop();
- MeshBuffers.clear();
- BoundingBox.reset(0.f, 0.f, 0.f);
- }
- //! returns amount of mesh buffers.
- u32 getMeshBufferCount() const override
- {
- return static_cast<u32>(MeshBuffers.size());
- }
- //! returns pointer to a mesh buffer
- IMeshBuffer *getMeshBuffer(u32 nr) const override
- {
- return MeshBuffers[nr];
- }
- //! returns a meshbuffer which fits a material
- /** reverse search */
- IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
- {
- for (auto it = MeshBuffers.rbegin(); it != MeshBuffers.rend(); it++) {
- if (material == (*it)->getMaterial())
- return *it;
- }
- return nullptr;
- }
- u32 getTextureSlot(u32 meshbufNr) const override
- {
- return TextureSlots.at(meshbufNr);
- }
- void setTextureSlot(u32 meshbufNr, u32 textureSlot)
- {
- TextureSlots.at(meshbufNr) = textureSlot;
- }
- //! returns an axis aligned bounding box
- const core::aabbox3d<f32> &getBoundingBox() const override
- {
- return BoundingBox;
- }
- //! set user axis aligned bounding box
- void setBoundingBox(const core::aabbox3df &box) override
- {
- BoundingBox = box;
- }
- //! recalculates the bounding box
- void recalculateBoundingBox()
- {
- bool hasMeshBufferBBox = false;
- for (auto *buf : MeshBuffers) {
- const core::aabbox3df &bb = buf->getBoundingBox();
- if (!bb.isEmpty()) {
- if (!hasMeshBufferBBox) {
- hasMeshBufferBBox = true;
- BoundingBox = bb;
- } else {
- BoundingBox.addInternalBox(bb);
- }
- }
- }
- if (!hasMeshBufferBBox)
- BoundingBox.reset(0.0f, 0.0f, 0.0f);
- }
- //! adds a MeshBuffer
- /** The bounding box is not updated automatically. */
- void addMeshBuffer(IMeshBuffer *buf)
- {
- if (buf) {
- buf->grab();
- MeshBuffers.push_back(buf);
- TextureSlots.push_back(getMeshBufferCount() - 1);
- }
- }
- //! set the hardware mapping hint, for driver
- void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
- {
- for (auto *buf : MeshBuffers)
- buf->setHardwareMappingHint(newMappingHint, buffer);
- }
- //! flags the meshbuffer as changed, reloads hardware buffers
- void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
- {
- for (auto *buf : MeshBuffers)
- buf->setDirty(buffer);
- }
- //! The meshbuffers of this mesh
- std::vector<IMeshBuffer *> MeshBuffers;
- //! Mapping from meshbuffer number to bindable texture slot
- std::vector<u32> TextureSlots;
- //! The bounding box of this mesh
- core::aabbox3d<f32> BoundingBox;
- };
- } // end namespace scene
- } // end namespace irr
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