arsa  2.7
IMesh.h
Go to the documentation of this file.
1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __I_MESH_H_INCLUDED__
6 #define __I_MESH_H_INCLUDED__
7 
8 #include "IReferenceCounted.h"
9 #include "SMaterial.h"
10 #include "EHardwareBufferFlags.h"
11 
12 namespace irr
13 {
14 namespace scene
15 {
17  // Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
18  // But can now be used for all mesh-types as we need those casts as well.
20  {
23 
26 
29 
32 
35 
38 
41 
44 
47 
49 
52 
55 
58 
61  };
62 
63 
64  class IMeshBuffer;
65 
67 
71  class IMesh : public virtual IReferenceCounted
72  {
73  public:
74 
76 
77  virtual u32 getMeshBufferCount() const = 0;
78 
80 
84  virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
85 
87 
90  virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
91 
93 
94  virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
95 
97 
98  virtual void setBoundingBox( const core::aabbox3df& box) = 0;
99 
101 
103  virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
104 
106 
111 
113 
117 
119 
125  {
126  return EAMT_STATIC;
127  }
128  };
129 
130 } // end namespace scene
131 } // end namespace irr
132 
133 #endif
134 
My3D Mesh, the file format by Zhuck Dimitry.
Definition: IMesh.h:40
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0
Set the hardware mapping hint.
Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
Definition: IMesh.h:46
virtual E_ANIMATED_MESH_TYPE getMeshType() const
Returns the type of the meshes.
Definition: IMesh.h:124
E_ANIMATED_MESH_TYPE
Possible types of meshes.
Definition: IMesh.h:19
Unknown animated mesh type.
Definition: IMesh.h:22
Quake 2 MD2 model file.
Definition: IMesh.h:25
.oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
Definition: IMesh.h:51
Halflife MDL model file.
Definition: IMesh.h:54
Everything in the Irrlicht Engine can be found in this namespace.
Definition: CARSADPad.h:6
virtual IMeshBuffer * getMeshBuffer(u32 nr) const =0
Get pointer to a mesh buffer.
Class which holds the geometry of an object.
Definition: IMesh.h:71
generic non-animated mesh
Definition: IMesh.h:60
virtual u32 getMeshBufferCount() const =0
Get the amount of mesh buffers.
Quake 3 MD3 model file.
Definition: IMesh.h:28
Struct for holding a mesh with a single material.
Definition: IMeshBuffer.h:39
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)=0
Sets a flag of all contained materials to a new value.
Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen.
Definition: IMesh.h:43
3D Studio .3ds file
Definition: IMesh.h:37
unsigned int u32
32 bit unsigned variable.
Definition: irrTypes.h:62
virtual const core::aabbox3d< f32 > & getBoundingBox() const =0
Get an axis aligned bounding box of the mesh.
Change both vertex and index mapping to the same value.
virtual void setBoundingBox(const core::aabbox3df &box)=0
Set user-defined axis aligned bounding box.
E_MATERIAL_FLAG
Material flags.
GLuint buffer
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0
Flag the meshbuffer as changed, reloads hardware buffers.
Base class of most objects of the Irrlicht Engine.
Struct for holding parameters for a material renderer.
Definition: SMaterial.h:304
Maya .obj static model.
Definition: IMesh.h:31
generic skinned mesh
Definition: IMesh.h:57
Quake 3 .bsp static Map.
Definition: IMesh.h:34