From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- .../irrlicht-1.8/doc/html/_s_mesh_8h_source.html | 244 +++++++++++++++++++++ 1 file changed, 244 insertions(+) create mode 100644 libraries/irrlicht-1.8/doc/html/_s_mesh_8h_source.html (limited to 'libraries/irrlicht-1.8/doc/html/_s_mesh_8h_source.html') diff --git a/libraries/irrlicht-1.8/doc/html/_s_mesh_8h_source.html b/libraries/irrlicht-1.8/doc/html/_s_mesh_8h_source.html new file mode 100644 index 0000000..1968f79 --- /dev/null +++ b/libraries/irrlicht-1.8/doc/html/_s_mesh_8h_source.html @@ -0,0 +1,244 @@ + + + + +Irrlicht 3D Engine: SMesh.h Source File + + + + + + + + + + + + + + +
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Irrlicht 3D Engine + +
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SMesh.h
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+Go to the documentation of this file.
00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt
+00002 // This file is part of the "Irrlicht Engine".
+00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
+00004 
+00005 #ifndef __S_MESH_H_INCLUDED__
+00006 #define __S_MESH_H_INCLUDED__
+00007 
+00008 #include "IMesh.h"
+00009 #include "IMeshBuffer.h"
+00010 #include "aabbox3d.h"
+00011 #include "irrArray.h"
+00012 
+00013 namespace irr
+00014 {
+00015 namespace scene
+00016 {
+00018     struct SMesh : public IMesh
+00019     {
+00021         SMesh()
+00022         {
+00023             #ifdef _DEBUG
+00024             setDebugName("SMesh");
+00025             #endif
+00026         }
+00027 
+00029         virtual ~SMesh()
+00030         {
+00031             // drop buffers
+00032             for (u32 i=0; i<MeshBuffers.size(); ++i)
+00033                 MeshBuffers[i]->drop();
+00034         }
+00035 
+00037         virtual void clear()
+00038         {
+00039             for (u32 i=0; i<MeshBuffers.size(); ++i)
+00040                 MeshBuffers[i]->drop();
+00041             MeshBuffers.clear();
+00042             BoundingBox.reset ( 0.f, 0.f, 0.f );
+00043         }
+00044 
+00045 
+00047         virtual u32 getMeshBufferCount() const
+00048         {
+00049             return MeshBuffers.size();
+00050         }
+00051 
+00053         virtual IMeshBuffer* getMeshBuffer(u32 nr) const
+00054         {
+00055             return MeshBuffers[nr];
+00056         }
+00057 
+00059 
+00060         virtual IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const
+00061         {
+00062             for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
+00063             {
+00064                 if ( material == MeshBuffers[i]->getMaterial())
+00065                     return MeshBuffers[i];
+00066             }
+00067 
+00068             return 0;
+00069         }
+00070 
+00072         virtual const core::aabbox3d<f32>& getBoundingBox() const
+00073         {
+00074             return BoundingBox;
+00075         }
+00076 
+00078         virtual void setBoundingBox( const core::aabbox3df& box)
+00079         {
+00080             BoundingBox = box;
+00081         }
+00082 
+00084         void recalculateBoundingBox()
+00085         {
+00086             if (MeshBuffers.size())
+00087             {
+00088                 BoundingBox = MeshBuffers[0]->getBoundingBox();
+00089                 for (u32 i=1; i<MeshBuffers.size(); ++i)
+00090                     BoundingBox.addInternalBox(MeshBuffers[i]->getBoundingBox());
+00091             }
+00092             else
+00093                 BoundingBox.reset(0.0f, 0.0f, 0.0f);
+00094         }
+00095 
+00097 
+00098         void addMeshBuffer(IMeshBuffer* buf)
+00099         {
+00100             if (buf)
+00101             {
+00102                 buf->grab();
+00103                 MeshBuffers.push_back(buf);
+00104             }
+00105         }
+00106 
+00108         virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
+00109         {
+00110             for (u32 i=0; i<MeshBuffers.size(); ++i)
+00111                 MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
+00112         }
+00113 
+00115         virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
+00116         {
+00117             for (u32 i=0; i<MeshBuffers.size(); ++i)
+00118                 MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
+00119         }
+00120 
+00122         virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
+00123         {
+00124             for (u32 i=0; i<MeshBuffers.size(); ++i)
+00125                 MeshBuffers[i]->setDirty(buffer);
+00126         }
+00127 
+00129         core::array<IMeshBuffer*> MeshBuffers;
+00130 
+00132         core::aabbox3d<f32> BoundingBox;
+00133     };
+00134 
+00135 
+00136 } // end namespace scene
+00137 } // end namespace irr
+00138 
+00139 #endif
+00140 
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