From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/IMesh.h | 150 ++++++++++++++++----------------- 1 file changed, 75 insertions(+), 75 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IMesh.h') diff --git a/libraries/irrlicht-1.8/include/IMesh.h b/libraries/irrlicht-1.8/include/IMesh.h index 8e0bcc2..89f936b 100644 --- a/libraries/irrlicht-1.8/include/IMesh.h +++ b/libraries/irrlicht-1.8/include/IMesh.h @@ -1,75 +1,75 @@ -// 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 - -#ifndef __I_MESH_H_INCLUDED__ -#define __I_MESH_H_INCLUDED__ - -#include "IReferenceCounted.h" -#include "SMaterial.h" -#include "EHardwareBufferFlags.h" - -namespace irr -{ -namespace scene -{ - class IMeshBuffer; - - //! Class which holds the geometry of an object. - /** An IMesh is nothing more than a collection of some mesh buffers - (IMeshBuffer). SMesh is a simple implementation of an IMesh. - A mesh is usually added to an IMeshSceneNode in order to be rendered. - */ - class IMesh : public virtual IReferenceCounted - { - public: - - //! Get the amount of mesh buffers. - /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */ - virtual u32 getMeshBufferCount() const = 0; - - //! Get pointer to a mesh buffer. - /** \param nr: Zero based index of the mesh buffer. The maximum value is - getMeshBufferCount() - 1; - \return Pointer to the mesh buffer or 0 if there is no such - mesh buffer. */ - virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0; - - //! Get pointer to a mesh buffer which fits a material - /** \param material: material to search for - \return Pointer to the mesh buffer or 0 if there is no such - mesh buffer. */ - virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0; - - //! Get an axis aligned bounding box of the mesh. - /** \return Bounding box of this mesh. */ - virtual const core::aabbox3d& getBoundingBox() const = 0; - - //! Set user-defined axis aligned bounding box - /** \param box New bounding box to use for the mesh. */ - 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; - - //! Set the hardware mapping hint - /** This methods allows to define optimization hints for the - hardware. This enables, e.g., the use of hardware buffers on - pltforms that support this feature. This can lead to noticeable - performance gains. */ - virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; - - //! Flag the meshbuffer as changed, reloads hardware buffers - /** This method has to be called every time the vertices or - indices have changed. Otherwise, changes won't be updated - on the GPU in the next render cycle. */ - virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; - }; - -} // end namespace scene -} // end namespace irr - -#endif - +// 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 + +#ifndef __I_MESH_H_INCLUDED__ +#define __I_MESH_H_INCLUDED__ + +#include "IReferenceCounted.h" +#include "SMaterial.h" +#include "EHardwareBufferFlags.h" + +namespace irr +{ +namespace scene +{ + class IMeshBuffer; + + //! Class which holds the geometry of an object. + /** An IMesh is nothing more than a collection of some mesh buffers + (IMeshBuffer). SMesh is a simple implementation of an IMesh. + A mesh is usually added to an IMeshSceneNode in order to be rendered. + */ + class IMesh : public virtual IReferenceCounted + { + public: + + //! Get the amount of mesh buffers. + /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */ + virtual u32 getMeshBufferCount() const = 0; + + //! Get pointer to a mesh buffer. + /** \param nr: Zero based index of the mesh buffer. The maximum value is + getMeshBufferCount() - 1; + \return Pointer to the mesh buffer or 0 if there is no such + mesh buffer. */ + virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0; + + //! Get pointer to a mesh buffer which fits a material + /** \param material: material to search for + \return Pointer to the mesh buffer or 0 if there is no such + mesh buffer. */ + virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0; + + //! Get an axis aligned bounding box of the mesh. + /** \return Bounding box of this mesh. */ + virtual const core::aabbox3d& getBoundingBox() const = 0; + + //! Set user-defined axis aligned bounding box + /** \param box New bounding box to use for the mesh. */ + 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; + + //! Set the hardware mapping hint + /** This methods allows to define optimization hints for the + hardware. This enables, e.g., the use of hardware buffers on + pltforms that support this feature. This can lead to noticeable + performance gains. */ + virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; + + //! Flag the meshbuffer as changed, reloads hardware buffers + /** This method has to be called every time the vertices or + indices have changed. Otherwise, changes won't be updated + on the GPU in the next render cycle. */ + virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1