5 #ifndef __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__ 6 #define __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__ 53 virtual void append(
const void*
const vertices,
u32 numVertices,
const u16*
const indices,
u32 numIndices)
Change the vertex mapping.
virtual IIndexBuffer & getIndexBuffer() const =0
virtual u32 size() const =0
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0
get the current hardware mapping hint
virtual u32 getVertexCount() const
Get amount of vertices in meshbuffer.
virtual const core::aabbox3df & getBoundingBox() const =0
Get the axis aligned bounding box of this meshbuffer.
virtual video::E_INDEX_TYPE getIndexType() const
Get type of index data which is stored in this meshbuffer.
virtual u32 getChangedID() const =0
Get the currently used ID for identification of changes.
virtual u32 getIndexCount() const
Get amount of indices in this meshbuffer.
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint)=0
set the hardware mapping hint, for driver
virtual video::E_VERTEX_TYPE getVertexType() const
Get type of vertex data which is stored in this meshbuffer.
virtual void * getVertices()
Get access to vertex data. The data is an array of vertices.
Everything in the Irrlicht Engine can be found in this namespace.
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX)
flags the mesh as changed, reloads hardware buffers
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX)
set the hardware mapping hint, for driver
virtual u32 size() const =0
virtual void setIndexBuffer(IIndexBuffer *indexBuffer)=0
virtual const u16 * getIndices() const
Get access to Indices.
unsigned short u16
16 bit unsigned variable.
virtual void setDirty()=0
flags the meshbuffer as changed, reloads hardware buffers
virtual u32 getChangedID() const =0
Get the currently used ID for identification of changes.
virtual u32 getChangedID_Index() const
Get the currently used ID for identification of changes.
virtual video::E_INDEX_TYPE getType() const =0
virtual video::SMaterial & getMaterial()=0
Get the material of this meshbuffer.
virtual void * getData()=0
Struct for holding a mesh with a single material.
virtual core::vector2df & getTCoords(u32 i)
returns texture coords of vertex i
virtual void recalculateBoundingBox()=0
Recalculates the bounding box. Should be called if the mesh changed.
unsigned int u32
32 bit unsigned variable.
virtual video::E_VERTEX_TYPE getType() const =0
Change both vertex and index mapping to the same value.
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0
get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const
get the current hardware mapping hint
virtual u16 * getIndices()
Get access to Indices.
virtual const void * getVertices() const
Get access to vertex data. The data is an array of vertices.
virtual core::vector3df & getPosition(u32 i)
returns position of vertex i
virtual const core::vector2df & getTCoords(u32 i) const
returns texture coords of vertex i
Change the index mapping.
virtual const core::vector3df & getPosition(u32 i) const
returns position of vertex i
virtual core::vector3df & getNormal(u32 i)
returns normal of vertex i
virtual u32 getChangedID_Vertex() const
Get the currently used ID for identification of changes.
virtual void setBoundingBox(const core::aabbox3df &box)=0
Set axis aligned bounding box.
virtual void * getData()=0
virtual IVertexBuffer & getVertexBuffer() const =0
E_VERTEX_TYPE
Enumeration for all vertex types there are.
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint)=0
set the hardware mapping hint, for driver
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const
get the current hardware mapping hint
virtual void setDirty()=0
flags the meshbuffer as changed, reloads hardware buffers
virtual const core::vector3df & getNormal(u32 i) const
returns normal of vertex i
virtual void append(const IMeshBuffer *const other)
Append the meshbuffer to the current buffer.
Struct for holding parameters for a material renderer.
virtual void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices)
Append the vertices and indices to the current buffer.
virtual void setVertexBuffer(IVertexBuffer *vertexBuffer)=0