5 #ifndef __S_MESH_H_INCLUDED__ 6 #define __S_MESH_H_INCLUDED__ 111 MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
virtual u32 getMeshBufferCount() const
returns amount of mesh buffers.
bool drop() const
Drops the object. Decrements the reference counter by one.
virtual void clear()
clean mesh
core::aabbox3d< f32 > BoundingBox
The bounding box of this mesh.
void recalculateBoundingBox()
recalculates the bounding box
Everything in the Irrlicht Engine can be found in this namespace.
Simple implementation of the IMesh interface.
core::array< IMeshBuffer * > MeshBuffers
The meshbuffers of this mesh.
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
set the hardware mapping hint, for driver
void reset(T x, T y, T z)
Resets the bounding box to a one-point box.
Class which holds the geometry of an object.
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
sets a flag of all contained materials to a new value
signed int s32
32 bit signed variable.
Struct for holding a mesh with a single material.
void addInternalBox(const aabbox3d< T > &b)
Adds another bounding box.
unsigned int u32
32 bit unsigned variable.
Change both vertex and index mapping to the same value.
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
flags the meshbuffer as changed, reloads hardware buffers
virtual ~SMesh()
destructor
virtual IMeshBuffer * getMeshBuffer(const video::SMaterial &material) const
returns a meshbuffer which fits a material
void addMeshBuffer(IMeshBuffer *buf)
adds a MeshBuffer
virtual void setBoundingBox(const core::aabbox3df &box)
set user axis aligned bounding box
Self reallocating template array (like stl vector) with additional features.
void grab() const
Grabs the object. Increments the reference counter by one.
E_MATERIAL_FLAG
Material flags.
void setDebugName(const c8 *newName)
Sets the debug name of the object.
virtual const core::aabbox3d< f32 > & getBoundingBox() const
returns an axis aligned bounding box
Struct for holding parameters for a material renderer.
virtual IMeshBuffer * getMeshBuffer(u32 nr) const
returns pointer to a mesh buffer