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 {
16 	class IMeshBuffer;
17 
18 	//! Class which holds the geometry of an object.
19 	/** An IMesh is nothing more than a collection of some mesh buffers
20 	(IMeshBuffer). SMesh is a simple implementation of an IMesh.
21 	A mesh is usually added to an IMeshSceneNode in order to be rendered.
22 	*/
23 	class IMesh : public virtual IReferenceCounted
24 	{
25 	public:
26 
27 		//! Get the amount of mesh buffers.
28 		/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
29 		virtual u32 getMeshBufferCount() const = 0;
30 
31 		//! Get pointer to a mesh buffer.
32 		/** \param nr: Zero based index of the mesh buffer. The maximum value is
33 		getMeshBufferCount() - 1;
34 		\return Pointer to the mesh buffer or 0 if there is no such
35 		mesh buffer. */
36 		virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
37 
38 		//! Get pointer to a mesh buffer which fits a material
39 		/** \param material: material to search for
40 		\return Pointer to the mesh buffer or 0 if there is no such
41 		mesh buffer. */
42 		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
43 
44 		//! Get an axis aligned bounding box of the mesh.
45 		/** \return Bounding box of this mesh. */
46 		virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
47 
48 		//! Set user-defined axis aligned bounding box
49 		/** \param box New bounding box to use for the mesh. */
50 		virtual void setBoundingBox( const core::aabbox3df& box) = 0;
51 
52 		//! Sets a flag of all contained materials to a new value.
53 		/** \param flag: Flag to set in all materials.
54 		\param newvalue: New value to set in all materials. */
55 		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
56 
57 		//! Set the hardware mapping hint
58 		/** This methods allows to define optimization hints for the
59 		hardware. This enables, e.g., the use of hardware buffers on
60 		pltforms that support this feature. This can lead to noticeable
61 		performance gains. */
62 		virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
63 
64 		//! Flag the meshbuffer as changed, reloads hardware buffers
65 		/** This method has to be called every time the vertices or
66 		indices have changed. Otherwise, changes won't be updated
67 		on the GPU in the next render cycle. */
68 		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
69 
70 		/** This is used in server without graphics to free all mesh vertex buffer if
71 		possible, for example: kart, attachment and power model (because they are not used in physics). */
freeMeshVertexBuffer()72 		virtual void freeMeshVertexBuffer() {}
73 	};
74 
75 } // end namespace scene
76 } // end namespace irr
77 
78 #endif
79 
80