iMeshWrapper Struct Reference
[Mesh support]
A mesh wrapper is an engine-level object that wraps around an actual mesh object (iMeshObject).
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#include <mesh.h>
Inheritance diagram for iMeshWrapper:

Public Methods | |
virtual iObject * | QueryObject ()=0 |
Get the iObject for this mesh object. | |
virtual iMeshObject * | GetMeshObject () const=0 |
Get the iMeshObject. | |
virtual void | SetMeshObject (iMeshObject *)=0 |
Set the iMeshObject. | |
virtual iPortalContainer * | GetPortalContainer () const=0 |
If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface. | |
virtual iLightingInfo * | GetLightingInfo () const=0 |
Get the optional lighting information that is implemented by this mesh object. | |
virtual iShadowReceiver * | GetShadowReceiver () const=0 |
Get the optional shadow receiver that is implemented by this mesh object. | |
virtual uint | GetVisibilityNumber () const=0 |
Optimization to avoid having to do SCF_QUERY_INTERFACE for iVisibilityObject. | |
virtual iMeshFactoryWrapper * | GetFactory () const=0 |
Get the parent factory. | |
virtual void | SetFactory (iMeshFactoryWrapper *factory)=0 |
Set the parent factory (this only sets a pointer). | |
virtual void | SetLightingUpdate (int flags, int num_lights)=0 |
Control how lighting updates should take place. | |
virtual iMovable * | GetMovable () const=0 |
Get the movable instance for this object. | |
virtual void | PlaceMesh ()=0 |
This routine will find out in which sectors a mesh object is positioned. | |
virtual int | HitBeamBBox (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this mesh is hit by this object space vector. | |
virtual bool | HitBeamOutline (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this object is hit by this object space vector. | |
virtual bool | HitBeamObject (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr, int *polygon_idx=0)=0 |
Check if this object is hit by this object space vector. | |
virtual bool | HitBeam (const csVector3 &start, const csVector3 &end, csVector3 &isect, float *pr)=0 |
Check if this object is hit by this world space vector. | |
virtual void | SetDrawCallback (iMeshDrawCallback *cb)=0 |
Set a callback which is called just before the object is drawn. | |
virtual void | RemoveDrawCallback (iMeshDrawCallback *cb)=0 |
Remove a draw callback. | |
virtual int | GetDrawCallbackCount () const=0 |
Get the number of draw callbacks. | |
virtual iMeshDrawCallback * | GetDrawCallback (int idx) const=0 |
Get the specified draw callback. | |
virtual void | SetRenderPriority (long rp)=0 |
The renderer will render all objects in a sector based on this number. | |
virtual long | GetRenderPriority () const=0 |
Get the render priority. | |
virtual csFlags & | GetFlags ()=0 |
Get flags for this meshwrapper. | |
virtual void | SetZBufMode (csZBufMode mode)=0 |
Set the Z-buf drawing mode to use for this object. | |
virtual csZBufMode | GetZBufMode () const=0 |
Get the Z-buf drawing mode. | |
virtual void | HardTransform (const csReversibleTransform &t)=0 |
Do a hard transform of this object. | |
virtual void | GetWorldBoundingBox (csBox3 &cbox)=0 |
Get the bounding box of this object in world space. | |
virtual void | GetTransformedBoundingBox (const csReversibleTransform &trans, csBox3 &cbox)=0 |
Get the bounding box of this object after applying a transformation to it. | |
virtual float | GetScreenBoundingBox (iCamera *camera, csBox2 &sbox, csBox3 &cbox)=0 |
Get a very inaccurate bounding box of the object in screen space. | |
virtual iMeshList * | GetChildren ()=0 |
Get all the children of this mesh object. | |
virtual iMeshWrapper * | GetParentContainer ()=0 |
Get the parent of this mesh. | |
virtual void | SetParentContainer (iMeshWrapper *)=0 |
Set the parent of this mesh. | |
virtual void | GetRadius (csVector3 &rad, csVector3 ¢) const=0 |
Get the radius of this mesh and all its children. | |
virtual void | Draw (iRenderView *rview)=0 |
Draw this mesh. | |
virtual iLODControl * | CreateStaticLOD ()=0 |
Create a LOD control for this mesh wrapper. | |
virtual void | DestroyStaticLOD ()=0 |
Destroy the LOD control for this mesh. | |
virtual iLODControl * | GetStaticLOD ()=0 |
Get the LOD control for this mesh. | |
virtual void | AddMeshToStaticLOD (int lod, iMeshWrapper *mesh)=0 |
Set a given child mesh at a specific lod level. | |
virtual void | RemoveMeshFromStaticLOD (iMeshWrapper *mesh)=0 |
Remove a child mesh from all lod levels. | |
virtual csRenderMesh ** | GetRenderMeshes (int &n)=0 |
Returns the render mesh. | |
virtual void | DrawShadow (iRenderView *rview, iLight *light)=0 |
Draws the shadow buffer pass. | |
virtual void | DrawLight (iRenderView *rview, iLight *light)=0 |
Draws the diffuse light mesh object. | |
virtual void | CastHardwareShadow (bool castShadow)=0 |
Enable/disable hardware based shadows alltogheter. | |
virtual void | SetDrawAfterShadow (bool drawAfter)=0 |
Sets so that the meshobject is rendered after all fancy HW-shadow-stuff. | |
virtual bool | GetDrawAfterShadow ()=0 |
Get if the meshobject is rendered after all fancy HW-shadow-stuff. |
Detailed Description
A mesh wrapper is an engine-level object that wraps around an actual mesh object (iMeshObject).Every mesh object in the engine is represented by a mesh wrapper, which keeps the pointer to the mesh object, its position, its name, etc.
Think of the mesh wrapper as the hook that holds the mesh object in the engine. An effect of this is that the i???State interfaces (e.g. iSprite3DState) must be queried from the mesh *objects*, not the wrappers!
Note that a mesh object should never be contained in more than one wrapper.
Definition at line 150 of file mesh.h.
Member Function Documentation
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Set a given child mesh at a specific lod level. Note that a mesh can be at several lod levels at once. |
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Enable/disable hardware based shadows alltogheter.
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Create a LOD control for this mesh wrapper. This is relevant only if the mesh is a hierarchical mesh. The LOD control will be used to select which children are visible and which are not. Use this to create static lod. |
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Destroy the LOD control for this mesh. After this call the hierarchical mesh will act as usual. |
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Draw this mesh. This is a function that you normally don't have to call on your own as the engine does this for you. However it can be useful to have this function in some special cases where you want to render mesh objects in a CSWS window or something like that. |
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Draws the diffuse light mesh object.
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Draws the shadow buffer pass. This sets of the stencil for the lights |
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Get all the children of this mesh object. This is used for hierarchical meshes. If you want to make a hierarchical mesh you can call GetChildren ()->Add (mesh). |
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Get if the meshobject is rendered after all fancy HW-shadow-stuff.
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Get the specified draw callback.
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Get the number of draw callbacks.
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Get the parent factory.
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Get flags for this meshwrapper. The following flags are supported:
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Get the optional lighting information that is implemented by this mesh object. If the mesh object doesn't implement it then this will return 0. This is similar (but more efficient) to calling SCF_QUERY_INTERFACE on the mesh object for iLightingInfo. |
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Get the iMeshObject.
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Get the movable instance for this object. It is very important to call GetMovable()->UpdateMove() after doing any kind of modification to this movable to make sure that internal data structures are correctly updated. |
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Get the parent of this mesh. Returns 0 if the mesh has no parent (i.e. it is contained in the engine directly). If not 0 then this mesh is part of a hierarchical mesh. |
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If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface.
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Get the radius of this mesh and all its children.
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Returns the render mesh.
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Get the render priority.
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Get a very inaccurate bounding box of the object in screen space. Returns -1 if object behind the camera or else the distance between the camera and the furthest point of the 3D box. |
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Get the optional shadow receiver that is implemented by this mesh object. If the mesh object doesn't implement it then this will return 0. This is similar (but more efficient) to calling SCF_QUERY_INTERFACE on the mesh object for iShadowReceiver. |
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Get the LOD control for this mesh. This will return 0 if this is a normal (hierarchical) mesh. Otherwise it will return an object with which you can control the static LOD of this object. |
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Get the bounding box of this object after applying a transformation to it. This is really a very inaccurate function as it will take the bounding box of the object in object space and then transform this bounding box. |
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Optimization to avoid having to do SCF_QUERY_INTERFACE for iVisibilityObject.
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Get the bounding box of this object in world space. This routine will cache the bounding box and only recalculate it if the movable changes. |
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Get the Z-buf drawing mode.
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Do a hard transform of this object. This transformation and the original coordinates are not remembered but the object space coordinates are directly computed (world space coordinates are set to the object space coordinates by this routine). Note that some implementations of mesh objects will not change the orientation of the object but only the position. Note also that some mesh objects don't support HardTransform. You can find out by calling iMeshObject->SupportsHardTransform(). In that case you can sometimes still call HardTransform() on the factory. |
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Check if this object is hit by this world space vector. Return the collision point in world space coordinates. |
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Check if this mesh is hit by this object space vector. This will do a rough but fast test based on bounding box only. So this means that it might return a hit even though the object isn't really hit at all. Depends on how much the bounding box overestimates the object. This also returns the face number as defined in csBox3 on which face the hit occured. Useful for grid structures. |
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Check if this object is hit by this object space vector. Return the collision point in object space coordinates. This version is more accurate than HitBeamOutline. |
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Check if this object is hit by this object space vector. Outline check. |
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This routine will find out in which sectors a mesh object is positioned. To use it the mesh has to be placed in one starting sector. This routine will then start from that sector, find all portals that touch the sprite and add all additional sectors from those portals. Note that this routine using a bounding sphere for this test so it is possible that the mesh will be added to sectors where it really isn't located (but the sphere is). If the mesh is already in several sectors those additional sectors will be ignored and only the first one will be used for this routine. Placing a mesh in different sectors is important when the mesh crosses a portal boundary. If you don't do this then it is possible that the mesh will be clipped wrong. For small mesh objects you can get away by not doing this in most cases. |
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Get the iObject for this mesh object. This can be used to get the name of the mesh wrapper and also to attach other user objects to this mesh (like for collision detection or game data). |
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Remove a draw callback.
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Remove a child mesh from all lod levels. The mesh is not removed from the list of child meshes however. |
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Sets so that the meshobject is rendered after all fancy HW-shadow-stuff.
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Set a callback which is called just before the object is drawn. This is useful to do some expensive computations which only need to be done on a visible object. Note that this function will be called even if the object is not visible. In general it is called if there is a likely probability that the object is visible (i.e. it is in the same sector as the camera for example). |
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Set the parent factory (this only sets a pointer).
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Control how lighting updates should take place. 'num_lights' is the number of lights that will be given to the mesh object at maximum (default is 8). 'flags' can be a combination of one of the following:
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Set the iMeshObject.
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Set the parent of this mesh. This only changes the 'parent' pointer but does not add the mesh as a child mesh. Internal use only. |
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The renderer will render all objects in a sector based on this number. Low numbers get rendered first. High numbers get rendered later. There are a few often used slots:
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Set the Z-buf drawing mode to use for this object. Possible values are:
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The documentation for this struct was generated from the following file:
- iengine/mesh.h
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