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iMeshFactoryWrapper Struct Reference
[Mesh support]

A mesh factory wrapper is an engine-level object that wraps around a mesh object factory (iMeshObjectFactory). More...

#include <mesh.h>

Inheritance diagram for iMeshFactoryWrapper:

iBase List of all members.

Public Methods

virtual iObjectQueryObject ()=0
 Get the iObject for this mesh factory. More...

virtual iMeshObjectFactoryGetMeshObjectFactory () const=0
 Get the iMeshObjectFactory. More...

virtual void SetMeshObjectFactory (iMeshObjectFactory *fact)=0
 Set the mesh object factory. More...

virtual void HardTransform (const csReversibleTransform &t)=0
 Do a hard transform of this factory. More...

virtual iMeshWrapperCreateMeshWrapper ()=0
 Create mesh objects from this factory. More...

virtual iMeshFactoryWrapper * GetParentContainer () const=0
 Get the parent of this factory. More...

virtual void SetParentContainer (iMeshFactoryWrapper *p)=0
 Set the parent of this factory. More...

virtual iMeshFactoryListGetChildren ()=0
 Get all the children of this mesh factory. More...

virtual csReversibleTransformGetTransform ()=0
 Get optional relative transform (relative to parent). More...

virtual void SetTransform (const csReversibleTransform &tr)=0
 Set optional relative transform (relative to parent). More...


Detailed Description

A mesh factory wrapper is an engine-level object that wraps around a mesh object factory (iMeshObjectFactory).

Every mesh object factory in the engine is represented by a mesh factory wrapper, which keeps the pointer to the mesh factory, its name, etc.

Think of the mesh factory wrapper as the hook that holds the mesh factory in the engine. An effect of this is that the i???FactoryState interfaces (e.g. iSprite3DFactoryState) must be queried from the mesh *factories*, not the wrappers!

Definition at line 446 of file mesh.h.


Member Function Documentation

virtual iMeshWrapper* iMeshFactoryWrapper::CreateMeshWrapper   [pure virtual]
 

Create mesh objects from this factory.

If the factory has a hierarchy then a hierarchical mesh object will be created.

virtual iMeshFactoryList* iMeshFactoryWrapper::GetChildren   [pure virtual]
 

Get all the children of this mesh factory.

virtual iMeshObjectFactory* iMeshFactoryWrapper::GetMeshObjectFactory   const [pure virtual]
 

Get the iMeshObjectFactory.

virtual iMeshFactoryWrapper* iMeshFactoryWrapper::GetParentContainer   const [pure virtual]
 

Get the parent of this factory.

This will be NULL if this factory has no parent.

virtual csReversibleTransform& iMeshFactoryWrapper::GetTransform   [pure virtual]
 

Get optional relative transform (relative to parent).

virtual void iMeshFactoryWrapper::HardTransform const csReversibleTransform   t [pure virtual]
 

Do a hard transform of this factory.

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.

virtual iObject* iMeshFactoryWrapper::QueryObject   [pure virtual]
 

Get the iObject for this mesh factory.

virtual void iMeshFactoryWrapper::SetMeshObjectFactory iMeshObjectFactory   fact [pure virtual]
 

Set the mesh object factory.

virtual void iMeshFactoryWrapper::SetParentContainer iMeshFactoryWrapper *    p [pure virtual]
 

Set the parent of this factory.

This will only change the 'parent' pointer but not add the factory as a child! Internal use only.

virtual void iMeshFactoryWrapper::SetTransform const csReversibleTransform   tr [pure virtual]
 

Set optional relative transform (relative to parent).


The documentation for this struct was generated from the following file:
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