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

Public Member Functions | |
virtual void | AddMeshToStaticLOD (int lod, iMeshWrapper *mesh)=0 |
Set a given child mesh at a specific lod level. | |
virtual iLODControl * | CreateStaticLOD ()=0 |
Create a LOD control for this mesh wrapper. | |
virtual void | DestroyStaticLOD ()=0 |
Destroy the LOD control for this mesh. | |
virtual iMeshWrapper * | FindChildByName (const char *name)=0 |
Find a child mesh by name. | |
virtual iMeshDrawCallback * | GetDrawCallback (int idx) const =0 |
Get the specified draw callback. | |
virtual int | GetDrawCallbackCount () const =0 |
Get the number of draw callbacks. | |
virtual iMeshFactoryWrapper * | GetFactory () const =0 |
Get the parent factory. | |
virtual csFlags & | GetFlags ()=0 |
Get flags for this meshwrapper. | |
virtual iLightingInfo * | GetLightingInfo () const =0 |
Get the optional lighting information that is implemented by this mesh object. | |
virtual float | GetMaximumRenderDistance () const =0 |
Get the maximum distance at which this mesh will be rendered. | |
virtual iSharedVariable * | GetMaximumRenderDistanceVar () const =0 |
Get the maximum distance at which this mesh will be rendered. | |
virtual iMeshObject * | GetMeshObject () const =0 |
Get the iMeshObject. | |
virtual float | GetMinimumRenderDistance () const =0 |
Get the minimum distance at which this mesh will be rendered. | |
virtual iSharedVariable * | GetMinimumRenderDistanceVar () const =0 |
Get the minimum distance at which this mesh will be rendered. | |
virtual iMovable * | GetMovable () const =0 |
Get the movable instance for this object. | |
virtual iPortalContainer * | GetPortalContainer () const =0 |
If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface. | |
virtual csEllipsoid | GetRadius () const =0 |
Get the radius of this mesh and all its children. | |
virtual void | GetRadius (csVector3 &rad, csVector3 ¢) const =0 |
Get the radius of this mesh and all its children. | |
virtual long | GetRenderPriority () const =0 |
Get the render priority. | |
virtual csScreenBoxResult | GetScreenBoundingBox (iCamera *camera)=0 |
Get a very inaccurate bounding box of the object in screen space. | |
virtual float | GetScreenBoundingBox (iCamera *camera, csBox2 &sbox, csBox3 &cbox)=0 |
Get a very inaccurate bounding box of the object in screen space. | |
virtual iShadowCaster * | GetShadowCaster ()=0 |
Get the optional shadow caster that is implemented by this mesh object. | |
virtual iShadowReceiver * | GetShadowReceiver ()=0 |
Get the optional shadow receiver that is implemented by this mesh object. | |
virtual iLODControl * | GetStaticLOD ()=0 |
Get the LOD control for this mesh. | |
virtual iShaderVariableContext * | GetSVContext ()=0 |
Get the shader variable context of the mesh object. | |
virtual csBox3 | GetTransformedBoundingBox (const csReversibleTransform &trans)=0 |
Get the bounding box of this object after applying a transformation to it. | |
virtual void | GetTransformedBoundingBox (const csReversibleTransform &trans, csBox3 &cbox)=0 |
Get the bounding box of this object after applying a transformation to it. | |
virtual const csBox3 & | GetWorldBoundingBox ()=0 |
Get the bounding box of this object in world space. | |
virtual void | GetWorldBoundingBox (csBox3 &cbox)=0 |
Get the bounding box of this object in world space. | |
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 csHitBeamResult | HitBeam (const csVector3 &start, const csVector3 &end)=0 |
Check if this object is hit by this world 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 csHitBeamResult | HitBeamBBox (const csVector3 &start, const csVector3 &end)=0 |
Check if this mesh is hit by this object space vector. | |
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 csHitBeamResult | HitBeamObject (const csVector3 &start, const csVector3 &end, bool do_material=false)=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 csHitBeamResult | HitBeamOutline (const csVector3 &start, const csVector3 &end)=0 |
Check if this object 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 void | PlaceMesh ()=0 |
This routine will find out in which sectors a mesh object is positioned. | |
virtual iObject * | QueryObject ()=0 |
Get the iObject for this mesh object. | |
virtual iSceneNode * | QuerySceneNode ()=0 |
Get the scene node that this object represents. | |
virtual void | RemoveDrawCallback (iMeshDrawCallback *cb)=0 |
Remove a draw callback. | |
virtual void | RemoveMeshFromStaticLOD (iMeshWrapper *mesh)=0 |
Remove a child mesh from all lod levels. | |
virtual void | ResetMinMaxRenderDistance ()=0 |
Reset minimum/maximum render range to defaults (i.e. | |
virtual void | SetDrawCallback (iMeshDrawCallback *cb)=0 |
Set a callback which is called just before the object is drawn. | |
virtual void | SetFactory (iMeshFactoryWrapper *factory)=0 |
Set the parent factory (this only sets a pointer). | |
virtual void | SetFlagsRecursive (uint32 mask, uint32 flags=~0)=0 |
Set some flags with the given mask for this mesh and all children. | |
virtual void | SetLightingUpdate (int flags, int num_lights)=0 |
Control how lighting updates should take place. | |
virtual void | SetMaximumRenderDistance (float min)=0 |
Set the maximum distance at which this mesh will be rendered. | |
virtual void | SetMaximumRenderDistanceVar (iSharedVariable *min)=0 |
Set the maximum distance at which this mesh will be rendered. | |
virtual void | SetMeshObject (iMeshObject *)=0 |
Set the iMeshObject. | |
virtual void | SetMinimumRenderDistance (float min)=0 |
Set the minimum distance at which this mesh will be rendered. | |
virtual void | SetMinimumRenderDistanceVar (iSharedVariable *min)=0 |
Set the minimum distance at which this mesh will be rendered. | |
virtual void | SetRenderPriority (long rp)=0 |
The renderer will render all objects in a sector based on this number. | |
virtual void | SetRenderPriorityRecursive (long rp)=0 |
Same as SetRenderPriority() but this version will recursively set render priority for the children too. | |
virtual void | SetZBufMode (csZBufMode mode)=0 |
Set the Z-buf drawing mode to use for this object. | |
virtual void | SetZBufModeRecursive (csZBufMode mode)=0 |
Same as SetZBufMode() but this will also set the z-buf mode for the children too. |
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.
Main creators of instances implementing this interface:
- iEngine::CreateSectorWallsMesh()
- iEngine::CreateThingMesh()
- iEngine::CreateMeshWrapper()
- iEngine::LoadMeshWrapper()
- iEngine::CreatePortalContainer()
- iEngine::CreatePortal()
- iLoader::LoadMeshObject()
Main ways to get pointers to this interface:
- iEngine::FindMeshObject()
- iMeshList::Get()
- iMeshList::FindByName()
- iMeshWrapperIterator::Next()
- iLoaderContext::FindMeshObject()
Main users of this interface:
Definition at line 250 of file mesh.h.
Member Function Documentation
|
Set a given child mesh at a specific lod level. Note that a mesh can be at several lod levels at once. |
|
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. |
|
Destroy the LOD control for this mesh. After this call the hierarchical mesh will act as usual. |
|
Find a child mesh by name. If there is a colon in the name then this function is able to search for children too. i.e. like mesh:childmesh:childmesh. |
|
Get the specified draw callback.
|
|
Get the number of draw callbacks.
|
|
Get the parent factory.
|
|
Get flags for this meshwrapper. The following flags are supported:
|
|
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. |
|
Get the maximum distance at which this mesh will be rendered.
|
|
Get the maximum distance at which this mesh will be rendered. If lod was not set using variables then it will return 0. |
|
Get the iMeshObject.
|
|
Get the minimum distance at which this mesh will be rendered.
|
|
Get the minimum distance at which this mesh will be rendered. If lod was not set using variables then it will return 0. |
|
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. |
|
If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface.
|
|
Get the radius of this mesh and all its children.
|
|
Get the radius of this mesh and all its children.
|
|
Get the render priority.
|
|
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. |
|
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.
|
|
Get the optional shadow caster 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 iShadowCaster. Note! If the mesh is a static lod mesh (i.e. a parent of a mesh hierarchy that is used for static lod) then this will return a shadow caster that gets shadows from the highest detail objects. |
|
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. Note! If the mesh is a static lod mesh (i.e. a parent of a mesh hierarchy that is used for static lod) then this will return a shadow receiver that automatically multiplexes the receiving shadows to all child meshes. |
|
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. |
|
Get the shader variable context of the mesh object.
|
|
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. |
|
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.
|
|
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. |
|
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.
|
|
Get the Z-buf drawing mode.
|
|
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. |
|
Check if this object is hit by this world space vector. Return the collision point in world space coordinates.
|
|
Check if this object is hit by this world space vector. Return the collision point in world space coordinates.
|
|
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.
|
|
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.
|
|
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. This version can also return the material that was hit (this will only happen if 'do_material' is true). This is not supported by all meshes so this can return 0 even if there was a hit.
|
|
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.
|
|
Check if this object is hit by this object space vector. Outline check.
|
|
Check if this object is hit by this object space vector. Outline check.
|
|
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. |
|
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). |
|
Get the scene node that this object represents.
|
|
Remove a draw callback.
|
|
Remove a child mesh from all lod levels. The mesh is not removed from the list of child meshes however. |
|
Reset minimum/maximum render range to defaults (i.e. unlimited). |
|
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). |
|
Set the parent factory (this only sets a pointer).
|
|
Set some flags with the given mask for this mesh and all children.
csRef<iMeshWrapper> someWrapper = ...; someWrapper->SetFlags (CS_ENTITY_INVISIBLE | CS_ENTITY_NOCLIP); Disabling flags: csRef<iMeshWrapper> someWrapper = ...; someWrapper->SetFlags (CS_ENTITY_INVISIBLE | CS_ENTITY_NOCLIP, 0);
|
|
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:
Note that this function has no effect on thing mesh objects as they use another lighting system (lightmaps). Also some genmesh objects can optionally also use the other lighting system in which nothing will happen either. |
|
Set the maximum distance at which this mesh will be rendered. By default this is 0. |
|
Set the maximum distance at which this mesh will be rendered. This version uses a variable. By default this is 1000000000.0. |
|
Set the iMeshObject.
|
|
Set the minimum distance at which this mesh will be rendered. By default this is 0. |
|
Set the minimum distance at which this mesh will be rendered. This version uses a variable. By default this is -1000000000.0. |
|
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:
|
|
Same as SetRenderPriority() but this version will recursively set render priority for the children too.
|
|
Set the Z-buf drawing mode to use for this object. Possible values are:
|
|
Same as SetZBufMode() but this will also set the z-buf mode for the children too.
|
The documentation for this struct was generated from the following file:
- iengine/mesh.h
Generated for Crystal Space by doxygen 1.4.6