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<h1>IMeshManipulator.h</h1><a href="_i_mesh_manipulator_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2010 Nikolaus Gebhardt</span>
<a name="l00002"></a>00002 <span class="comment">// This file is part of the &quot;Irrlicht Engine&quot;.</span>
<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
<a name="l00004"></a>00004 
<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__</span>
<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_MESH_MANIPULATOR_H_INCLUDED__</span>
<a name="l00007"></a>00007 <span class="preprocessor"></span>
<a name="l00008"></a>00008 <span class="preprocessor">#include &quot;<a class="code" href="_i_reference_counted_8h.html">IReferenceCounted.h</a>&quot;</span>
<a name="l00009"></a>00009 <span class="preprocessor">#include &quot;<a class="code" href="vector3d_8h.html">vector3d.h</a>&quot;</span>
<a name="l00010"></a>00010 <span class="preprocessor">#include &quot;<a class="code" href="aabbox3d_8h.html">aabbox3d.h</a>&quot;</span>
<a name="l00011"></a>00011 <span class="preprocessor">#include &quot;<a class="code" href="matrix4_8h.html">matrix4.h</a>&quot;</span>
<a name="l00012"></a>00012 <span class="preprocessor">#include &quot;<a class="code" href="_i_animated_mesh_8h.html">IAnimatedMesh.h</a>&quot;</span>
<a name="l00013"></a>00013 <span class="preprocessor">#include &quot;<a class="code" href="_i_mesh_buffer_8h.html">IMeshBuffer.h</a>&quot;</span>
<a name="l00014"></a>00014 <span class="preprocessor">#include &quot;<a class="code" href="_s_vertex_manipulator_8h.html">SVertexManipulator.h</a>&quot;</span>
<a name="l00015"></a>00015 
<a name="l00016"></a>00016 <span class="keyword">namespace </span>irr
<a name="l00017"></a>00017 {
<a name="l00018"></a>00018 <span class="keyword">namespace </span>scene
<a name="l00019"></a>00019 {
<a name="l00020"></a>00020 
<a name="l00021"></a>00021         <span class="keyword">struct </span>SMesh;
<a name="l00022"></a>00022 
<a name="l00024"></a>00024 
<a name="l00029"></a>00029         <span class="keyword">class </span>IMeshManipulator : <span class="keyword">public</span> <span class="keyword">virtual</span> IReferenceCounted
<a name="l00030"></a>00030         {
<a name="l00031"></a>00031         <span class="keyword">public</span>:
<a name="l00032"></a>00032 
<a name="l00034"></a>00034 
<a name="l00037"></a>00037                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a7194e8a44bfe3a6444826f346c4104ff" title="Flips the direction of surfaces.">flipSurfaces</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00038"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ad6492bed9f7cf798b717b30c99803bef">00038</a> 
<a name="l00040"></a>00040 
<a name="l00042"></a>00042                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ad6492bed9f7cf798b717b30c99803bef" title="Sets the alpha vertex color value of the whole mesh to a new value.">setVertexColorAlpha</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> alpha)<span class="keyword"> const</span>
<a name="l00043"></a>00043 <span class="keyword">                </span>{
<a name="l00044"></a>00044                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_color_set_alpha_manipulator.html" title="Vertex manipulator to set the alpha value of the vertex color to a fixed value.">scene::SVertexColorSetAlphaManipulator</a>(alpha), mesh);
<a name="l00045"></a>00045                 }
<a name="l00046"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a2c17558cfa1b87000744dce7bf973d21">00046</a> 
<a name="l00048"></a>00048 
<a name="l00050"></a>00050                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a2c17558cfa1b87000744dce7bf973d21" title="Sets the colors of all vertices to one color.">setVertexColors</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <a class="code" href="classirr_1_1video_1_1_s_color.html" title="Class representing a 32 bit ARGB color.">video::SColor</a> color)<span class="keyword"> const</span>
<a name="l00051"></a>00051 <span class="keyword">                </span>{
<a name="l00052"></a>00052                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_color_set_manipulator.html" title="Vertex manipulator to set color to a fixed color for all vertices.">scene::SVertexColorSetManipulator</a>(color), mesh);
<a name="l00053"></a>00053                 }
<a name="l00054"></a>00054 
<a name="l00056"></a>00056 
<a name="l00059"></a>00059                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a8dba16b7eedeac07761c9c1247944429" title="Recalculates all normals of the mesh.">recalculateNormals</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <span class="keywordtype">bool</span> smooth = <span class="keyword">false</span>, <span class="keywordtype">bool</span> angleWeighted = <span class="keyword">false</span>) <span class="keyword">const</span> = 0;
<a name="l00060"></a>00060 
<a name="l00062"></a>00062 
<a name="l00065"></a>00065                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a8dba16b7eedeac07761c9c1247944429" title="Recalculates all normals of the mesh.">recalculateNormals</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a>* buffer, <span class="keywordtype">bool</span> smooth = <span class="keyword">false</span>, <span class="keywordtype">bool</span> angleWeighted = <span class="keyword">false</span>) <span class="keyword">const</span> = 0;
<a name="l00066"></a>00066 
<a name="l00068"></a>00068 
<a name="l00073"></a>00073                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a0ea43e8c4e8489551228b3005d325cd6" title="Recalculates tangents, requires a tangent mesh.">recalculateTangents</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh,
<a name="l00074"></a>00074                                 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a8dba16b7eedeac07761c9c1247944429" title="Recalculates all normals of the mesh.">recalculateNormals</a>=<span class="keyword">false</span>, <span class="keywordtype">bool</span> smooth=<span class="keyword">false</span>,
<a name="l00075"></a>00075                                 <span class="keywordtype">bool</span> angleWeighted=<span class="keyword">false</span>) <span class="keyword">const</span>=0;
<a name="l00076"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ab32481d2ae93369e223930531186b7e4">00076</a> 
<a name="l00078"></a>00078 
<a name="l00080"></a>00080                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ab32481d2ae93369e223930531186b7e4" title="Scales the actual mesh, not a scene node.">scale</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; factor)<span class="keyword"> const</span>
<a name="l00081"></a>00081 <span class="keyword">                </span>{
<a name="l00082"></a>00082                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_position_scale_manipulator.html" title="Vertex manipulator which scales the position of the vertex.">SVertexPositionScaleManipulator</a>(factor), mesh, <span class="keyword">true</span>);
<a name="l00083"></a>00083                 }
<a name="l00084"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ac39f47631c59d75f1e4cfa7a2617ca99">00084</a> 
<a name="l00086"></a>00086 
<a name="l00088"></a>00088                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ab32481d2ae93369e223930531186b7e4" title="Scales the actual mesh, not a scene node.">scale</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a>* buffer, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; factor)<span class="keyword"> const</span>
<a name="l00089"></a>00089 <span class="keyword">                </span>{
<a name="l00090"></a>00090                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_position_scale_manipulator.html" title="Vertex manipulator which scales the position of the vertex.">SVertexPositionScaleManipulator</a>(factor), buffer, <span class="keyword">true</span>);
<a name="l00091"></a>00091                 }
<a name="l00092"></a>00092 
<a name="l00094"></a>00094 
<a name="l00097"></a>00097                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ae7b9a0796adc9d57a0537a0127a092de" title="Scales the actual mesh, not a scene node.">scaleMesh</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; factor)<span class="keyword"> const </span>{<span class="keywordflow">return</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ab32481d2ae93369e223930531186b7e4" title="Scales the actual mesh, not a scene node.">scale</a>(mesh,factor);}
<a name="l00098"></a>00098 
<a name="l00100"></a>00100 
<a name="l00103"></a>00103                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#afc1ae4a04d810389e0507d2ce3735e5d" title="Scale the texture coords of a mesh.">scaleTCoords</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">scene::IMesh</a>* mesh, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector2d.html">core::vector2df</a>&amp; factor, <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> level=1)<span class="keyword"> const</span>
<a name="l00104"></a>00104 <span class="keyword">                </span>{
<a name="l00105"></a>00105                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(SVertexTCoordsScaleManipulator(factor, level), mesh);
<a name="l00106"></a>00106                 }
<a name="l00107"></a>00107 
<a name="l00109"></a>00109 
<a name="l00112"></a>00112                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#afc1ae4a04d810389e0507d2ce3735e5d" title="Scale the texture coords of a mesh.">scaleTCoords</a>(scene::IMeshBuffer* buffer, <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#a2cf08556d77f6f5a792973a6e27ed11b" title="Typedef for f32 2d vector.">core::vector2df</a>&amp; factor, <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> level=1)<span class="keyword"> const</span>
<a name="l00113"></a>00113 <span class="keyword">                </span>{
<a name="l00114"></a>00114                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(SVertexTCoordsScaleManipulator(factor, level), buffer);
<a name="l00115"></a>00115                 }
<a name="l00116"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a367ce8914a0453051d82ffd57b343575">00116</a> 
<a name="l00118"></a>00118 
<a name="l00120"></a>00120                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a367ce8914a0453051d82ffd57b343575" title="Applies a transformation to a mesh.">transform</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a>&amp; m)<span class="keyword"> const</span>
<a name="l00121"></a>00121 <span class="keyword">                </span>{
<a name="l00122"></a>00122                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_position_transform_manipulator.html" title="Vertex manipulator which transforms the position of the vertex.">SVertexPositionTransformManipulator</a>(m), mesh, <span class="keyword">true</span>);
<a name="l00123"></a>00123                 }
<a name="l00124"></a><a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#aa3fd618c6c854a87392a1d902517507f">00124</a> 
<a name="l00126"></a>00126 
<a name="l00128"></a>00128                 <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a367ce8914a0453051d82ffd57b343575" title="Applies a transformation to a mesh.">transform</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a>* buffer, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a>&amp; m)<span class="keyword"> const</span>
<a name="l00129"></a>00129 <span class="keyword">                </span>{
<a name="l00130"></a>00130                         <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<a class="code" href="classirr_1_1scene_1_1_s_vertex_position_transform_manipulator.html" title="Vertex manipulator which transforms the position of the vertex.">SVertexPositionTransformManipulator</a>(m), buffer, <span class="keyword">true</span>);
<a name="l00131"></a>00131                 }
<a name="l00132"></a>00132 
<a name="l00134"></a>00134 
<a name="l00137"></a>00137                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a94e51ee7f96bcae0dc87846d559e5418" title="Applies a transformation to a mesh.">transformMesh</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a>* mesh, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a>&amp; m)<span class="keyword"> const </span>{<span class="keywordflow">return</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a367ce8914a0453051d82ffd57b343575" title="Applies a transformation to a mesh.">transform</a>(mesh,m);}
<a name="l00138"></a>00138 
<a name="l00140"></a>00140 
<a name="l00146"></a>00146                 <span class="keyword">virtual</span> SMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a3d2e7401f1d43919834a1bfe0b65e77f" title="Clones a static IMesh into a modifiable SMesh.">createMeshCopy</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00147"></a>00147 
<a name="l00149"></a>00149 
<a name="l00153"></a>00153                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a82a3092d53e84e751bb13dac8dfa2ab4" title="Creates a planar texture mapping on the mesh.">makePlanarTextureMapping</a>(IMesh* mesh, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> resolution=0.001f) <span class="keyword">const</span> =0;
<a name="l00154"></a>00154 
<a name="l00156"></a>00156 
<a name="l00160"></a>00160                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a82a3092d53e84e751bb13dac8dfa2ab4" title="Creates a planar texture mapping on the mesh.">makePlanarTextureMapping</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">scene::IMeshBuffer</a>* meshbuffer, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> resolution=0.001f) <span class="keyword">const</span> =0;
<a name="l00161"></a>00161 
<a name="l00163"></a>00163 
<a name="l00170"></a>00170                 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a82a3092d53e84e751bb13dac8dfa2ab4" title="Creates a planar texture mapping on the mesh.">makePlanarTextureMapping</a>(<a class="code" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">scene::IMeshBuffer</a>* buffer, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> resolutionS, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> resolutionT, <a class="code" href="namespaceirr.html#a646874f69af8ff87fc10201b0254a761" title="8 bit unsigned variable.">u8</a> axis, <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; offset) <span class="keyword">const</span> =0;
<a name="l00171"></a>00171 
<a name="l00173"></a>00173 
<a name="l00189"></a>00189                 <span class="keyword">virtual</span> IMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ab849bd2c83b206de1e5da19ce3481e35" title="Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices...">createMeshWithTangents</a>(IMesh* mesh, <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a8dba16b7eedeac07761c9c1247944429" title="Recalculates all normals of the mesh.">recalculateNormals</a>=<span class="keyword">false</span>, <span class="keywordtype">bool</span> smooth=<span class="keyword">false</span>, <span class="keywordtype">bool</span> angleWeighted=<span class="keyword">false</span>, <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a0ea43e8c4e8489551228b3005d325cd6" title="Recalculates tangents, requires a tangent mesh.">recalculateTangents</a>=<span class="keyword">true</span>) <span class="keyword">const</span> = 0;
<a name="l00190"></a>00190 
<a name="l00192"></a>00192 
<a name="l00197"></a>00197                 <span class="keyword">virtual</span> IMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#abf123f6fece99816be402e1edf70dc13" title="Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices...">createMeshWith2TCoords</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00198"></a>00198 
<a name="l00200"></a>00200 
<a name="l00205"></a>00205                 <span class="keyword">virtual</span> IMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#af7feb558fbaad9671667d1332c83bb5d" title="Creates a copy of the mesh, which will only consist of S3DVertex vertices.">createMeshWith1TCoords</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00206"></a>00206 
<a name="l00208"></a>00208 
<a name="l00213"></a>00213                 <span class="keyword">virtual</span> IMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a73051bc082f128a2e0592fb1a3da2b7d" title="Creates a copy of a mesh with all vertices unwelded.">createMeshUniquePrimitives</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00214"></a>00214 
<a name="l00216"></a>00216 
<a name="l00221"></a>00221                 <span class="keyword">virtual</span> IMesh* <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#ac19065037302c0500cb6ebecefcc6c6d" title="Creates a copy of a mesh with vertices welded.">createMeshWelded</a>(IMesh* mesh, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> tolerance=<a class="code" href="namespaceirr_1_1core.html#a9514dd34463a30102ef8836915cf9c4c">core::ROUNDING_ERROR_f32</a>) <span class="keyword">const</span> = 0;
<a name="l00222"></a>00222 
<a name="l00224"></a>00224 
<a name="l00226"></a>00226                 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a914c8cbfbde1428dea91b34fe99e716d" title="Get amount of polygons in mesh.">getPolyCount</a>(IMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00227"></a>00227 
<a name="l00229"></a>00229 
<a name="l00231"></a>00231                 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a914c8cbfbde1428dea91b34fe99e716d" title="Get amount of polygons in mesh.">getPolyCount</a>(IAnimatedMesh* mesh) <span class="keyword">const</span> = 0;
<a name="l00232"></a>00232 
<a name="l00234"></a>00234 
<a name="l00240"></a>00240                 <span class="keyword">virtual</span> IAnimatedMesh * <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a08c2483575a88f68d099690932c11562" title="Create a new AnimatedMesh and adds the mesh to it.">createAnimatedMesh</a>(IMesh* mesh,
<a name="l00241"></a>00241                         <a class="code" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61" title="Possible types of (animated) meshes.">scene::E_ANIMATED_MESH_TYPE</a> type = <a class="code" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a6f44a8730987c53332017ff74048acd0" title="Unknown animated mesh type.">scene::EAMT_UNKNOWN</a>) <span class="keyword">const</span> = 0;
<a name="l00242"></a>00242 
<a name="l00244"></a>00244 
<a name="l00248"></a>00248                 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Functor&gt;
<a name="l00249"></a>00249                 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<span class="keyword">const</span> Functor&amp; func, IMeshBuffer* buffer, <span class="keywordtype">bool</span> boundingBoxUpdate=<span class="keyword">false</span>)<span class="keyword"> const</span>
<a name="l00250"></a>00250 <span class="keyword">                </span>{
<a name="l00251"></a>00251                         <span class="keywordflow">return</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a06683525900f7e8bc98b390bbef35a9c" title="Apply a manipulator based on the type of the functor.">apply_</a>(func, buffer, boundingBoxUpdate, func);
<a name="l00252"></a>00252                 }
<a name="l00253"></a>00253 
<a name="l00254"></a>00254 
<a name="l00256"></a>00256 
<a name="l00260"></a>00260                 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Functor&gt;
<a name="l00261"></a>00261                 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(<span class="keyword">const</span> Functor&amp; func, IMesh* mesh, <span class="keywordtype">bool</span> boundingBoxUpdate=<span class="keyword">false</span>)<span class="keyword"> const</span>
<a name="l00262"></a>00262 <span class="keyword">                </span>{
<a name="l00263"></a>00263                         <span class="keywordflow">if</span> (!mesh)
<a name="l00264"></a>00264                                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00265"></a>00265                         <span class="keywordtype">bool</span> result = <span class="keyword">true</span>;
<a name="l00266"></a>00266                         <a class="code" href="namespaceirr_1_1core.html#adfc8fa01b30044c55f3332a1d6c1aa19" title="Typedef for a f32 3d bounding box.">core::aabbox3df</a> bufferbox;
<a name="l00267"></a>00267                         <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i&lt;mesh-&gt;getMeshBufferCount(); ++i)
<a name="l00268"></a>00268                         {
<a name="l00269"></a>00269                                 result &amp;= <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a26db02e50019d4ee5bd6cb24089e553b" title="Apply a manipulator on the Meshbuffer.">apply</a>(func, mesh-&gt;getMeshBuffer(i), boundingBoxUpdate);
<a name="l00270"></a>00270                                 <span class="keywordflow">if</span> (boundingBoxUpdate)
<a name="l00271"></a>00271                                 {
<a name="l00272"></a>00272                                         <span class="keywordflow">if</span> (0==i)
<a name="l00273"></a>00273                                                 bufferbox.reset(mesh-&gt;getMeshBuffer(i)-&gt;getBoundingBox());
<a name="l00274"></a>00274                                         <span class="keywordflow">else</span>
<a name="l00275"></a>00275                                                 bufferbox.addInternalBox(mesh-&gt;getMeshBuffer(i)-&gt;getBoundingBox());
<a name="l00276"></a>00276                                 }
<a name="l00277"></a>00277                         }
<a name="l00278"></a>00278                         <span class="keywordflow">if</span> (boundingBoxUpdate)
<a name="l00279"></a>00279                                 mesh-&gt;setBoundingBox(bufferbox);
<a name="l00280"></a>00280                         <span class="keywordflow">return</span> result;
<a name="l00281"></a>00281                 }
<a name="l00282"></a>00282 
<a name="l00283"></a>00283 <span class="keyword">protected</span>:
<a name="l00285"></a>00285 
<a name="l00290"></a>00290                 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Functor&gt;
<a name="l00291"></a>00291                 <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_mesh_manipulator.html#a06683525900f7e8bc98b390bbef35a9c" title="Apply a manipulator based on the type of the functor.">apply_</a>(<span class="keyword">const</span> Functor&amp; func, IMeshBuffer* buffer, <span class="keywordtype">bool</span> boundingBoxUpdate, <span class="keyword">const</span> IVertexManipulator&amp; typeTest)<span class="keyword"> const</span>
<a name="l00292"></a>00292 <span class="keyword">                </span>{
<a name="l00293"></a>00293                         <span class="keywordflow">if</span> (!buffer)
<a name="l00294"></a>00294                                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00295"></a>00295 
<a name="l00296"></a>00296                         <a class="code" href="namespaceirr_1_1core.html#adfc8fa01b30044c55f3332a1d6c1aa19" title="Typedef for a f32 3d bounding box.">core::aabbox3df</a> bufferbox;
<a name="l00297"></a>00297                         <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i&lt;buffer-&gt;getVertexCount(); ++i)
<a name="l00298"></a>00298                         {
<a name="l00299"></a>00299                                 <span class="keywordflow">switch</span> (buffer-&gt;getVertexType())
<a name="l00300"></a>00300                                 {
<a name="l00301"></a>00301                                 <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1video.html#a0e3b59e025e0d0db0ed2ee0ce904deaca98c8b791280bbf9252c4f4a37e91a416" title="Standard vertex type used by the Irrlicht engine, video::S3DVertex.">video::EVT_STANDARD</a>:
<a name="l00302"></a>00302                                         {
<a name="l00303"></a>00303                                                 video::S3DVertex* verts = (video::S3DVertex*)buffer-&gt;getVertices();
<a name="l00304"></a>00304                                                 func(verts[i]);
<a name="l00305"></a>00305                                         }
<a name="l00306"></a>00306                                         <span class="keywordflow">break</span>;
<a name="l00307"></a>00307                                 <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1video.html#a0e3b59e025e0d0db0ed2ee0ce904deaca7b5127a706ee33eb4385d702da007016" title="Vertex with two texture coordinates, video::S3DVertex2TCoords.">video::EVT_2TCOORDS</a>:
<a name="l00308"></a>00308                                         {
<a name="l00309"></a>00309                                                 video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer-&gt;getVertices();
<a name="l00310"></a>00310                                                 func(verts[i]);
<a name="l00311"></a>00311                                         }
<a name="l00312"></a>00312                                         <span class="keywordflow">break</span>;
<a name="l00313"></a>00313                                 <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1video.html#a0e3b59e025e0d0db0ed2ee0ce904deaca8c50b5b2c88f08709d640fecc83dfb9b" title="Vertex with a tangent and binormal vector, video::S3DVertexTangents.">video::EVT_TANGENTS</a>:
<a name="l00314"></a>00314                                         {
<a name="l00315"></a>00315                                                 video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer-&gt;getVertices();
<a name="l00316"></a>00316                                                 func(verts[i]);
<a name="l00317"></a>00317                                         }
<a name="l00318"></a>00318                                         <span class="keywordflow">break</span>;
<a name="l00319"></a>00319                                 }
<a name="l00320"></a>00320                                 <span class="keywordflow">if</span> (boundingBoxUpdate)
<a name="l00321"></a>00321                                 {
<a name="l00322"></a>00322                                         <span class="keywordflow">if</span> (0==i)
<a name="l00323"></a>00323                                                 bufferbox.reset(buffer-&gt;getPosition(0));
<a name="l00324"></a>00324                                         <span class="keywordflow">else</span>
<a name="l00325"></a>00325                                                 bufferbox.addInternalPoint(buffer-&gt;getPosition(i));
<a name="l00326"></a>00326                                 }
<a name="l00327"></a>00327                         }
<a name="l00328"></a>00328                         <span class="keywordflow">if</span> (boundingBoxUpdate)
<a name="l00329"></a>00329                                 buffer-&gt;setBoundingBox(bufferbox);
<a name="l00330"></a>00330                         <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00331"></a>00331                 }
<a name="l00332"></a>00332 };
<a name="l00333"></a>00333 
<a name="l00334"></a>00334 } <span class="comment">// end namespace scene</span>
<a name="l00335"></a>00335 } <span class="comment">// end namespace irr</span>
<a name="l00336"></a>00336 
<a name="l00337"></a>00337 
<a name="l00338"></a>00338 <span class="preprocessor">#endif</span>
</pre></div></div>
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