CrystalSpace

Public API Reference

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:

Inheritance graph
[legend]
List of all members.

Public Member Functions

virtual void AddMeshToStaticLOD (int lod, iMeshWrapper *mesh)=0
 Set a given child mesh at a specific lod level.
virtual iLODControlCreateStaticLOD ()=0
 Create a LOD control for this mesh wrapper.
virtual void DestroyStaticLOD ()=0
 Destroy the LOD control for this mesh.
virtual iMeshWrapperFindChildByName (const char *name)=0
 Find a child mesh by name.
virtual iMeshDrawCallbackGetDrawCallback (int idx) const =0
 Get the specified draw callback.
virtual int GetDrawCallbackCount () const =0
 Get the number of draw callbacks.
virtual iMeshFactoryWrapperGetFactory () const =0
 Get the parent factory.
virtual csFlagsGetFlags ()=0
 Get flags for this meshwrapper.
virtual iLightingInfoGetLightingInfo () 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 iSharedVariableGetMaximumRenderDistanceVar () const =0
 Get the maximum distance at which this mesh will be rendered.
virtual iMeshObjectGetMeshObject () const =0
 Get the iMeshObject.
virtual float GetMinimumRenderDistance () const =0
 Get the minimum distance at which this mesh will be rendered.
virtual iSharedVariableGetMinimumRenderDistanceVar () const =0
 Get the minimum distance at which this mesh will be rendered.
virtual iMovableGetMovable () const =0
 Get the movable instance for this object.
virtual iPortalContainerGetPortalContainer () const =0
 If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface.
virtual csSphere GetRadius () const =0
 Get the radius of this mesh and all its children.
virtual void GetRadius (float &rad, csVector3 &cent) 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 iShadowCasterGetShadowCaster ()=0
 Get the optional shadow caster that is implemented by this mesh object.
virtual iShadowReceiverGetShadowReceiver ()=0
 Get the optional shadow receiver that is implemented by this mesh object.
virtual iLODControlGetStaticLOD ()=0
 Get the LOD control for this mesh.
virtual iShaderVariableContextGetSVContext ()=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 csBox3GetWorldBoundingBox ()=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, bool do_material=false)=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, iMaterialWrapper **material=0)=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 iObjectQueryObject ()=0
 Get the iObject for this mesh object.
virtual iSceneNodeQuerySceneNode ()=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:

Main ways to get pointers to this interface:

Main users of this interface:

Definition at line 253 of file mesh.h.


Member Function Documentation

virtual void iMeshWrapper::AddMeshToStaticLOD ( int  lod,
iMeshWrapper mesh 
) [pure virtual]

Set a given child mesh at a specific lod level.

Note that a mesh can be at several lod levels at once.

virtual iLODControl* iMeshWrapper::CreateStaticLOD (  )  [pure virtual]

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.

virtual void iMeshWrapper::DestroyStaticLOD (  )  [pure virtual]

Destroy the LOD control for this mesh.

After this call the hierarchical mesh will act as usual.

virtual iMeshWrapper* iMeshWrapper::FindChildByName ( const char *  name  )  [pure virtual]

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.

virtual iMeshDrawCallback* iMeshWrapper::GetDrawCallback ( int  idx  )  const [pure virtual]

Get the specified draw callback.

virtual int iMeshWrapper::GetDrawCallbackCount (  )  const [pure virtual]

Get the number of draw callbacks.

virtual iMeshFactoryWrapper* iMeshWrapper::GetFactory (  )  const [pure virtual]

Get the parent factory.

virtual csFlags& iMeshWrapper::GetFlags (  )  [pure virtual]

Get flags for this meshwrapper.

The following flags are supported:

Remarks:
Despite the name, this method does not only provide read access to the mesh flags, as the returned reference to a csFlags object also provides write access.

virtual iLightingInfo* iMeshWrapper::GetLightingInfo (  )  const [pure virtual]

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.

virtual float iMeshWrapper::GetMaximumRenderDistance (  )  const [pure virtual]

Get the maximum distance at which this mesh will be rendered.

virtual iSharedVariable* iMeshWrapper::GetMaximumRenderDistanceVar (  )  const [pure virtual]

Get the maximum distance at which this mesh will be rendered.

If lod was not set using variables then it will return 0.

virtual iMeshObject* iMeshWrapper::GetMeshObject (  )  const [pure virtual]

Get the iMeshObject.

virtual float iMeshWrapper::GetMinimumRenderDistance (  )  const [pure virtual]

Get the minimum distance at which this mesh will be rendered.

virtual iSharedVariable* iMeshWrapper::GetMinimumRenderDistanceVar (  )  const [pure virtual]

Get the minimum distance at which this mesh will be rendered.

If lod was not set using variables then it will return 0.

virtual iMovable* iMeshWrapper::GetMovable (  )  const [pure virtual]

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.

virtual iPortalContainer* iMeshWrapper::GetPortalContainer (  )  const [pure virtual]

If this mesh is a portal container you can use GetPortalContainer() to get the portal container interface.

virtual csSphere iMeshWrapper::GetRadius (  )  const [pure virtual]

Get the radius of this mesh and all its children.

virtual void iMeshWrapper::GetRadius ( float &  rad,
csVector3 cent 
) const [pure virtual]

Get the radius of this mesh and all its children.

Deprecated:
Use GetRadius() that returns csEllipsoid.

virtual long iMeshWrapper::GetRenderPriority (  )  const [pure virtual]

Get the render priority.

virtual csScreenBoxResult iMeshWrapper::GetScreenBoundingBox ( iCamera camera  )  [pure virtual]

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.

virtual float iMeshWrapper::GetScreenBoundingBox ( iCamera camera,
csBox2 sbox,
csBox3 cbox 
) [pure virtual]

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.

Deprecated:
Use GetScreenBoundingBox() that returns a csScreenBoxResult instead.

virtual iShadowCaster* iMeshWrapper::GetShadowCaster (  )  [pure virtual]

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.

virtual iShadowReceiver* iMeshWrapper::GetShadowReceiver (  )  [pure virtual]

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.

virtual iLODControl* iMeshWrapper::GetStaticLOD (  )  [pure virtual]

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.

virtual iShaderVariableContext* iMeshWrapper::GetSVContext (  )  [pure virtual]

Get the shader variable context of the mesh object.

virtual csBox3 iMeshWrapper::GetTransformedBoundingBox ( const csReversibleTransform trans  )  [pure virtual]

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.

virtual void iMeshWrapper::GetTransformedBoundingBox ( const csReversibleTransform trans,
csBox3 cbox 
) [pure virtual]

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.

Deprecated:
Use GetTransformedBoundingBox that returns a csBox3 instead.

virtual const csBox3& iMeshWrapper::GetWorldBoundingBox (  )  [pure virtual]

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.

virtual void iMeshWrapper::GetWorldBoundingBox ( csBox3 cbox  )  [pure virtual]

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.

Deprecated:
Use GetWorldBoundingBox that returns a csBox3 instead.

virtual csZBufMode iMeshWrapper::GetZBufMode (  )  const [pure virtual]

Get the Z-buf drawing mode.

virtual void iMeshWrapper::HardTransform ( const csReversibleTransform t  )  [pure virtual]

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.

virtual csHitBeamResult iMeshWrapper::HitBeam ( const csVector3 start,
const csVector3 end,
bool  do_material = false 
) [pure virtual]

Check if this object is hit by this world space vector.

Return the collision point in world space coordinates. 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.

See also:
csHitBeamResult

virtual bool iMeshWrapper::HitBeam ( const csVector3 start,
const csVector3 end,
csVector3 isect,
float *  pr,
iMaterialWrapper **  material = 0 
) [pure virtual]

Check if this object is hit by this world space vector.

Return the collision point in world space coordinates.

Deprecated:
Use HitBeamObject() with csHitBeamResult instead.

virtual csHitBeamResult iMeshWrapper::HitBeamBBox ( const csVector3 start,
const csVector3 end 
) [pure virtual]

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.

See also:
csHitBeamResult

virtual int iMeshWrapper::HitBeamBBox ( const csVector3 start,
const csVector3 end,
csVector3 isect,
float *  pr 
) [pure virtual]

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.

Deprecated:
Use HitBeamBBox() with csHitBeamResult instead.

virtual csHitBeamResult iMeshWrapper::HitBeamObject ( const csVector3 start,
const csVector3 end,
bool  do_material = false 
) [pure virtual]

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.

See also:
csHitBeamResult

virtual bool iMeshWrapper::HitBeamObject ( const csVector3 start,
const csVector3 end,
csVector3 isect,
float *  pr,
int *  polygon_idx = 0 
) [pure virtual]

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.

Deprecated:
Use HitBeamObject() with csHitBeamResult instead.

virtual csHitBeamResult iMeshWrapper::HitBeamOutline ( const csVector3 start,
const csVector3 end 
) [pure virtual]

Check if this object is hit by this object space vector.

Outline check.

See also:
csHitBeamResult

virtual bool iMeshWrapper::HitBeamOutline ( const csVector3 start,
const csVector3 end,
csVector3 isect,
float *  pr 
) [pure virtual]

Check if this object is hit by this object space vector.

Outline check.

Deprecated:
Use HitBeamOutline() with csHitBeamResult instead.

virtual void iMeshWrapper::PlaceMesh (  )  [pure virtual]

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.

virtual iObject* iMeshWrapper::QueryObject (  )  [pure virtual]

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).

virtual iSceneNode* iMeshWrapper::QuerySceneNode (  )  [pure virtual]

Get the scene node that this object represents.

virtual void iMeshWrapper::RemoveDrawCallback ( iMeshDrawCallback cb  )  [pure virtual]

Remove a draw callback.

virtual void iMeshWrapper::RemoveMeshFromStaticLOD ( iMeshWrapper mesh  )  [pure virtual]

Remove a child mesh from all lod levels.

The mesh is not removed from the list of child meshes however.

virtual void iMeshWrapper::ResetMinMaxRenderDistance (  )  [pure virtual]

Reset minimum/maximum render range to defaults (i.e.

unlimited).

virtual void iMeshWrapper::SetDrawCallback ( iMeshDrawCallback cb  )  [pure virtual]

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).

virtual void iMeshWrapper::SetFactory ( iMeshFactoryWrapper factory  )  [pure virtual]

Set the parent factory (this only sets a pointer).

virtual void iMeshWrapper::SetFlagsRecursive ( uint32  mask,
uint32  flags = ~0 
) [pure virtual]

Set some flags with the given mask for this mesh and all children.

Parameters:
mask The bits to modify; only those bits are affected.
flags The values the bits specified in mask are set to.
Enabling flags:
 csRef<iMeshWrapper> someWrapper = ...;
 someWrapper->SetFlagsRecursive (CS_ENTITY_INVISIBLE | CS_ENTITY_NOCLIP);

Disabling flags:

 csRef<iMeshWrapper> someWrapper = ...;
 someWrapper->SetFlagsRecursive (CS_ENTITY_INVISIBLE | CS_ENTITY_NOCLIP, 0);
Remarks:
To set flags non-recursive, use GetFlags().Set().

virtual void iMeshWrapper::SetLightingUpdate ( int  flags,
int  num_lights 
) [pure virtual]

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.

virtual void iMeshWrapper::SetMaximumRenderDistance ( float  min  )  [pure virtual]

Set the maximum distance at which this mesh will be rendered.

By default this is 0.

virtual void iMeshWrapper::SetMaximumRenderDistanceVar ( iSharedVariable min  )  [pure virtual]

Set the maximum distance at which this mesh will be rendered.

This version uses a variable. By default this is 1000000000.0.

virtual void iMeshWrapper::SetMeshObject ( iMeshObject  )  [pure virtual]

Set the iMeshObject.

virtual void iMeshWrapper::SetMinimumRenderDistance ( float  min  )  [pure virtual]

Set the minimum distance at which this mesh will be rendered.

By default this is 0.

virtual void iMeshWrapper::SetMinimumRenderDistanceVar ( iSharedVariable min  )  [pure virtual]

Set the minimum distance at which this mesh will be rendered.

This version uses a variable. By default this is -1000000000.0.

virtual void iMeshWrapper::SetRenderPriority ( long  rp  )  [pure virtual]

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:

  • 1. Sky objects are rendered before everything else. Usually they are rendered using ZFILL (or ZNONE).
  • 2. Walls are rendered after that. They usually use ZFILL.
  • 3. After that normal objects are rendered using the Z-buffer (ZUSE).
  • 4. Alpha transparent objects or objects using some other transparency system are rendered after that. They are usually rendered using ZTEST.

virtual void iMeshWrapper::SetRenderPriorityRecursive ( long  rp  )  [pure virtual]

Same as SetRenderPriority() but this version will recursively set render priority for the children too.

virtual void iMeshWrapper::SetZBufMode ( csZBufMode  mode  )  [pure virtual]

Set the Z-buf drawing mode to use for this object.

Possible values are:

virtual void iMeshWrapper::SetZBufModeRecursive ( csZBufMode  mode  )  [pure virtual]

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:
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