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<h1>cstool/rendermeshlist.h</h1><a href="rendermeshlist_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span>
<a name="l00002"></a>00002 <span class="comment">  Copyright (C) 2003 by Marten Svanfeldt</span>
<a name="l00003"></a>00003 <span class="comment"></span>
<a name="l00004"></a>00004 <span class="comment">  This library is free software; you can redistribute it and/or</span>
<a name="l00005"></a>00005 <span class="comment">  modify it under the terms of the GNU Library General Public</span>
<a name="l00006"></a>00006 <span class="comment">  License as published by the Free Software Foundation; either</span>
<a name="l00007"></a>00007 <span class="comment">  version 2 of the License, or (at your option) any later version.</span>
<a name="l00008"></a>00008 <span class="comment"></span>
<a name="l00009"></a>00009 <span class="comment">  This library is distributed in the hope that it will be useful,</span>
<a name="l00010"></a>00010 <span class="comment">  but WITHOUT ANY WARRANTY; without even the implied warranty of</span>
<a name="l00011"></a>00011 <span class="comment">  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU</span>
<a name="l00012"></a>00012 <span class="comment">  Library General Public License for more details.</span>
<a name="l00013"></a>00013 <span class="comment"></span>
<a name="l00014"></a>00014 <span class="comment">  You should have received a copy of the GNU Library General Public</span>
<a name="l00015"></a>00015 <span class="comment">  License along with this library; if not, write to the Free</span>
<a name="l00016"></a>00016 <span class="comment">  Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.</span>
<a name="l00017"></a>00017 <span class="comment">*/</span>
<a name="l00018"></a>00018 
<a name="l00019"></a>00019 <span class="preprocessor">#ifndef __CS_RENDERMESHLIST_H__</span>
<a name="l00020"></a>00020 <span class="preprocessor"></span><span class="preprocessor">#define __CS_RENDERMESHLIST_H__</span>
<a name="l00021"></a>00021 <span class="preprocessor"></span>
<a name="l00026"></a>00026 <span class="preprocessor">#include "csextern.h"</span>
<a name="l00027"></a>00027 
<a name="l00028"></a>00028 <span class="preprocessor">#include "<a class="code" href="vector3_8h.html" title="3D vector.">csgeom/vector3.h</a>"</span>
<a name="l00029"></a>00029 <span class="preprocessor">#include "<a class="code" href="parray_8h.html" title="Pointer Array.">csutil/parray.h</a>"</span>
<a name="l00030"></a>00030 
<a name="l00031"></a>00031 <span class="preprocessor">#include "<a class="code" href="graph3d_8h.html" title="3D graphics interface">ivideo/graph3d.h</a>"</span>
<a name="l00032"></a>00032 
<a name="l00033"></a>00033 <span class="keyword">struct </span><a class="code" href="structiEngine.html" title="This interface is the main interface to the 3D engine.">iEngine</a>;
<a name="l00034"></a>00034 <span class="keyword">struct </span><a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>;
<a name="l00035"></a>00035 <span class="keyword">struct </span><a class="code" href="structiObjectRegistry.html" title="This interface serves as a registry of other objects.">iObjectRegistry</a>;
<a name="l00036"></a>00036 <span class="keyword">struct </span><a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a>;
<a name="l00037"></a>00037 
<a name="l00038"></a>00038 <span class="keyword">struct </span><a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>;
<a name="l00039"></a>00039 
<a name="l00040"></a>00040 
<a name="l00045"></a><a class="code" href="classcsRenderMeshList.html">00045</a> <span class="keyword">class </span>CS_CRYSTALSPACE_EXPORT <a class="code" href="classcsRenderMeshList.html" title="This class is used when we need to store, sort and then render a list of rendermeshes...">csRenderMeshList</a>
<a name="l00046"></a>00046 {
<a name="l00047"></a>00047 <span class="keyword">public</span>:
<a name="l00053"></a>00053   <a class="code" href="classcsRenderMeshList.html" title="This class is used when we need to store, sort and then render a list of rendermeshes...">csRenderMeshList</a> (<a class="code" href="structiEngine.html" title="This interface is the main interface to the 3D engine.">iEngine</a>* engine);
<a name="l00054"></a>00054   
<a name="l00058"></a>00058   ~<a class="code" href="classcsRenderMeshList.html" title="This class is used when we need to store, sort and then render a list of rendermeshes...">csRenderMeshList</a> ();
<a name="l00059"></a>00059 
<a name="l00063"></a>00063   <span class="keywordtype">void</span> AddRenderMeshes (<a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>** meshes, <span class="keywordtype">int</span> num, <span class="keywordtype">long</span> renderPriority,
<a name="l00064"></a>00064         <a class="code" href="group__gfx3d.html#g79fdaed7abd7a72af33d0f0c5dc99055" title="Z-buffer modes.">csZBufMode</a> z_buf_mode, <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* mesh);
<a name="l00065"></a>00065 
<a name="l00070"></a>00070   <span class="keywordtype">size_t</span> SortMeshLists (<a class="code" href="structiRenderView.html" title="This interface represents all information needed to render some object in a current...">iRenderView</a> *rview);
<a name="l00071"></a>00071 
<a name="l00075"></a>00075   <span class="keywordtype">void</span> GetSortedMeshes (<a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>** meshes, <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>** imeshes);
<a name="l00076"></a>00076 
<a name="l00080"></a>00080   <span class="keywordtype">void</span> Empty ();
<a name="l00081"></a>00081 
<a name="l00082"></a>00082 <span class="keyword">private</span>:
<a name="l00083"></a>00083   <span class="keyword">struct </span>meshListEntry
<a name="l00084"></a>00084   {
<a name="l00085"></a>00085     <a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>* rm;
<a name="l00086"></a>00086     <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* mesh;
<a name="l00087"></a>00087 
<a name="l00088"></a>00088     meshListEntry (<a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>* mesh, <a class="code" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a>* imesh) 
<a name="l00089"></a>00089       : rm(mesh), mesh(imesh) {}
<a name="l00090"></a>00090   };
<a name="l00091"></a>00091 
<a name="l00093"></a>00093   <span class="keyword">struct </span>renderMeshListInfo 
<a name="l00094"></a>00094   {
<a name="l00096"></a>00096     <span class="keywordtype">long</span> renderPriority;
<a name="l00097"></a>00097 
<a name="l00099"></a>00099     <span class="keywordtype">int</span> sortingOption;
<a name="l00100"></a>00100 
<a name="l00102"></a>00102     <a class="code" href="classcsArray.html" title="A templated array class.">csArray&lt;meshListEntry&gt;</a> meshList;
<a name="l00103"></a>00103 
<a name="l00104"></a>00104   };
<a name="l00105"></a>00105 
<a name="l00106"></a>00106   csPDelArray &lt; renderMeshListInfo &gt; renderList;
<a name="l00107"></a>00107   <a class="code" href="structiEngine.html" title="This interface is the main interface to the 3D engine.">iEngine</a>* engine;
<a name="l00108"></a>00108 
<a name="l00109"></a>00109   <span class="keyword">static</span> <span class="keywordtype">int</span> SortMeshMaterial (meshListEntry <span class="keyword">const</span>&amp; me1,
<a name="l00110"></a>00110         meshListEntry <span class="keyword">const</span>&amp; me2);
<a name="l00111"></a>00111   <span class="keyword">static</span> <span class="keywordtype">int</span> SortMeshBack2Front (meshListEntry <span class="keyword">const</span>&amp; me1,
<a name="l00112"></a>00112         meshListEntry <span class="keyword">const</span>&amp; me2);
<a name="l00113"></a>00113   <span class="keyword">static</span> <span class="keywordtype">int</span> SortMeshFront2Back (meshListEntry <span class="keyword">const</span>&amp; me1,
<a name="l00114"></a>00114         meshListEntry <span class="keyword">const</span>&amp; me2);
<a name="l00115"></a>00115   <span class="keyword">static</span> <a class="code" href="classcsVector3.html" title="A 3D vector.">csVector3</a> sort_CameraPosition;
<a name="l00116"></a>00116 };
<a name="l00117"></a>00117 
<a name="l00118"></a>00118 <span class="preprocessor">#endif //__CS_RENDERMESHLIST_H__</span>
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