#include <mesh.h>
Inheritance diagram for iMeshFactoryWrapper:
Public Methods | |
virtual csMeshFactoryWrapper* | GetPrivateObject ()=0 |
UGLY!!!@. More... | |
virtual iObject* | QueryObject ()=0 |
Get the iObject for this mesh factory. | |
virtual iMeshObjectFactory* | GetMeshObjectFactory () const=0 |
Get the iMeshObjectFactory. | |
virtual void | SetMeshObjectFactory (iMeshObjectFactory *fact)=0 |
Set the mesh object factory. | |
virtual void | HardTransform (const csReversibleTransform &t)=0 |
Do a hard transform of this factory. More... | |
virtual iMeshWrapper* | CreateMeshWrapper ()=0 |
Create mesh objects from this factory. More... | |
virtual iMeshFactoryWrapper* | GetParentContainer () const=0 |
Get the parent of this factory. More... | |
virtual iMeshFactoryList* | GetChildren ()=0 |
Get all the children of this mesh factory. | |
virtual csReversibleTransform& | GetTransform ()=0 |
Get optional relative transform (relative to parent). | |
virtual void | SetTransform (const csReversibleTransform &tr)=0 |
Set optional relative transform (relative to parent). |
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!
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Create mesh objects from this factory. If the factory has a hierarchy then a hierarchical mesh object will be created. |
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Get the parent of this factory. This will be NULL if this factory has no parent. |
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UGLY!!!@. @ |
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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. |