iengine/mesh.h File Reference
Mesh interfaces. More...
#include "csutil/scf.h"
#include "csgeom/box.h"
#include "csgeom/vector3.h"
#include "ivideo/graph3d.h"
#include "ivideo/rendermesh.h"
#include "imesh/object.h"
Go to the source code of this file.
Classes | |
struct | csHitBeamResult |
Return structure for the iMeshWrapper::HitBeam() routines. More... | |
struct | csScreenBoxResult |
Return structure for iMeshWrapper::GetScreenBoundingBox(). More... | |
struct | iMeshDrawCallback |
Set a callback which is called just before the object is drawn. More... | |
struct | iMeshFactoryList |
A list of mesh factories. More... | |
struct | iMeshFactoryWrapper |
A mesh factory wrapper is an engine-level object that wraps around a mesh object factory (iMeshObjectFactory). More... | |
struct | iMeshFactoryWrapperIterator |
This is an iterator mesh factory wrappers. More... | |
struct | iMeshList |
A list of meshes. More... | |
struct | iMeshWrapper |
A mesh wrapper is an engine-level object that wraps around an actual mesh object (iMeshObject). More... | |
struct | iMeshWrapperIterator |
This is an iterator of mesh wrappers. More... | |
Defines | |
Meshwrapper flags | |
#define | CS_ENTITY_ALWAYSVISIBLE 4096 |
Mark a mesh as always visible for occlusion culling purposes. | |
#define | CS_ENTITY_CAMERA 4 |
If CS_ENTITY_CAMERA is set then this entity will be always be centerer around the same spot relative to the camera. | |
#define | CS_ENTITY_DETAIL 2 |
If CS_ENTITY_DETAIL is set then this entity is a detail object. | |
#define | CS_ENTITY_INVISIBLE (CS_ENTITY_INVISIBLEMESH+CS_ENTITY_NOHITBEAM) |
If CS_ENTITY_INVISIBLE is set then this thing will not be rendered. | |
#define | CS_ENTITY_INVISIBLEMESH 8 |
If CS_ENTITY_INVISIBLEMESH is set then this thing will not be rendered. | |
#define | CS_ENTITY_LIMITEDSHADOWCAST 2048 |
Mark a mesh as a shadow caster if a render managers allows limiting shadow casting limited to select meshes. | |
#define | CS_ENTITY_NOCLIP 128 |
If CS_ENTITY_NOCLIP is set then this entity will be drawn fully (unclipped to portal frustum) and only once for every frame/camera combination. | |
#define | CS_ENTITY_NODECAL 256 |
If CS_ENTITY_NODECAL is set then this entity will not accept decals. | |
#define | CS_ENTITY_NOHITBEAM 64 |
If CS_ENTITY_NOHITBEAM is set then this thing will not react to HitBeam calls. | |
#define | CS_ENTITY_NOLIGHTING 32 |
If CS_ENTITY_NOLIGHTING is set then this thing will not be lit. | |
#define | CS_ENTITY_NOSHADOWCAST 16 |
If CS_ENTITY_NOSHADOWCAST is set then this mesh will not cast shadows. | |
#define | CS_ENTITY_NOSHADOWRECEIVE 1024 |
If CS_ENTITY_NOSHADOWRECEIVE is set then this mesh will not receive shadows. | |
#define | CS_ENTITY_NOSHADOWS CS_ENTITY_NOSHADOWCAST |
Mark a mesh as always visible for occlusion culling purposes. | |
#define | CS_ENTITY_STATICLIT 512 |
Indicates that static lighting was computed for this mesh. |
Detailed Description
Mesh interfaces.
Definition in file mesh.h.
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