82 void Set_Counts(
int pnum,
int vnum) { DynamicMeshPNum = pnum; DynamicMeshVNum = vnum; }
85 unsigned *
Get_Color_Array(
int color_array_index) {
return MatDesc->Get_Color_Array(color_array_index); }
108 MatInfo->Release_Ref();
212 Model->Set_Counts(0, 0);
237 void Resize(
int max_polys,
int max_verts);
246 virtual void Location(
float x,
float y,
float z);
263 return Model->Get_Vertex_Array()[index];
268 Vector3 * norms =
Model->Get_Non_Const_Vertex_Normal_Array();
281 void Color(
float r,
float g,
float b,
float a,
int color_array_index = 0)
284 unsigned * color =
Model->Get_Color_Array(color_array_index);
294 void Color(
unsigned v,
int color_array_index=0)
296 unsigned * color =
Model->Get_Color_Array(color_array_index);
304 unsigned Get_Color(
int index,
int color_array_index = 0) {
return Model->Get_Color_Array(color_array_index)[index]; }
306 void UV(
float u,
float v,
int uv_array_index = 0)
314 void UV(
Vector2 &v,
int uv_array_index = 0) {
UV(v.
U, v.
V, uv_array_index); }
319 return Model->Get_UV_Array(uv_array_index)[index];
325 bool Vertex(
float x,
float y,
float z,
float u,
float v)
351 virtual void Move_Vertex(
int index,
float x,
float y,
float z);
352 virtual void Get_Vertex(
int index,
float &x,
float &y,
float &z);
369 unsigned * color_list =
Model->Get_Color_Array(color_array_index);
467 Model->Get_Bounding_Sphere(&sphere);
475 Model->Get_Bounding_Box(&box);
492 unsigned * color_list =
Model->Get_Color_Array(color_array_index);
496 color_list[lp]=vertex_color;
559 virtual void Location(
float x,
float y,
float z = 0.0f);
562 virtual void Move_Vertex(
int index,
float x,
float y,
float z = 0.0f);
567 virtual void Reset(
void);
#define W3DMPO_GLUE(ARGCLASS)
static unsigned int Convert_Color_Clamp(const Vector4 &color)
void UV(float u, float v, int uv_array_index=0)
virtual void Location(float x, float y, float z)
virtual int Get_Sort_Level(void) const
void Enable_Bounding_Sphere(void)
DynamicMeshClass(int max_poly, int max_vert)
Vector3 & Get_Location(int index)
void Location_Inline(Vector3 &v)
void Normal(float x, float y, float z)
virtual void Get_Vertex(int index, float &x, float &y, float &z)
void Color(float r, float g, float b, float a, int color_array_index=0)
int TextureIdx[MAX_PASSES]
virtual RenderObjClass * Clone(void) const
bool Test_Bounding_Box(void)
virtual int Get_Num_Polys(void) const
void Clear_Dirty_Bounds(void)
void Set_Dirty_Bounds(void)
virtual void Render(RenderInfoClass &rinfo)
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass &sphere) const
void Reset_Mesh_Counters()
int VertexMaterialIdx[MAX_PASSES]
void Color(const Vector4 &v, int color_array_index=0)
bool MultiVertexMaterial[MAX_PASSES]
void Switch_To_Multi_Vertex_Color(int color_array_index=0)
unsigned Get_Color(int index, int color_array_index=0)
bool Vertex(float x, float y, float z, float u, float v)
bool MultiTexture[MAX_PASSES]
void UV(Vector2 &v, int uv_array_index=0)
virtual int Get_Num_Vertices(void) const
void Disable_Bounding_Sphere(void)
virtual void Set_Material_Info(MaterialInfoClass *mat_info)
bool MultiVertexColor[MAX_COLOR_ARRAYS]
void Clear_Dirty_Vertex_Normals(void)
Vector4 CurVertexColor[MAX_COLOR_ARRAYS]
void Translate_Vertices(const Vector3 &offset)
void Set_Pass_Count(int passes)
void Disable_Bounding_Box(void)
void Location_Inline(float x, float y, float z)
int Set_Vertex_Color(const Vector4 &color, int color_array_index=0)
void Resize(int max_polys, int max_verts)
virtual void Get_Obj_Space_Bounding_Box(AABoxClass &box) const
virtual bool Flip_Face(void)
Vector3 & Get_Normal(int index)
void Enable_Bounding_Box(void)
DynamicMeshModel * Peek_Model(void)
virtual void Move_Vertex(int index, float x, float y, float z)
bool Test_Bounding_Sphere(void)
virtual ~DynamicMeshClass(void)
int Set_Shader(const ShaderClass &shader, int pass=0)
int Set_Texture(int idx, int pass=0)
void Set_Dirty_Vertex_Normals(void)
void Color(unsigned v, int color_array_index=0)
virtual MaterialInfoClass * Get_Material_Info(void)
void Set_Dirty_Planes(void)
virtual MaterialInfoClass * Peek_Material_Info(void)
virtual void Set_Sort_Level(int level)
int Set_Vertex_Material(int idx, int pass=0)
void Begin_Tri_Strip(void)
virtual int Class_ID(void) const
void Clear_Dirty_Planes(void)
Vector2 & Get_UV(int index, int uv_array_index=0)
void Set_Polygon_Info(const PolygonInfoClass &polyInfo, bool dont_search_texture=false, bool dont_search_vertex_material=false, int pass=0)
virtual void Change_Vertex_Color(int index, const Vector4 &color, int color_array_index)
void Set_Pass_Count(int passes)
void Set_Counts(int pnum, int vnum)
void Initialize_Texture_Array(int pass, int stage, TextureClass *texture=NULL)
void Set_Material_Info(MaterialInfoClass *mat_info)
void Set_Single_Material(VertexMaterialClass *vmat, int pass=0)
unsigned * Get_Color_Array(int color_array_index)
virtual void Compute_Vertex_Normals(void)
Vector3 * Get_Non_Const_Vertex_Normal_Array(void)
DynamicMeshModel(unsigned int max_polys, unsigned int max_verts)
virtual void Compute_Plane_Equations(void)
virtual void Compute_Bounds(Vector3 *verts)
void Set_Shader(int pidx, ShaderClass shader, int pass=0)
void Set_Single_Shader(ShaderClass shader, int pass=0)
void Set_Single_Texture(TextureClass *tex, int pass=0, int stage=0)
TriIndex * Get_Non_Const_Polygon_Array(void)
Vector2 * Get_UV_Array(int uv_array_index)
void Set_Texture(int pidx, TextureClass *tex, int pass=0, int stage=0)
void Set_Material(int vidx, VertexMaterialClass *vmat, int pass=0)
void Initialize_Material_Array(int pass, VertexMaterialClass *vmat=NULL)
MaterialInfoClass * Get_Material_Info(void)
MaterialInfoClass * Peek_Material_Info(void)
int Get_Pass_Count(void) const
void Render(RenderInfoClass &rinfo)
virtual void Location(float x, float y, float z=0.0f)
DynamicScreenMeshClass(int max_poly, int max_vert, float aspect=1.0f)
DynamicScreenMeshClass(const DynamicScreenMeshClass &src)
virtual int Class_ID(void) const
virtual RenderObjClass * Clone(void) const
virtual void Set_Aspect(float aspect)
virtual void Set_Position(const Vector3 &v)
virtual bool Flip_Face(void)
virtual void Move_Vertex(int index, float x, float y, float z=0.0f)
virtual ~DynamicScreenMeshClass(void)
@ DISABLE_BOUNDING_SPHERE
TriIndex * get_polys(void)
int Get_Flag(FlagsType flag)
Vector3 * get_vert_normals(void)
ShaderClass * Peek_Shader() const
TextureClass * Peek_Texture() const
VertexMaterialClass * Peek_Vertex_Material() const
bool Bounding_Volumes_Valid(void) const