<html> <head> <title>Cal3D: hardwaremodel.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head> <body bgcolor="#ffffff"> <table width="100%" border="0" cellspacing="0" cellpadding="5" align="center"> <tr> <td class="md" align="center"> <small> <b>- Cal3D 0.11 API Reference -</b> </small> </td> </tr> </table> <br> <!-- Generated by Doxygen 1.7.3 --> <div id="navrow1" class="tabs"> <ul class="tablist"> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> <li><a href="annotated.html"><span>Classes</span></a></li> <li class="current"><a href="files.html"><span>Files</span></a></li> </ul> </div> <div id="navrow2" class="tabs2"> <ul class="tablist"> <li><a href="files.html"><span>File List</span></a></li> </ul> </div> <div class="header"> <div class="headertitle"> <h1>hardwaremodel.h</h1> </div> </div> <div class="contents"> <div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//****************************************************************************//</span> <a name="l00002"></a>00002 <span class="comment">// hardwaremodel.h //</span> <a name="l00003"></a>00003 <span class="comment">// Copyright (C) 2004 Desmecht Laurent //</span> <a name="l00004"></a>00004 <span class="comment">//****************************************************************************//</span> <a name="l00005"></a>00005 <span class="comment">// This library is free software; you can redistribute it and/or modify it //</span> <a name="l00006"></a>00006 <span class="comment">// under the terms of the GNU Lesser General Public License as published by //</span> <a name="l00007"></a>00007 <span class="comment">// the Free Software Foundation; either version 2.1 of the License, or (at //</span> <a name="l00008"></a>00008 <span class="comment">// your option) any later version. //</span> <a name="l00009"></a>00009 <span class="comment">//****************************************************************************//</span> <a name="l00010"></a>00010 <a name="l00011"></a>00011 <span class="preprocessor">#ifndef CAL_HARDWAREMODEL_H</span> <a name="l00012"></a>00012 <span class="preprocessor"></span><span class="preprocessor">#define CAL_HARDWAREMODEL_H</span> <a name="l00013"></a>00013 <span class="preprocessor"></span> <a name="l00014"></a>00014 <a name="l00015"></a>00015 <span class="preprocessor">#include "cal3d/global.h"</span> <a name="l00016"></a>00016 <span class="preprocessor">#include "cal3d/coresubmesh.h"</span> <a name="l00017"></a>00017 <a name="l00018"></a>00018 <a name="l00019"></a>00019 <span class="keyword">class </span><a class="code" href="classCalCoreModel.html">CalCoreModel</a>; <a name="l00020"></a>00020 <span class="keyword">class </span><a class="code" href="classCalSkeleton.html">CalSkeleton</a>; <a name="l00021"></a>00021 <span class="keyword">class </span><a class="code" href="classCalCoreMaterial.html">CalCoreMaterial</a>; <a name="l00022"></a>00022 <a name="l00023"></a>00023 <a name="l00024"></a><a class="code" href="classCalHardwareModel.html">00024</a> <span class="keyword">class </span>CAL3D_API <a class="code" href="classCalHardwareModel.html">CalHardwareModel</a> <a name="l00025"></a>00025 { <a name="l00026"></a>00026 <span class="keyword">public</span>: <a name="l00027"></a><a class="code" href="structCalHardwareModel_1_1CalHardwareMesh.html">00027</a> <span class="keyword">struct </span><a class="code" href="structCalHardwareModel_1_1CalHardwareMesh.html">CalHardwareMesh</a> <a name="l00028"></a>00028 { <a name="l00029"></a>00029 std::vector<int> m_vectorBonesIndices; <a name="l00030"></a>00030 <a name="l00031"></a>00031 <span class="keywordtype">int</span> baseVertexIndex; <a name="l00032"></a>00032 <span class="keywordtype">int</span> vertexCount; <a name="l00033"></a>00033 <span class="keywordtype">int</span> startIndex; <a name="l00034"></a>00034 <span class="keywordtype">int</span> faceCount; <a name="l00035"></a>00035 <a class="code" href="classCalCoreMaterial.html">CalCoreMaterial</a> *pCoreMaterial; <a name="l00036"></a>00036 <a name="l00037"></a>00037 <span class="keywordtype">int</span> meshId,submeshId; <a name="l00038"></a>00038 }; <a name="l00039"></a>00039 <a name="l00040"></a>00040 <span class="keyword">public</span>: <a name="l00041"></a>00041 <a class="code" href="classCalHardwareModel.html">CalHardwareModel</a>(<a class="code" href="classCalCoreModel.html">CalCoreModel</a>* pCoreModel); <a name="l00042"></a>00042 ~<a class="code" href="classCalHardwareModel.html">CalHardwareModel</a>() { } <a name="l00043"></a>00043 <a name="l00044"></a>00044 <span class="keywordtype">void</span> setVertexBuffer( <span class="keywordtype">char</span> * pVertexBuffer, <span class="keywordtype">int</span> stride); <a name="l00045"></a>00045 <span class="keywordtype">void</span> setIndexBuffer( CalIndex * pIndexBuffer); <a name="l00046"></a>00046 <span class="keywordtype">void</span> setNormalBuffer( <span class="keywordtype">char</span> * pNormalBuffer, <span class="keywordtype">int</span> stride); <a name="l00047"></a>00047 <span class="keywordtype">void</span> setWeightBuffer( <span class="keywordtype">char</span> * pWeightBuffer, <span class="keywordtype">int</span> stride); <a name="l00048"></a>00048 <span class="keywordtype">void</span> setMatrixIndexBuffer( <span class="keywordtype">char</span> * pMatrixIndexBuffer, <span class="keywordtype">int</span> stride); <a name="l00049"></a>00049 <span class="keywordtype">void</span> setTextureCoordNum(<span class="keywordtype">int</span> textureCoordNum); <a name="l00050"></a>00050 <span class="keywordtype">void</span> setTextureCoordBuffer(<span class="keywordtype">int</span> mapId, <span class="keywordtype">char</span> * pTextureCoordBuffer, <span class="keywordtype">int</span> stride); <a name="l00051"></a>00051 <span class="keywordtype">void</span> setTangentSpaceBuffer(<span class="keywordtype">int</span> mapId, <span class="keywordtype">char</span> * pTangentSpaceBuffer, <span class="keywordtype">int</span> stride); <a name="l00052"></a>00052 <span class="keywordtype">void</span> setCoreMeshIds(<span class="keyword">const</span> std::vector<int>& coreMeshIds); <a name="l00053"></a>00053 <a name="l00054"></a>00054 <span class="keywordtype">bool</span> load(<span class="keywordtype">int</span> baseVertexIndex, <span class="keywordtype">int</span> startIndex,<span class="keywordtype">int</span> maxBonesPerMesh); <a name="l00055"></a>00055 <a name="l00056"></a>00056 std::vector<CalHardwareMesh> & getVectorHardwareMesh(); <a name="l00057"></a>00057 <span class="keywordtype">void</span> getAmbientColor(<span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> *pColorBuffer); <a name="l00058"></a>00058 <span class="keywordtype">void</span> getDiffuseColor(<span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> *pColorBuffer); <a name="l00059"></a>00059 <span class="keywordtype">void</span> getSpecularColor(<span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> *pColorBuffer); <a name="l00060"></a>00060 <span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a> & getRotationBoneSpace(<span class="keywordtype">int</span> boneId, <a class="code" href="classCalSkeleton.html">CalSkeleton</a> *pSkeleton); <a name="l00061"></a>00061 <span class="keyword">const</span> <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a> & getTranslationBoneSpace(<span class="keywordtype">int</span> boneId, <a class="code" href="classCalSkeleton.html">CalSkeleton</a> *pSkeleton); <a name="l00062"></a>00062 <a name="l00063"></a>00063 <span class="keywordtype">float</span> getShininess(); <a name="l00064"></a>00064 <a name="l00065"></a>00065 <span class="keywordtype">int</span> getHardwareMeshCount(); <a name="l00066"></a>00066 <span class="keywordtype">int</span> getFaceCount(); <a name="l00067"></a>00067 <span class="keywordtype">int</span> getVertexCount(); <a name="l00068"></a>00068 <span class="keywordtype">int</span> getBoneCount(); <a name="l00069"></a>00069 <a name="l00070"></a>00070 <span class="keywordtype">int</span> getBaseVertexIndex(); <a name="l00071"></a>00071 <span class="keywordtype">int</span> getStartIndex(); <a name="l00072"></a>00072 <a name="l00073"></a>00073 <span class="keywordtype">int</span> getTotalFaceCount(); <a name="l00074"></a>00074 <span class="keywordtype">int</span> getTotalVertexCount(); <a name="l00075"></a>00075 <a name="l00076"></a>00076 Cal::UserData getMapUserData(<span class="keywordtype">int</span> mapId); <a name="l00077"></a>00077 <a name="l00078"></a>00078 <span class="keywordtype">bool</span> selectHardwareMesh(<span class="keywordtype">size_t</span> meshId); <a name="l00079"></a>00079 <a name="l00080"></a>00080 <span class="keyword">private</span>: <a name="l00081"></a>00081 <span class="keywordtype">bool</span> canAddFace(CalHardwareMesh &hardwareMesh, <a class="code" href="structCalCoreSubmesh_1_1Face.html">CalCoreSubmesh::Face</a> & face,std::vector<CalCoreSubmesh::Vertex>& vectorVertex, <span class="keywordtype">int</span> maxBonesPerMesh); <a name="l00082"></a>00082 <span class="keywordtype">int</span> addVertex(CalHardwareMesh &hardwareMesh, <span class="keywordtype">int</span> indice , <a class="code" href="classCalCoreSubmesh.html">CalCoreSubmesh</a> *pCoreSubmesh, <span class="keywordtype">int</span> maxBonesPerMesh); <a name="l00083"></a>00083 <span class="keywordtype">int</span> addBoneIndice(CalHardwareMesh &hardwareMesh, <span class="keywordtype">int</span> Indice, <span class="keywordtype">int</span> maxBonesPerMesh); <a name="l00084"></a>00084 <a name="l00085"></a>00085 <a name="l00086"></a>00086 <span class="keyword">private</span>: <a name="l00087"></a>00087 <a name="l00088"></a>00088 std::vector<CalHardwareMesh> m_vectorHardwareMesh; <a name="l00089"></a>00089 std::vector<CalIndex> m_vectorVertexIndiceUsed; <a name="l00090"></a>00090 <span class="keywordtype">int</span> m_selectedHardwareMesh; <a name="l00091"></a>00091 std::vector<int> m_coreMeshIds; <a name="l00092"></a>00092 <a class="code" href="classCalCoreModel.html">CalCoreModel</a> *m_pCoreModel; <a name="l00093"></a>00093 <a name="l00094"></a>00094 <a name="l00095"></a>00095 <span class="keywordtype">char</span> * m_pVertexBuffer; <a name="l00096"></a>00096 <span class="keywordtype">int</span> m_vertexStride; <a name="l00097"></a>00097 <span class="keywordtype">char</span> * m_pNormalBuffer; <a name="l00098"></a>00098 <span class="keywordtype">int</span> m_normalStride; <a name="l00099"></a>00099 <span class="keywordtype">char</span> * m_pWeightBuffer; <a name="l00100"></a>00100 <span class="keywordtype">int</span> m_weightStride; <a name="l00101"></a>00101 <span class="keywordtype">char</span> * m_pMatrixIndexBuffer; <a name="l00102"></a>00102 <span class="keywordtype">int</span> m_matrixIndexStride; <a name="l00103"></a>00103 <span class="keywordtype">char</span> * m_pTextureCoordBuffer[8]; <a name="l00104"></a>00104 <span class="keywordtype">int</span> m_textureCoordStride[8]; <a name="l00105"></a>00105 <span class="keywordtype">int</span> m_textureCoordNum; <a name="l00106"></a>00106 <span class="keywordtype">char</span> * m_pTangentSpaceBuffer[8]; <a name="l00107"></a>00107 <span class="keywordtype">int</span> m_tangentSpaceStride[8]; <a name="l00108"></a>00108 <a name="l00109"></a>00109 CalIndex * m_pIndexBuffer; <a name="l00110"></a>00110 <a name="l00111"></a>00111 <span class="keywordtype">int</span> m_totalVertexCount; <a name="l00112"></a>00112 <span class="keywordtype">int</span> m_totalFaceCount; <a name="l00113"></a>00113 }; <a name="l00114"></a>00114 <a name="l00115"></a>00115 <span class="preprocessor">#endif</span> </pre></div></div> </div> <hr> <center> <small> Generated at Tue Feb 8 2011 08:51:45 by <a href="http://gna.org/projects/cal3d/">The Cal3D Team</a> with <a href="http://www.doxygen.org/index.html"> Doxygen 1.7.3 </a> </small> </center> </body> </html>