crystalspace.jbind.interfaces.imesh.object
Interface iMeshObject

All Superinterfaces:
iBase, iPointer
All Known Implementing Classes:
csMeshObject

public interface iMeshObject
extends iBase

This is a general mesh object that the engine can interact with. The mesh object only manages its shape, texture etc. but *not* its position, sector or similar information. For this reason, a mesh object can only be used in the engine if a hook object is created for it in the engine that does the required management. The hook object is called mesh wrapper.

Author:
Java wrapper - Quentin Anciaux, c++ version - http://crystal.sourceforge.net/docs/online/devapi/structiMeshObject.php

Method Summary
 boolean draw(iRenderView rview, iMovable movable, int zbufMode)
          Draw this mesh object.
 boolean drawTest(iRenderView rview, iMovable movable)
          First part of Draw.
 boolean getColor(csColor color)
          Get the base color of the mesh.
 iMeshObjectFactory getFactory()
          Get the reference to the factory that created this mesh object.
 iBase getLogicalParent()
          Get the logical parent for this mesh object.
 iMaterialWrapper getMaterialWrapper()
          Get the material of the mesh.
 iObjectModel getObjectModel()
          Get the generic interface describing the geometry of this mesh.
 csRenderMesh getRenderMeshes(int num)
          For NR: @@ document me!!!
 iMeshObjectDrawCallback getVisibleCallback()
          Get the current visible callback.
 void hardTransform(csReversibleTransform t)
          Do a hard transform of this object.
 boolean hitBeamObject(csVector3 start, csVector3 end, csVector3 isect, float pr)
          Check if this mesh is hit by this object space vector.
 boolean hitBeamObject(csVector3 start, csVector3 end, csVector3 isect, float pr, int polygon_idx)
          Check if this mesh is hit by this object space vector.
 boolean hitBeamOutline(csVector3 start, csVector3 end, csVector3 isect, float pr)
          Check if this mesh is hit by this object space vector.
 void invalidateMaterialHandles()
          Material changed.
 void nextFrame(int current_time, csVector3 pos)
          Control animation of this object.
 void positionChild(iMeshObject child, int current_time)
          The engine asks this mesh object to place one of his hierarchical children.
 boolean setColor(csColor color)
          Set the base color of the mesh.
 void setLogicalParent(iBase logparent)
          Set a reference to some logical parent in the context that holds the mesh objects.
 boolean setMaterialWrapper(iMaterialWrapper material)
          Set the material of the mesh.
 void setVisibleCallback(iMeshObjectDrawCallback cb)
          Register a callback to the mesh object which will be called from within Draw(); if the mesh object thinks that the object is really visible.
 boolean supportsHardTransform()
          Return true if HardTransform is supported for this mesh object type.
 void updateLighting(iLight[] lights, iMovable movable)
          Update lighting for the object on the given position.
 
Methods inherited from interface crystalspace.jbind.interfaces.iutil.scf.iBase
decRef, getName, getRefCount, getVersion, incRef, queryInterface, queryInterfaceSafe
 
Methods inherited from interface crystalspace.jbind.interfaces.iPointer
changePointer, getPointer, isMemoryOwner, setMemoryOwner
 

Method Detail

draw

public boolean draw(iRenderView rview,
                    iMovable movable,
                    int zbufMode)
Draw this mesh object. Returns false if not visible. If this function returns true it does not mean that the object is invisible. It just means that this MeshObject thinks that the object was probably visible. DrawTest(); will be called before this function (possibly with an UpdateLighting(); in between. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csEmitMeshObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
rview -
movable -
zbufMode -
Returns:

drawTest

public boolean drawTest(iRenderView rview,
                        iMovable movable)
First part of Draw. The engine will call this DrawTest(); before calling Draw(); so DrawTest(); can (if needed); remember computationally expensive data. If DrawTest(); returns false the engine will not call Draw();. Possibly UpdateLighting(); will be called in between DrawTest(); and Draw();. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
rview -
movable -
Returns:

getColor

public boolean getColor(csColor color)
Get the base color of the mesh. Will return false if not supported. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
color -
Returns:

getFactory

public iMeshObjectFactory getFactory()
Get the reference to the factory that created this mesh object. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

getLogicalParent

public iBase getLogicalParent()
Get the logical parent for this mesh object. See SetLogicalParent(); for more information. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

getMaterialWrapper

public iMaterialWrapper getMaterialWrapper()
Get the material of the mesh. If not supported this will return 0 Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

getObjectModel

public iObjectModel getObjectModel()
Get the generic interface describing the geometry of this mesh. If the factory supports this you should preferably use the object model from the factory instead. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

getRenderMeshes

public csRenderMesh getRenderMeshes(int num)
For NR: @@ document me!!! Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
num -
Returns:

getVisibleCallback

public iMeshObjectDrawCallback getVisibleCallback()
Get the current visible callback. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

hardTransform

public void hardTransform(csReversibleTransform t)
Do a hard transform of this object. 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. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csEmitMeshObject, csExploMeshObject, csFireMeshObject, csFountainMeshObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticlesObject, csSnowMeshObject, csSpiralMeshObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
t -

hitBeamObject

public boolean hitBeamObject(csVector3 start,
                             csVector3 end,
                             csVector3 isect,
                             float pr)
Check if this mesh is hit by this object space vector. Return the collision point in object space coordinates. This is the most detailed version (and also the slowest);. The returned hit will be guaranteed to be the point closest to the 'start' of the beam. If the object supports this then an index of the hit polygon will be returned (or -1 if not supported or no hit);. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
start -
end -
isect -
pr -
Returns:

hitBeamObject

public boolean hitBeamObject(csVector3 start,
                             csVector3 end,
                             csVector3 isect,
                             float pr,
                             int polygon_idx)
Check if this mesh is hit by this object space vector. Return the collision point in object space coordinates. This is the most detailed version (and also the slowest);. The returned hit will be guaranteed to be the point closest to the 'start' of the beam. If the object supports this then an index of the hit polygon will be returned (or -1 if not supported or no hit);. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
start -
end -
isect -
pr -
polygon_idx -
Returns:

hitBeamOutline

public boolean hitBeamOutline(csVector3 start,
                              csVector3 end,
                              csVector3 isect,
                              float pr)
Check if this mesh is hit by this object space vector. This will do a test based on the outline of the object. This means that it is more accurate than HitBeamBBox();. Note that this routine will typically be faster than HitBeamObject();. The hit may be on the front or the back of the object, but will indicate that it iterrupts the beam. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
start -
end -
isect -
pr -
Returns:

invalidateMaterialHandles

public void invalidateMaterialHandles()
Material changed. This is an 'event' that the engine (or another party managing materials); will send out as soon as the material handles are changed in some way which requires the mesh object to fetch it again (i.e. to call materialwrapper->GetMaterialHandle();); again. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.


nextFrame

public void nextFrame(int current_time,
                      csVector3 pos)
Control animation of this object. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
current_time -
pos -

positionChild

public void positionChild(iMeshObject child,
                          int current_time)
The engine asks this mesh object to place one of his hierarchical children. It must be placed where it should be at the given time. This object might or might not have been drawn, so you can't use it's current state. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
child -
current_time -

setColor

public boolean setColor(csColor color)
Set the base color of the mesh. This color will be added to whatever color is set for lighting. Not all meshes need to support this. This function will return true if it worked. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
color -
Returns:

setLogicalParent

public void setLogicalParent(iBase logparent)
Set a reference to some logical parent in the context that holds the mesh objects. When a mesh object is used in the context of the 3D engine then this will be an iMeshWrapper. In case it is used in the context of the isometric engine this will be an iIsoMeshSprite. Note that this function should NOT increase the ref-count of the given logical parent because this would cause a circular reference (since the logical parent already holds a reference to this mesh object);. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
logparent -

setMaterialWrapper

public boolean setMaterialWrapper(iMaterialWrapper material)
Set the material of the mesh. This only works for single-material meshes. If not supported this function will return false. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
material -
Returns:

setVisibleCallback

public void setVisibleCallback(iMeshObjectDrawCallback cb)
Register a callback to the mesh object which will be called from within Draw(); if the mesh object thinks that the object is really visible. Depending on the type of mesh object this can be very accurate or not accurate at all. But in all cases it will certainly be called if the object is visible. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
cb -

supportsHardTransform

public boolean supportsHardTransform()
Return true if HardTransform is supported for this mesh object type. Implemented in csPortalContainer, csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csEmitMeshObject, csExploMeshObject, csFireMeshObject, csFountainMeshObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticlesObject, csSnowMeshObject, csSpiralMeshObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Returns:

updateLighting

public void updateLighting(iLight[] lights,
                           iMovable movable)
Update lighting for the object on the given position. Implemented in csMeshObject, csShadow, csSpider, csBallMeshObject, csBCTerrObject, csGenmeshMeshObject, csHazeMeshObject, csLightningMeshObject, csNullmeshMeshObject, csParticleSystem, csNewParticleSystem, csParticlesObject, csSprite2DMeshObject, csSprite3DMeshObject, csSpriteCal3DMeshObject, csStarsMeshObject, csChunkLodTerrainObject, and csBigTerrainObject.

Parameters:
lights -
movable -