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iMeshObjectFactory Struct Reference

This object is a factory which can generate mesh objects of a certain type. More...

#include <object.h>

Inheritance diagram for iMeshObjectFactory:

iBase List of all members.

Public Methods

virtual iMeshObjectNewInstance ()=0
 Create an instance of iMeshObject.

virtual void HardTransform (const csReversibleTransform &t)=0
 Do a hard transform of this factory. More...

virtual bool SupportsHardTransform () const=0
 Return true if HardTransform is supported for this factory.

virtual void SetLogicalParent (iBase *logparent)=0
 Set a reference to some logical parent in the context that holds the mesh factories. More...

virtual iBaseGetLogicalParent () const=0
 Get the logical parent for this mesh factory. More...


Detailed Description

This object is a factory which can generate mesh objects of a certain type.

For example, if you want to have multiple sets of sprites from the same sprite template then you should have an instance of iMeshObjectFactory for evey sprite template and an instance of iMeshObject for every sprite.

To use a mesh factory in the engine, you have to create a mesh factory wrapper for it.


Member Function Documentation

iBase * iMeshObjectFactory::GetLogicalParent ( ) const [pure virtual]
 

Get the logical parent for this mesh factory.

See SetLogicalParent() for more information.

void iMeshObjectFactory::HardTransform ( const csReversibleTransform & t ) [pure virtual]
 

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.

void iMeshObjectFactory::SetLogicalParent ( iBase * lp ) [pure virtual]
 

Set a reference to some logical parent in the context that holds the mesh factories.

When a mesh factory is used in the context of the 3D engine then this will be an iMeshFactoryWrapper. Similarly for the isometric engine. 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 factory).


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000