StaticFaceGroup.cs :  » Game » RealmForge » Axiom » Graphics » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » StaticFaceGroup.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using Axiom.Core;
using Axiom.MathLib;

namespace Axiom.Graphics{
  /// <summary>
  ///     Collects a group of static ie immovable faces together which have common
    ///     properties like the material they use, the plane they lie on.
    /// </summary>
    /// <remarks>
  ///     Whilst for discrete geometry (i.e. movable/scene objects) groups of faces are
  ///     held in the SubMesh class, for immovable objects like scenery there
  ///     needs to ba little more flexibility in the grouping since the group is
  ///     likely to be a small part of a huge set of geometry. In addition, because
  ///     the faces are unmoving certain optimisations can be performed, e.g.
  ///     precalculating a world-coordinate bounding box and normal.
  ///     <p/>
  ///     Exactly how this class is used depends on the format of the large
  ///     static geometry used in the level. An example would be the use of this
  ///     class in the BspNode class for indoor levels.
  ///     For flexibility and efficiency, it is not assumed that this class holds
  ///     details of the vertices itself, or in fact that it holds the vertex indices
  ///     itself. Everything is manipulated via pointers so if you want this
  ///     class to point into a block of geometry data it can.
  /// </summary>
  public class StaticFaceGroup {
        /// <summary>
        ///     Type of face group.
        /// </summary>
        public FaceGroup type;

        /// <summary>
        ///     Is this a sky surface?
        /// </summary>
        public bool isSky;

        /// <summary>
        ///     Index into a buffer containing vertex definitions. Because we're
        ///     dealing with subsets of large levels this is likely to be part-way
        ///     through a huge vertex buffer.
        /// </summary>
        public int vertexStart;

        /// <summary>
        ///     The range of vertices in the buffer this facegroup references.
        ///     This is really for copying purposes only, so that we know which
        ///     subset of vertices to copy from our large-level buffer into the rendering buffer.
        /// </summary>
        public int numVertices;

        /// <summary>
        ///     Index into a buffer containing vertex indices. This buffer
        ///     may be individual to this group or shared for memory allocation
        ///     efficiency.  The vertex indexes are relative the the vertexStart pointer,
        ///     not to the start of the large-level buffer, allowing simple reindexing
        ///     when copying data into rendering buffers.
        ///     This is only applicable to FaceGroup.FaceList face groups.
        /// </summary>
        public int elementStart;

        /// <summary>
        ///     The number of vertex indices. This is only applicable to FaceGroup.FaceList face group types.
        /// </summary>
        public int numElements;

        /// <summary>
        ///     Handle to material used by this group.
        ///     Note the use of the material handle rather than the material
        ///     name - this is for efficiency since there will be many of these.
        /// </summary>
        public int materialHandle;

        public Plane plane;

        /// <remarks>
        ///     Patch surface (only applicable when type == FaceGroup.Patch)
        /// </remarks>
        public PatchSurface patchSurf;
  }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.