#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;
}
}
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