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MeshBuffer.h
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#pragma once
#include "irrlicht.h"
#include "IrrManagers.h"
#include "Vector3D.h"
#include "Vector2D.h"
#include "Vector4D.h"
class MeshBuffer {
public:
MeshBuffer();
~MeshBuffer();
void pushFace(const Vector3D& v1, const Vector3D& v2, const Vector3D& v3,
const Vector3D& n1, const Vector3D& n2, const Vector3D& n3,
const Vector2D& uvw1, const Vector2D& uvw2, const Vector2D& uvw3,
const Vector4D& c1, const Vector4D& c2, const Vector4D& c3);
void clear();
void destroy();
void recalculateBoundingBox();
int getVertexCount() const;
irr::scene::SMeshBuffer* getBuffer() const;
u16 currentIndex = 0;
private:
irr::scene::SMeshBuffer* buffer;
void addVertex(const vector3df& pos, const vector3df& normal, SColor color, const vector2df& uvw) {
S3DVertex vertex;
vertex.Pos = pos;
vertex.Normal = normal;
vertex.Color = color;
vertex.TCoords = uvw;
buffer->Vertices.push_back(vertex);
}
};
void bindMeshBuffer();