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skinvertexbuffer.h from NeoEngineNG at Krugle


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/***************************************************************************
                  skinvertexbuffer.h  -  Skin vertex buffer chunk
                             -------------------
    begin                : Wed Feb 26 2003
    copyright            : (C) 2003 by Reality Rift Studios
    email                : mattias@realityrift.com
 ***************************************************************************

 The contents of this file are subject to the Mozilla Public License Version
 1.1 (the "License"); you may not use this file except in compliance with
 the License. You may obtain a copy of the License at 
 http://www.mozilla.org/MPL/

 Software distributed under the License is distributed on an "AS IS" basis,
 WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 for the specific language governing rights and limitations under the
 License.

 The Original Code is the NeoEngine, NeoChunkIO, skinvertexbuffer.h

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2003
 Reality Rift Studios. All Rights Reserved.

 ***************************************************************************/

#ifndef _NECHUNKIO_SKINVERTEXBUFFER_H_
#define _NECHUNKIO_SKINVERTEXBUFFER_H_


/**
  * \file skinvertexbuffer.h
  * Skin vertex buffer chunk
  */


#include "base.h"
#include "complex.h"


// External classes
namespace NeoEngine
{
	class SkinVertex;
};


namespace NeoChunkIO
{


/**
  * \class SkinVertexBufferChunk
  * \brief Vertex buffer chunk
  * \author Mattias Jansson (mattias@realityrift.com)
  **/
class NEOCHUNKIO_API SkinVertexBufferChunk : public ComplexChunk
{
	public:

		/*! Skin vertices */
		NeoEngine::SkinVertex                        *m_pkBuffer;

		/*! Number of skin vertices */
		unsigned int                                  m_uiNumVertices;

		/**
		* Initialize chunk
		* \param usType                               Chunk type
		* \param rstrType                             Chunk type as string
		* \param rstrID                               Chunk ID string
		*/ 
		                                              SkinVertexBufferChunk( unsigned short usType, const NeoEngine::HashString &rstrType, const NeoEngine::HashString &rstrID = "" ) : ComplexChunk( usType, rstrType, rstrID ), m_pkBuffer( 0 ), m_uiNumVertices( 0 ) {}
		
		/**
		* Setup chunk with default values
		* \param pkBuffer                             Skin vertex buffer
		* \param uiNumVertices                        Number of vertices in skin vertex buffer
		* \param rstrID                               Chunk ID string, default empty
		*/
		                                              SkinVertexBufferChunk( NeoEngine::SkinVertex *pkBuffer, unsigned int uiNumVertices, const NeoEngine::HashString &rstrID = "" ) : ComplexChunk( ChunkType::SKINVERTEXBUFFER, "skinvertexbuf", rstrID ), m_pkBuffer( pkBuffer ), m_uiNumVertices( uiNumVertices ) {}
		
		/**
		* Deallocate data and subchunks
		*/
		virtual                                      ~SkinVertexBufferChunk();

		/**
		* Get size of chunk in binary mode
		* \param bIncludeHeader                       Add header of chunk (type + ID) to size as well as subchunks and data
		* \return                                     Size of chunk data in bytes as if read/written from/to file
		*/
		virtual int                                   GetSize( bool bIncludeHeader = false ) const;

		/**
		* Read chunk data from file
		* \param pkFile                               File
		* \param eMode                                Chunk mode (ChunkIO::ASCII or ChunkIO::BINARY)
		* \param uiEnd                                Bytes to end of chunk (in binary mode)
		* \return                                     <0 if error, number of bytes read if successful
		*/
		virtual int                                   ReadData( NeoEngine::File *pkFile, ChunkIO::CHUNKIOMODE eMode, unsigned int uiEnd );

		/**
		* Write chunk data to file
		* \param pkFile                               File
		* \param eMode                                Chunk mode (ChunkIO::ASCII or ChunkIO::BINARY)
		* \param uiLevel                              Recursion level for ascii format
		* \return                                     <0 if error, number of bytes written if successful
		*/
		virtual int                                   WriteData( NeoEngine::File *pkFile, ChunkIO::CHUNKIOMODE eMode, unsigned int uiLevel );

		/**
		* Allocate new chunk
		* \param usType                               Type identifier
		* \param rstrType                             Type identifier as string
		* \param rstrID                               ID string
		* \return                                     New chunk
		*/
		static Chunk                                 *Allocator( unsigned short usType, const NeoEngine::HashString &rstrType, const NeoEngine::HashString &rstrID ) { return new SkinVertexBufferChunk( usType, rstrType, rstrID ); }
};


}; // namespace NeoChunkIO


#endif





See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  Makefile.am
  SConscript
  animlib.cpp
  animlib.h
  base.cpp
  base.h
  bone.cpp
  bone.h
  bool.cpp
  bool.h
  boundingvolume.cpp
  boundingvolume.h
  chunk.cpp
  chunk.h
  chunkio.cpp
  chunkio.h
  chunktype.h
  color.cpp
  color.h
  complex.cpp
  complex.h
  core.cpp
  core.h
  core_inl.h
  dll.cpp
  factory.cpp
  factory.h
  float.cpp
  float.h
  integer.cpp
  integer.h
  light.cpp
  light.h
  material.cpp
  material.h
  materiallib.cpp
  materiallib.h
  matrix.cpp
  matrix.h
  mesh.cpp
  mesh.h
  meshentity.cpp
  meshentity.h
  neochunkio-static.dev
  neochunkio.cbp
  neochunkio.depend
  neochunkio.dev
  neochunkio.dsp
  neochunkio.layout
  neochunkio.vcproj
  nodeanimation.cpp
  nodeanimation.h
  nodekeyframe.cpp
  nodekeyframe.h
  notify.cpp
  notify.h
  polygonbuffer.cpp
  polygonbuffer.h
  polygonstrip.cpp
  polygonstrip.h
  primitive.cpp
  primitive.h
  quaternion.cpp
  quaternion.h
  room.cpp
  room.h
  scene.cpp
  scene.h
  sceneentity.cpp
  sceneentity.h
  scenenode.cpp
  scenenode.h
  shader.cpp
  shader.h
  shaderprogram.cpp
  shaderprogram.h
  short.cpp
  short.h
  skeleton.cpp
  skeleton.h
  skeletonanimation.cpp
  skeletonanimation.h
  skin.cpp
  skin.h
  skinvertexbuffer.cpp
  skinvertexbuffer.h
  skybox.cpp
  skybox.h
  skydome.cpp
  skydome.h
  stdstring.cpp
  stdstring.h
  submesh.cpp
  submesh.h
  submeshanimation.cpp
  submeshanimation.h
  submeshkeyframe.cpp
  submeshkeyframe.h
  technique.cpp
  technique.h
  texlayer.cpp
  texlayer.h
  texmatrixgen.cpp
  texmatrixgen.h
  vector3d.cpp
  vector3d.h
  vertexbuffer.cpp
  vertexbuffer.h