00001 #ifndef COM_M4NKIND_Object3DVirtualDynamic_H 00002 #define COM_M4NKIND_Object3DVirtualDynamic_H 00003 00004 #include "Object3DMeshVirtual.h" 00005 00006 #include "PackLong_WithLimits.h" 00007 00008 /*! 00009 \class Object3DVirtualDynamic 00010 \ingroup BaseObjectInherited_VedaLib3DEngine 00011 \brief virtual Class defining a Object3D Mesh which shape is dynamic or not, 00012 like Object3DVirtual, but which number of vertex and polygons may vary 00013 according to the shape. So this class ask 2 attributes members: 00014 a maximum number of vertex and a maximum number of polygons, so that 00015 it allocates these list once. 00016 */ 00017 00018 class Object3DVirtualDynamic : public Object3DMeshVirtual 00019 { 00020 /*================================================================== 00021 PUBLIC 00022 ==================================================================*/ 00023 public: 00024 /*! 00025 \brief Constructor. There should only be members initialisation there. 00026 */ 00027 Object3DVirtualDynamic(void); 00028 00029 /*! 00030 \brief Class Inheritance Descriptors. Also forces a destructor. See BASEOBJECT_DECLARE_... in .cpp 00031 */ 00032 BASEOBJECT_DEFINE_VIRTUALCLASS(Object3DVirtualDynamic); 00033 00034 /*================================================================== 00035 PROTECTED 00036 ==================================================================*/ 00037 protected: 00038 //! the maximum number of vertex. 00039 PackLong_WithLimits mSer_MaximumNumberOfVertex; 00040 //! the maximum number of Triangle. 00041 PackLong_WithLimits mSer_MaximumNumberOfTriangle; 00042 /*! 00043 \brief Alloc one VirtualMachine::Internal3DBuffer with the number of vertex and triangle defined. 00044 this sould be used by CreateInternal or CreateShape(). 00045 \param _i3DBufferFlag the flags used to declare the vertex members. 00046 \return true if OK, false if error. 00047 */ 00048 bool CreateInternal_Alloc1Internal3DBuffer(unsigned int _i3DBufferFlag); 00049 00050 00051 }; 00052 00053 #endif
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