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Mesh Class Reference

Structure representing a mesh. More...

#include <model.h>

Inheritance diagram for Mesh:
Collaboration diagram for Mesh:

Public Member Functions

void constructor ()
 Constructor for the mesh class.
 
void load ()
 Loads the mesh data.
 
void save (FILE *file)
 Saves the current state of the mesh to a file.
 
void render (mat4 modelMatrix, Shader activeShader)
 Renders the mesh using the provided model matrix and active shader.
 
- Public Member Functions inherited from Node
void constructor ()
 Constructor for the Node class.
 
void initialize_node ()
 Initializes a node.
 
void get_glow_shader (Shader *shader)
 Retrieves the glow shader.
 
void get_settings_data (void ***ptr, int *length)
 Retrieves settings data.
 
void load ()
 Loads the necessary resources or data for the node.
 
void save (FILE *file)
 Saves the current state to the specified file.
 
void prepare_render (mat4 modelMatrix, Shader activeShader)
 Renders a node using the specified model matrix and shader.
 
void render ()
 Renders the node.
 
void update_global_position (vec3 pos, vec3 rot, vec3 scale)
 Updates the global position of a node.
 
void update (vec3 pos, vec3 rot, vec3 scale)
 Updates the position, rotation, and scale of a node.
 
void on_resize ()
 Handles the resize event for the node.
 
void free ()
 Frees the resources allocated by the object.
 
void is_cshape (bool *cshape)
 Checks if the current shape is a custom shape.
 
void is_body (bool *body)
 Sets the body status of the node.
 
void is_area (bool *area)
 Checks if the current node is within a specified area.
 
void is_render_target (bool *render_target)
 Sets the render target status.
 
void is_gui_element (bool *result)
 Determines if the current node is a GUI element.
 
void add_child (Node *child)
 Adds a child node to a parent node.
 
void add_child_and_realloc (Node *child)
 Adds a child node to a parent node and reallocates memory if necessary.
 
void remove_child (Node *child)
 Removes a child node from a parent node.
 
void remove_child_and_realloc (Node *child)
 Removes a child node from a parent node and reallocates memory if necessary.
 
void remove_child_and_free (Node *child)
 Removes a child node from a parent node and frees the memory of the child node.
 
void remove_child_and_free_and_realloc (Node *child)
 Removes a child node from a parent node, frees the memory of the child node, and reallocates memory if necessary.
 
int index_of_child (Node *child)
 Retrieves the index of a child node in a parent node's children array.
 
void print (int level)
 Prints the details of a node at a specified level of indentation.
 
void emit_ready (...)
 Emits the 'ready' signal for the node.
 
void emit_update (...)
 Emits an update event for the node.
 
void emit_signal (...)
 Emits a signal if the node has a script and the script has a signal handler.
 

Public Attributes

VAO VAO
 
u8 length
 
- Public Attributes inherited from Node
void * object
 
struct Node ** children
 
struct Nodeparent
 
u16 length
 
u8 type
 
u8 flags
 
vec3 pos
 
vec3 rot
 
vec3 scale
 
vec3 globalPos
 
vec3 globalRot
 
vec3 globalScale
 
Behaviorbehavior
 
BehaviorAttributeattribute
 
u8 attributes_count
 
Shader shader
 

Additional Inherited Members

- Static Public Attributes inherited from Node
static Shader glowShader = 0
 A static Shader variable used for glow effect.
 

Detailed Description

Structure representing a mesh.

This structure holds the Vertex Array Object (VAO) of a mesh.

Member Function Documentation

◆ constructor()

void Mesh::constructor ( )
inline

Constructor for the mesh class.

This function initializes a new instance of the mesh class.

◆ load()

void Mesh::load ( )
inline

Loads the mesh data.

This function is responsible for loading the mesh data from a specified source. It initializes the necessary resources and prepares the mesh for rendering.

Note
Ensure that the source of the mesh data is correctly specified before calling this function.

◆ save()

void Mesh::save ( FILE *  file)
inline

Saves the current state of the mesh to a file.

This function writes the current state of the mesh to the specified file.

Parameters
fileA pointer to the FILE object where the mesh state will be saved.

◆ render()

void Mesh::render ( mat4  modelMatrix,
Shader  activeShader 
)
inline

Renders the mesh using the provided model matrix and active shader.

This function takes a model matrix and an active shader as parameters and renders the mesh accordingly. The model matrix is used to transform the mesh in the 3D space, and the active shader is used to apply shading effects during the rendering process.

Parameters
modelMatrixMat4 structure representing the model matrix.
activeShaderThe shader program to be used for rendering.

Member Data Documentation

◆ VAO

VAO Mesh::VAO

Vertex Array Object

◆ length

u8 Mesh::length

Length of the mesh


The documentation for this class was generated from the following files: