Class: ewol::Mesh


Synopsis:

+  const char *                               getType                (void);
+ void draw (mat4 & _positionMatrix,
bool _enableDepthTest,
bool _enableDepthUpdate);
+ void generateVBO (void);
+ void createViewBox (const std::string & _materialName,
float _size);
+ void addMaterial (const std::string & _name,
ewol::Material * _data);
+ void setCheckNormal (bool _status);
+ bool getCheckNormal (void);
+ const std::vector & getPhysicalProperties (void);
+ void setShape (void * _shape);
+ void * getShape (void);
+ void setFreeShapeFunction (void(*_functionFreeShape)(void*_pointer));
+ static ewol::Mesh * keep (const std::string & _meshname);
+ static void release (ewol::Mesh * & _object);
# Mesh (const std::string & _fileName,
const std::string & _shaderName);
# ~Mesh (void);
- void calculateNormaleFace (void);
- void calculateNormaleEdge (void);
- bool loadOBJ (const std::string & _fileName);
- bool loadEMF (const std::string & _fileName);

Object Hierarchy:

ewol::EObject
    +--> ewol::Resource
        +--> ewol::Mesh

Detail:

getType ()

const char * getType(void);



draw ()

void draw(mat4 & _positionMatrix,
          bool _enableDepthTest,
          bool _enableDepthUpdate);



generateVBO ()

void generateVBO(void);



createViewBox ()

void createViewBox(const std::string & _materialName,
                   float _size);



addMaterial ()

void addMaterial(const std::string & _name,
                 ewol::Material * _data);



setCheckNormal ()

void setCheckNormal(bool _status);

set the check of normal position befor sending it to the openGl card


getCheckNormal ()

bool getCheckNormal(void);

get the check value of normal position befor sending it to the openGl card


getPhysicalProperties ()

const std::vector & getPhysicalProperties(void);



setShape ()

void setShape(void * _shape);

set the shape pointer (no type == > user might know it ...)


getShape ()

void * getShape(void);

get the pointer on the shame (no type)


setFreeShapeFunction ()

void setFreeShapeFunction(void(*_functionFreeShape)(void*_pointer));



ewol::keep ()

static ewol::Mesh * keep(const std::string & _meshname);

keep the resource pointer.
Notes: Never free this pointer by your own...


ewol::release ()

static void release(ewol::Mesh * & _object);

release the keeped resources


ewol::Mesh ()

Mesh(const std::string & _fileName,
     const std::string & _shaderName);



ewol::~Mesh ()

~Mesh(void);



calculateNormaleFace ()

void calculateNormaleFace(void);



calculateNormaleEdge ()

void calculateNormaleEdge(void);



loadOBJ ()

bool loadOBJ(const std::string & _fileName);



loadEMF ()

bool loadEMF(const std::string & _fileName);