| Irrlicht 3D Engine |

IMeshManipulator.h
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    00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt
    00002 // This file is part of the "Irrlicht Engine".
    00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
    00004
    00005 #ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
    00006 #define __I_MESH_MANIPULATOR_H_INCLUDED__
    00007
    00008 #include "IReferenceCounted.h"
    00009 #include "vector3d.h"
    00010 #include "aabbox3d.h"
    00011 #include "matrix4.h"
    00012 #include "IAnimatedMesh.h"
    00013 #include "IMeshBuffer.h"
    00014 #include "SVertexManipulator.h"
    00015
    00016 namespace irr
    00017 {
    00018 namespace scene
    00019 {
    00020
    00021     struct SMesh;
    00022
    00024
    00029     class IMeshManipulator : public virtual IReferenceCounted
    00030     {
    00031     public:
    00032
    00034
    00037         virtual void flipSurfaces(IMesh* mesh) const = 0;
    00038
    00040
    00042         void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
    00043         {
    00044             apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
    00045         }
    00046
    00048
    00050         void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
    00051         {
    00052             apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
    00053         }
    00054
    00056
    00058         void setVertexColors(IMesh* mesh, video::SColor color) const
    00059         {
    00060             apply(scene::SVertexColorSetManipulator(color), mesh);
    00061         }
    00062
    00064
    00066         void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
    00067         {
    00068             apply(scene::SVertexColorSetManipulator(color), buffer);
    00069         }
    00070
    00072
    00075         virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
    00076                 bool angleWeighted = false) const=0;
    00077
    00079
    00082         virtual void recalculateNormals(IMeshBuffer* buffer,
    00083                 bool smooth = false, bool angleWeighted = false) const=0;
    00084
    00086
    00091         virtual void recalculateTangents(IMesh* mesh,
    00092                 bool recalculateNormals=false, bool smooth=false,
    00093                 bool angleWeighted=false) const=0;
    00094
    00096
    00101         virtual void recalculateTangents(IMeshBuffer* buffer,
    00102                 bool recalculateNormals=false, bool smooth=false,
    00103                 bool angleWeighted=false) const=0;
    00104
    00106
    00108         void scale(IMesh* mesh, const core::vector3df& factor) const
    00109         {
    00110             apply(SVertexPositionScaleManipulator(factor), mesh, true);
    00111         }
    00112
    00114
    00116         void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
    00117         {
    00118             apply(SVertexPositionScaleManipulator(factor), buffer, true);
    00119         }
    00120
    00122
    00125         _IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
    00126
    00128
    00131         void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
    00132         {
    00133             apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
    00134         }
    00135
    00137
    00140         void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
    00141         {
    00142             apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
    00143         }
    00144
    00146
    00148         void transform(IMesh* mesh, const core::matrix4& m) const
    00149         {
    00150             apply(SVertexPositionTransformManipulator(m), mesh, true);
    00151         }
    00152
    00154
    00156         void transform(IMeshBuffer* buffer, const core::matrix4& m) const
    00157         {
    00158             apply(SVertexPositionTransformManipulator(m), buffer, true);
    00159         }
    00160
    00162
    00165         _IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
    00166
    00168
    00172         virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
    00173
    00175
    00179         virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
    00180
    00182
    00189         virtual void makePlanarTextureMapping(scene::IMesh* mesh,
    00190                 f32 resolutionS, f32 resolutionT,
    00191                 u8 axis, const core::vector3df& offset) const=0;
    00192
    00194
    00201         virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
    00202                 f32 resolutionS, f32 resolutionT,
    00203                 u8 axis, const core::vector3df& offset) const=0;
    00204
    00206
    00212         virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
    00213
    00215
    00231         virtual IMesh* createMeshWithTangents(IMesh* mesh,
    00232                 bool recalculateNormals=false, bool smooth=false,
    00233                 bool angleWeighted=false, bool recalculateTangents=true) const=0;
    00234
    00236
    00241         virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
    00242
    00244
    00249         virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
    00250
    00252
    00257         virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
    00258
    00260
    00265         virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
    00266
    00268
    00270         virtual s32 getPolyCount(IMesh* mesh) const = 0;
    00271
    00273
    00275         virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
    00276
    00278
    00284         virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
    00285             scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
    00286
    00288
    00296         virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
    00297
    00299
    00303         template <typename Functor>
    00304         bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
    00305         {
    00306             return apply_(func, buffer, boundingBoxUpdate, func);
    00307         }
    00308
    00309
    00311
    00315         template <typename Functor>
    00316         bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
    00317         {
    00318             if (!mesh)
    00319                 return true;
    00320             bool result = true;
    00321             core::aabbox3df bufferbox;
    00322             for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
    00323             {
    00324                 result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
    00325                 if (boundingBoxUpdate)
    00326                 {
    00327                     if (0==i)
    00328                         bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
    00329                     else
    00330                         bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
    00331                 }
    00332             }
    00333             if (boundingBoxUpdate)
    00334                 mesh->setBoundingBox(bufferbox);
    00335             return result;
    00336         }
    00337
    00338 protected:
    00340
    00345         template <typename Functor>
    00346         bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
    00347         {
    00348             if (!buffer)
    00349                 return true;
    00350
    00351             core::aabbox3df bufferbox;
    00352             for (u32 i=0; i<buffer->getVertexCount(); ++i)
    00353             {
    00354                 switch (buffer->getVertexType())
    00355                 {
    00356                 case video::EVT_STANDARD:
    00357                     {
    00358                         video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
    00359                         func(verts[i]);
    00360                     }
    00361                     break;
    00362                 case video::EVT_2TCOORDS:
    00363                     {
    00364                         video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
    00365                         func(verts[i]);
    00366                     }
    00367                     break;
    00368                 case video::EVT_TANGENTS:
    00369                     {
    00370                         video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
    00371                         func(verts[i]);
    00372                     }
    00373                     break;
    00374                 }
    00375                 if (boundingBoxUpdate)
    00376                 {
    00377                     if (0==i)
    00378                         bufferbox.reset(buffer->getPosition(0));
    00379                     else
    00380                         bufferbox.addInternalPoint(buffer->getPosition(i));
    00381                 }
    00382             }
    00383             if (boundingBoxUpdate)
    00384                 buffer->setBoundingBox(bufferbox);
    00385             return true;
    00386         }
    00387 };
    00388
    00389 } // end namespace scene
    00390 } // end namespace irr
    00391
    00392
    00393 #endif