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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
446 lines
19 KiB
C++
446 lines
19 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
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#define __I_MESH_MANIPULATOR_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "vector3d.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "IAnimatedMesh.h"
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#include "IMeshBuffer.h"
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#include "SVertexManipulator.h"
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namespace irr
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{
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namespace scene
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{
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struct SMesh;
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//! An interface for easy manipulation of meshes.
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/** Scale, set alpha value, flip surfaces, and so on. This exists for
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fixing problems with wrong imported or exported meshes quickly after
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loading. It is not intended for doing mesh modifications and/or
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animations during runtime.
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*/
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class IMeshManipulator : public virtual IReferenceCounted
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{
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public:
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//! Flips the direction of surfaces.
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/** Changes backfacing triangles to frontfacing
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triangles and vice versa.
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\param mesh Mesh on which the operation is performed. */
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virtual void flipSurfaces(IMesh* mesh) const = 0;
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//! Sets the alpha vertex color value of the whole mesh to a new value.
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/** \param mesh Mesh on which the operation is performed.
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\param alpha New alpha value. Must be a value between 0 and 255. */
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void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
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{
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apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
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}
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//! Sets the alpha vertex color value of the whole mesh to a new value.
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/** \param buffer Meshbuffer on which the operation is performed.
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\param alpha New alpha value. Must be a value between 0 and 255. */
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void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
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{
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apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
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}
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//! Sets the colors of all vertices to one color
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/** \param mesh Mesh on which the operation is performed.
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\param color New color. */
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void setVertexColors(IMesh* mesh, video::SColor color) const
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{
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apply(scene::SVertexColorSetManipulator(color), mesh);
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}
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//! Sets the colors of all vertices to one color
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/** \param buffer Meshbuffer on which the operation is performed.
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\param color New color. */
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void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
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{
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apply(scene::SVertexColorSetManipulator(color), buffer);
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}
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//! Recalculates all normals of the mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param smooth: If the normals shall be smoothed.
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\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
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virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
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bool angleWeighted = false) const=0;
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed.
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\param smooth: If the normals shall be smoothed.
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\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
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virtual void recalculateNormals(IMeshBuffer* buffer,
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bool smooth = false, bool angleWeighted = false) const=0;
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//! Recalculates tangents, requires a tangent mesh
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/** \param mesh Mesh on which the operation is performed.
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\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the mesh are used unchanged.
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\param smooth If the normals shall be smoothed.
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\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
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*/
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virtual void recalculateTangents(IMesh* mesh,
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bool recalculateNormals=false, bool smooth=false,
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bool angleWeighted=false) const=0;
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//! Recalculates tangents, requires a tangent mesh buffer
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/** \param buffer Meshbuffer on which the operation is performed.
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\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the buffer are used unchanged.
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\param smooth If the normals shall be smoothed.
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\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
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*/
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virtual void recalculateTangents(IMeshBuffer* buffer,
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bool recalculateNormals=false, bool smooth=false,
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bool angleWeighted=false) const=0;
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//! Scales the actual mesh, not a scene node.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Scale factor for each axis. */
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void scale(IMesh* mesh, const core::vector3df& factor) const
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{
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apply(SVertexPositionScaleManipulator(factor), mesh, true);
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}
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//! Scales the actual meshbuffer, not a scene node.
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/** \param buffer Meshbuffer on which the operation is performed.
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\param factor Scale factor for each axis. */
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void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
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{
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apply(SVertexPositionScaleManipulator(factor), buffer, true);
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}
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//! Scales the actual mesh, not a scene node.
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/** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
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\param mesh Mesh on which the operation is performed.
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\param factor Scale factor for each axis. */
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_IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
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//! Scale the texture coords of a mesh.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Vector which defines the scale for each axis.
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\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
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void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
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{
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apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
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}
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//! Scale the texture coords of a meshbuffer.
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/** \param buffer Meshbuffer on which the operation is performed.
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\param factor Vector which defines the scale for each axis.
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\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
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void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
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{
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apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
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}
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//! Applies a transformation to a mesh
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/** \param mesh Mesh on which the operation is performed.
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\param m transformation matrix.
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\param normalsUpdate When 0 - don't update normals.
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When 1 - update normals with inverse transposed of the transformation matrix
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*/
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void transform(IMesh* mesh, const core::matrix4& m, u32 normalsUpdate = 0) const
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{
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apply(SVertexPositionTransformManipulator(m), mesh, true);
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if ( normalsUpdate == 1 )
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{
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core::matrix4 invT;
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if ( m.getInverse(invT) )
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{
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invT = invT.getTransposed();
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apply(SVertexNormalTransformManipulator(invT), mesh, false);
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}
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}
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}
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//! Applies a transformation to a meshbuffer
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/** \param buffer Meshbuffer on which the operation is performed.
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\param m transformation matrix.
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\param normalsUpdate When 0 - don't update normals.
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When 1 - update normals with inverse transposed of the transformation matrix
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*/
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void transform(IMeshBuffer* buffer, const core::matrix4& m, u32 normalsUpdate = 0) const
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{
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apply(SVertexPositionTransformManipulator(m), buffer, true);
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if ( normalsUpdate == 1 )
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{
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core::matrix4 invT;
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if ( m.getInverse(invT) )
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{
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invT = invT.getTransposed();
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apply(SVertexNormalTransformManipulator(invT), buffer, false);
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}
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}
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}
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//! Applies a transformation to a mesh
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/** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
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\param mesh Mesh on which the operation is performed.
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\param m transformation matrix. */
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_IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
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//! Creates a planar texture mapping on the mesh
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/** \param mesh: Mesh on which the operation is performed.
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\param resolution: resolution of the planar mapping. This is
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the value specifying which is the relation between world space
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and texture coordinate space. */
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virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
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//! Creates a planar texture mapping on the meshbuffer
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/** \param meshbuffer: Buffer on which the operation is performed.
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\param resolution: resolution of the planar mapping. This is
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the value specifying which is the relation between world space
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and texture coordinate space. */
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virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
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//! Creates a planar texture mapping on the buffer
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/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
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\param mesh Mesh on which the operation is performed.
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\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
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\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
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\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
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\param offset Vector added to the vertex positions (in object coordinates).
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*/
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virtual void makePlanarTextureMapping(scene::IMesh* mesh,
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f32 resolutionS, f32 resolutionT,
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u8 axis, const core::vector3df& offset) const=0;
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//! Creates a planar texture mapping on the meshbuffer
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/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
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\param buffer Buffer on which the operation is performed.
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\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
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\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
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\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
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\param offset Vector added to the vertex positions (in object coordinates).
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*/
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virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
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f32 resolutionS, f32 resolutionT,
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u8 axis, const core::vector3df& offset) const=0;
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//! Clones a static IMesh into a modifiable SMesh.
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/** All meshbuffers in the returned SMesh
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are of type SMeshBuffer or SMeshBufferLightMap.
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\param mesh Mesh to copy.
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\return Cloned mesh. If you no longer need the
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cloned mesh, you should call SMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
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//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
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/** This is useful if you want to draw tangent space normal
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mapped geometry because it calculates the tangent and binormal
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data which is needed there.
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\param mesh Input mesh
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\param recalculateNormals The normals are recalculated if set,
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otherwise the original ones are kept. Note that keeping the
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normals may introduce inaccurate tangents if the normals are
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very different to those calculated from the faces.
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\param smooth The normals/tangents are smoothed across the
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meshbuffer's faces if this flag is set.
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\param angleWeighted Improved smoothing calculation used
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\param recalculateTangents Whether are actually calculated, or just the mesh with proper type is created.
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\return Mesh consisting only of S3DVertexTangents vertices. If
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you no longer need the cloned mesh, you should call
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IMesh::drop(). See IReferenceCounted::drop() for more
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information. */
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virtual IMesh* createMeshWithTangents(IMesh* mesh,
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bool recalculateNormals=false, bool smooth=false,
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bool angleWeighted=false, bool recalculateTangents=true) const=0;
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//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
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/** \param mesh Input mesh
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\return Mesh consisting only of S3DVertex2TCoord vertices. If
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you no longer need the cloned mesh, you should call
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IMesh::drop(). See IReferenceCounted::drop() for more
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information. */
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
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//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
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/** \param mesh Input mesh
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\return Mesh consisting only of S3DVertex vertices. If
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you no longer need the cloned mesh, you should call
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IMesh::drop(). See IReferenceCounted::drop() for more
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information. */
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virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
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//! Creates a copy of a mesh with all vertices unwelded
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/** \param mesh Input mesh
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\return Mesh consisting only of unique faces. All vertices
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which were previously shared are now duplicated. If you no
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longer need the cloned mesh, you should call IMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
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//! Creates a copy of a mesh with vertices welded
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/** \param mesh Input mesh
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\param tolerance The threshold for vertex comparisons.
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\return Mesh without redundant vertices. If you no longer need
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the cloned mesh, you should call IMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
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//! Get amount of polygons in mesh.
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/** \param mesh Input mesh
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\return Number of polygons in mesh. */
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virtual s32 getPolyCount(IMesh* mesh) const = 0;
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//! Get amount of polygons in mesh.
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/** \param mesh Input mesh
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\return Number of polygons in mesh. */
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virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
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//! Create a new AnimatedMesh and adds the mesh to it
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/** \param mesh Input mesh
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\param type The type of the animated mesh to create.
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\return Newly created animated mesh with mesh as its only
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content. When you don't need the animated mesh anymore, you
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should call IAnimatedMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
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scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
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//! Vertex cache optimization according to the Forsyth paper
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/** More information can be found at
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http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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The function is thread-safe (read: you can optimize several
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meshes in different threads).
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\param mesh Source mesh for the operation.
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\return A new mesh optimized for the vertex cache. */
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virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
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//! Optimize the mesh with an algorithm tuned for heightmaps.
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/**
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This differs from usual simplification methods in two ways:
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- it's intended to be lossless
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- it has special care for the borders, which are useful with heightmap tiles
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This function is thread-safe. Remember to weld afterwards - this
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function only moves vertices, it does not weld.
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\param mesh Mesh to operate on.
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*/
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virtual void heightmapOptimizeMesh(IMesh * const mesh, const f32 tolerance = core::ROUNDING_ERROR_f32) const = 0;
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//! Optimize the meshbuffer with an algorithm tuned for heightmaps.
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/**
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This differs from usual simplification methods in two ways:
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- it's intended to be lossless
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- it has special care for the borders, which are useful with heightmap tiles
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This function is thread-safe. Remember to weld afterward - this
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function only moves vertices, it does not weld.
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\param mb Meshbuffer to operate on.
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*/
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virtual void heightmapOptimizeMesh(IMeshBuffer * const mb, const f32 tolerance = core::ROUNDING_ERROR_f32) const = 0;
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//! Apply a manipulator on the Meshbuffer
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/** \param func A functor defining the mesh manipulation.
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\param buffer The Meshbuffer to apply the manipulator to.
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\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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\return True if the functor was successfully applied, else false. */
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template <typename Functor>
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bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
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{
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return apply_(func, buffer, boundingBoxUpdate, func);
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}
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//! Apply a manipulator on the Mesh
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/** \param func A functor defining the mesh manipulation.
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\param mesh The Mesh to apply the manipulator to.
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\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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\return True if the functor was successfully applied, else false. */
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template <typename Functor>
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bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
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{
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if (!mesh)
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return true;
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bool result = true;
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core::aabbox3df bufferbox;
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for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
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if (boundingBoxUpdate)
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{
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if (0==i)
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bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
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else
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bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
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}
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}
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if (boundingBoxUpdate)
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mesh->setBoundingBox(bufferbox);
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return result;
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}
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protected:
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//! Apply a manipulator based on the type of the functor
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/** \param func A functor defining the mesh manipulation.
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\param buffer The Meshbuffer to apply the manipulator to.
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\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
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\return True if the functor was successfully applied, else false. */
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template <typename Functor>
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bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
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{
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if (!buffer)
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return true;
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core::aabbox3df bufferbox;
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for (u32 i=0; i<buffer->getVertexCount(); ++i)
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{
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switch (buffer->getVertexType())
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{
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case video::EVT_STANDARD:
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{
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video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
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func(verts[i]);
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}
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break;
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case video::EVT_2TCOORDS:
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{
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video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
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func(verts[i]);
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}
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break;
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case video::EVT_TANGENTS:
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{
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video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
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func(verts[i]);
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}
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break;
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}
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if (boundingBoxUpdate)
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{
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if (0==i)
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bufferbox.reset(buffer->getPosition(0));
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else
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bufferbox.addInternalPoint(buffer->getPosition(i));
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}
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}
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if (boundingBoxUpdate)
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buffer->setBoundingBox(bufferbox);
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return true;
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}
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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