mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-08 08:43:51 +01:00
f5c6d3e945
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
171 lines
6.2 KiB
C++
171 lines
6.2 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "vector3d.h"
|
|
#include "aabbox3d.h"
|
|
#include "matrix4.h"
|
|
#include "IAnimatedMesh.h"
|
|
#include "IMeshBuffer.h"
|
|
#include "SVertexManipulator.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
struct SMesh;
|
|
|
|
//! An interface for easy manipulation of meshes.
|
|
/** Scale, set alpha value, flip surfaces, and so on. This exists for
|
|
fixing problems with wrong imported or exported meshes quickly after
|
|
loading. It is not intended for doing mesh modifications and/or
|
|
animations during runtime.
|
|
*/
|
|
class IMeshManipulator : public virtual IReferenceCounted
|
|
{
|
|
public:
|
|
//! Recalculates all normals of the mesh.
|
|
/** \param mesh: Mesh on which the operation is performed.
|
|
\param smooth: If the normals shall be smoothed.
|
|
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
|
virtual void recalculateNormals(IMesh *mesh, bool smooth = false,
|
|
bool angleWeighted = false) const = 0;
|
|
|
|
//! Recalculates all normals of the mesh buffer.
|
|
/** \param buffer: Mesh buffer on which the operation is performed.
|
|
\param smooth: If the normals shall be smoothed.
|
|
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
|
virtual void recalculateNormals(IMeshBuffer *buffer,
|
|
bool smooth = false, bool angleWeighted = false) const = 0;
|
|
|
|
//! Scales the actual mesh, not a scene node.
|
|
/** \param mesh Mesh on which the operation is performed.
|
|
\param factor Scale factor for each axis. */
|
|
void scale(IMesh *mesh, const core::vector3df &factor) const
|
|
{
|
|
apply(SVertexPositionScaleManipulator(factor), mesh, true);
|
|
}
|
|
|
|
//! Scales the actual meshbuffer, not a scene node.
|
|
/** \param buffer Meshbuffer on which the operation is performed.
|
|
\param factor Scale factor for each axis. */
|
|
void scale(IMeshBuffer *buffer, const core::vector3df &factor) const
|
|
{
|
|
apply(SVertexPositionScaleManipulator(factor), buffer, true);
|
|
}
|
|
|
|
//! Clones a static IMesh into a modifiable SMesh.
|
|
/** All meshbuffers in the returned SMesh
|
|
are of type SMeshBuffer or SMeshBufferLightMap.
|
|
\param mesh Mesh to copy.
|
|
\return Cloned mesh. If you no longer need the
|
|
cloned mesh, you should call SMesh::drop(). See
|
|
IReferenceCounted::drop() for more information. */
|
|
virtual SMesh *createMeshCopy(IMesh *mesh) const = 0;
|
|
|
|
//! Get amount of polygons in mesh.
|
|
/** \param mesh Input mesh
|
|
\return Number of polygons in mesh. */
|
|
virtual s32 getPolyCount(IMesh *mesh) const = 0;
|
|
|
|
//! Get amount of polygons in mesh.
|
|
/** \param mesh Input mesh
|
|
\return Number of polygons in mesh. */
|
|
virtual s32 getPolyCount(IAnimatedMesh *mesh) const = 0;
|
|
|
|
//! Create a new AnimatedMesh and adds the mesh to it
|
|
/** \param mesh Input mesh
|
|
\param type The type of the animated mesh to create.
|
|
\return Newly created animated mesh with mesh as its only
|
|
content. When you don't need the animated mesh anymore, you
|
|
should call IAnimatedMesh::drop(). See
|
|
IReferenceCounted::drop() for more information. */
|
|
virtual IAnimatedMesh *createAnimatedMesh(IMesh *mesh,
|
|
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
|
|
|
|
//! Apply a manipulator on the Meshbuffer
|
|
/** \param func A functor defining the mesh manipulation.
|
|
\param buffer The Meshbuffer to apply the manipulator to.
|
|
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
|
\return True if the functor was successfully applied, else false. */
|
|
template <typename Functor>
|
|
bool apply(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate = false) const
|
|
{
|
|
return apply_(func, buffer, boundingBoxUpdate, func);
|
|
}
|
|
|
|
//! Apply a manipulator on the Mesh
|
|
/** \param func A functor defining the mesh manipulation.
|
|
\param mesh The Mesh to apply the manipulator to.
|
|
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
|
\return True if the functor was successfully applied, else false. */
|
|
template <typename Functor>
|
|
bool apply(const Functor &func, IMesh *mesh, bool boundingBoxUpdate = false) const
|
|
{
|
|
if (!mesh)
|
|
return true;
|
|
bool result = true;
|
|
core::aabbox3df bufferbox;
|
|
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
|
|
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
|
|
if (boundingBoxUpdate) {
|
|
if (0 == i)
|
|
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
|
|
else
|
|
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
|
|
}
|
|
}
|
|
if (boundingBoxUpdate)
|
|
mesh->setBoundingBox(bufferbox);
|
|
return result;
|
|
}
|
|
|
|
protected:
|
|
//! Apply a manipulator based on the type of the functor
|
|
/** \param func A functor defining the mesh manipulation.
|
|
\param buffer The Meshbuffer to apply the manipulator to.
|
|
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
|
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
|
|
\return True if the functor was successfully applied, else false. */
|
|
template <typename Functor>
|
|
bool apply_(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate, const IVertexManipulator &typeTest) const
|
|
{
|
|
if (!buffer)
|
|
return true;
|
|
|
|
core::aabbox3df bufferbox;
|
|
for (u32 i = 0; i < buffer->getVertexCount(); ++i) {
|
|
switch (buffer->getVertexType()) {
|
|
case video::EVT_STANDARD: {
|
|
video::S3DVertex *verts = (video::S3DVertex *)buffer->getVertices();
|
|
func(verts[i]);
|
|
} break;
|
|
case video::EVT_2TCOORDS: {
|
|
video::S3DVertex2TCoords *verts = (video::S3DVertex2TCoords *)buffer->getVertices();
|
|
func(verts[i]);
|
|
} break;
|
|
case video::EVT_TANGENTS: {
|
|
video::S3DVertexTangents *verts = (video::S3DVertexTangents *)buffer->getVertices();
|
|
func(verts[i]);
|
|
} break;
|
|
}
|
|
if (boundingBoxUpdate) {
|
|
if (0 == i)
|
|
bufferbox.reset(buffer->getPosition(0));
|
|
else
|
|
bufferbox.addInternalPoint(buffer->getPosition(i));
|
|
}
|
|
}
|
|
if (boundingBoxUpdate)
|
|
buffer->setBoundingBox(bufferbox);
|
|
return true;
|
|
}
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|