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1 Meshbuffer with 24 vertices, so each side has it's own vertices. Normals perpendicular to the cube-sides. CubeSceneNode accepts now a ECUBE_MESH_TYPE CubeSceneNode::clone now also clones rotation and scale (not sure why it didn't do that before - hope there was no reason, but can't think of any). ISceneManager::addCubeSceneNode accepts now a ECUBE_MESH_TYPE and passes it through. Example 22.MaterialViewer using new cube type. Also a few more beauty fixes there. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6313 dfc29bdd-3216-0410-991c-e03cc46cb475
248 lines
9.9 KiB
C++
248 lines
9.9 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 IRR_I_GEOMETRY_CREATOR_H_INCLUDED
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#define IRR_I_GEOMETRY_CREATOR_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "IMesh.h"
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#include "IImage.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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class SMaterial;
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}
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namespace scene
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{
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enum ECUBE_MESH_TYPE
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{
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//! Single buffer with 12 different vertices, normals are average of adjacent planes
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//! Order for outgoing (front-face) normals of planes would be: NEG_Z, POS_X, POS_Z, NEG_X, POS_Y, NEG_Y
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//! This was the only available type before Irrlicht 1.9, so it's still the default in some functions.
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//! It has the least vertices, but is pretty much unusable if you have dynamic light
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ECMT_1BUF_12VTX_NA,
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//! One buffer per side, each with 4 vertices, normals are perpendicular to sides
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//! You can use this one if you need different texture on each cube side
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ECMT_6BUF_4VTX_NP,
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//! Single buffer with 24 different vertices, normals are perpendicular to sides
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ECMT_1BUF_24VTX_NP,
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//! not used, counts the number of enumerated types
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ECMT_COUNT
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};
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//! Names for ECUBE_MESH_TYPE
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const c8* const CubeMeshTypeNames[ECMT_COUNT+1] =
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{
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"1BUF_12VTX_NA",
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"ECMT_6BUF_4VTX_NP",
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"1BUF_24VTX_NP",
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0
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};
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//! Helper class for creating geometry on the fly.
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/** You can get an instance of this class through ISceneManager::getGeometryCreator() */
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class IGeometryCreator : public IReferenceCounted
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{
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public:
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//! Creates a simple cube mesh.
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/**
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\param size Dimensions of the cube.
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\param type One of ECUBE_MESH_TYPE. So you can chose between cubes with single material or independent materials per side.
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\return Generated mesh.
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Note: UV's go always from 0 to 1. Which can produce wrong colors at edges with texture filtering.
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Fixing UV's depends on texture-size (have to be moved half a pixel towards the inside, so 0.5f/texure_size as then the pixel center is exactly on the border)
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Easier solution is usually to set TextureWrapU and TextureWrapV to ETC_CLAMP_TO_EDGE in the Material.
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*/
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virtual IMesh* createCubeMesh(const core::vector3df& size=core::vector3df(5.f,5.f,5.f), ECUBE_MESH_TYPE type = ECMT_1BUF_12VTX_NA) const =0;
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//! Create a pseudo-random mesh representing a hilly terrain.
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/**
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\param tileSize The size of each tile.
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\param tileCount The number of tiles in each dimension.
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\param material The material to apply to the mesh.
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\param hillHeight The maximum height of the hills.
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\param countHills The number of hills along each dimension.
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\param textureRepeatCount The number of times to repeat the material texture along each dimension.
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\return Generated mesh.
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*/
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virtual IMesh* createHillPlaneMesh(
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const core::dimension2d<f32>& tileSize,
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const core::dimension2d<u32>& tileCount,
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video::SMaterial* material, f32 hillHeight,
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const core::dimension2d<f32>& countHills,
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const core::dimension2d<f32>& textureRepeatCount) const =0;
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//! Create a simple rectangular textured plane mesh.
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/**
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\param tileSize The size of each tile.
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\param tileCount The number of tiles in each dimension.
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\param material The material to apply to the mesh.
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\param textureRepeatCount The number of times to repeat the material texture along each dimension.
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\return Generated mesh.
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*/
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IMesh* createPlaneMesh(
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const core::dimension2d<f32>& tileSize,
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const core::dimension2d<u32>& tileCount=core::dimension2du(1,1),
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video::SMaterial* material=0,
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const core::dimension2df& textureRepeatCount=core::dimension2df(1.f,1.f)) const
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{
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return createHillPlaneMesh(tileSize, tileCount, material, 0.f, core::dimension2df(), textureRepeatCount);
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}
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//! Create a geoplane.
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/**
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\param radius Radius of the plane
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\param rows How many rows to place
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\param columns How many columns to place
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\return Generated mesh.
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*/
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virtual IMesh* createGeoplaneMesh(f32 radius = 5.f,
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u32 rows = 16, u32 columns = 16) const =0;
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//! Create a terrain mesh from an image representing a heightfield.
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/**
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\param texture The texture to apply to the terrain.
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\param heightmap An image that will be interpreted as a heightmap. The
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brightness (average color) of each pixel is interpreted as a height,
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with a 255 brightness pixel producing the maximum height.
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\param stretchSize The size that each pixel will produce, i.e. a
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512x512 heightmap
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and a stretchSize of (10.f, 20.f) will produce a mesh of size
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5120.f x 10240.f
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\param maxHeight The maximum height of the terrain.
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\param driver The current video driver.
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\param defaultVertexBlockSize (to be documented)
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\param debugBorders (to be documented)
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\return Generated mesh.
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*/
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virtual IMesh* createTerrainMesh(video::IImage* texture,
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video::IImage* heightmap,
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const core::dimension2d<f32>& stretchSize,
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f32 maxHeight, video::IVideoDriver* driver,
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const core::dimension2d<u32>& defaultVertexBlockSize,
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bool debugBorders=false) const =0;
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//! Create an arrow mesh, composed of a cylinder and a cone.
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/**
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\param tesselationCylinder Number of quads composing the cylinder.
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\param tesselationCone Number of triangles composing the cone's roof.
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\param height Total height of the arrow
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\param cylinderHeight Total height of the cylinder, should be lesser
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than total height
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\param widthCylinder Diameter of the cylinder
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\param widthCone Diameter of the cone's base, should be not smaller
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than the cylinder's diameter
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\param colorCylinder color of the cylinder
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\param colorCone color of the cone
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\return Generated mesh.
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*/
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virtual IMesh* createArrowMesh(const u32 tesselationCylinder = 4,
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const u32 tesselationCone = 8, const f32 height = 1.f,
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const f32 cylinderHeight = 0.6f, const f32 widthCylinder = 0.05f,
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const f32 widthCone = 0.3f, const video::SColor colorCylinder = 0xFFFFFFFF,
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const video::SColor colorCone = 0xFFFFFFFF) const =0;
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//! Create a sphere mesh.
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/**
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\param radius Radius of the sphere
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\param polyCountX Number of quads used for the horizontal tiling
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\param polyCountY Number of quads used for the vertical tiling
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\return Generated mesh.
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*/
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virtual IMesh* createSphereMesh(f32 radius = 5.f,
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u32 polyCountX = 16, u32 polyCountY = 16) const =0;
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//! Create a cylinder mesh.
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/**
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\param radius Radius of the cylinder.
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\param length Length of the cylinder.
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\param tesselation Number of quads around the circumference of the cylinder.
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\param color The color of the cylinder.
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\param closeTop If true, close the ends of the cylinder, otherwise leave them open.
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\param oblique X-offset (shear) of top compared to bottom.
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\param normalType When 0 side normals are radial from origin. Note that origin is at the bottom.
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When 1 side normals are flat along top/bottom polygons.
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NOTE: To get normals which are perpendicular to the side of an oblique
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cylinder, don't use the oblique parameter. Instead set normalType to 1
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and create a cylinder with oblique set to 0. Then use
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IMeshManipulator::transform with a shear matrix on the returned mesh.
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You get a shear matrix for an identical effect of this oblique parameter when you
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set the 4th element of an identity matrix to (oblique/length).
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\return Generated mesh.
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*/
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virtual IMesh* createCylinderMesh(f32 radius, f32 length,
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u32 tesselation,
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const video::SColor& color=video::SColor(0xffffffff),
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bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const =0;
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//! Create a cone mesh.
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/**
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\param radius Radius of the cone.
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\param length Length of the cone.
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\param tesselation Number of quads around the circumference of the cone.
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\param colorTop The color of the top of the cone.
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\param colorBottom The color of the bottom of the cone.
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\param oblique (to be documented)
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\return Generated mesh.
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*/
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virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
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const video::SColor& colorTop=video::SColor(0xffffffff),
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const video::SColor& colorBottom=video::SColor(0xffffffff),
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f32 oblique=0.f) const =0;
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//! Create a torus mesh
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/** Note: Segments might get reduced to ensure it fits into 16-bit meshbuffer.
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With 255 segments for minor and major circle you'll hit the maximum.
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When using caps 2 more vertices are added.
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Note: UV's for caps are probably not useful
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\param majorRadius Starting from mesh center
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\param minorRadius Starting from a circle at majorRadius distance around center
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\param majorSegments Segments for major circle. Will use at least 3 segments.
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\param minorSegments Segments for minor circle. Will use at least 3 segments.
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\param angleStart Start major circle between 0 and 360<36> and < angleEnd
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\param angleEnd End major circle between 0 and 360<36> and > angleStart
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\param capEnds When you don't create a full major circle you might want caps
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0 = no caps (default)
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Bit 1: add cap at angleStart
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Bit 2: add cap at angleEnd
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*/
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virtual IMesh* createTorusMesh(f32 majorRadius, f32 minorRadius,
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u32 majorSegments = 32, u32 minorSegments = 16,
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f32 angleStart=0.f, f32 angleEnd=360.f, int capEnds=0) const = 0;
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//! Create a volume light mesh.
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/**
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\param subdivideU Horizontal patch count.
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\param subdivideV Vertical patch count.
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\param footColor Color at the bottom of the light.
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\param tailColor Color at the mid of the light.
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\param lpDistance Virtual distance of the light point for normals.
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\param lightDim Dimensions of the light.
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\return Generated mesh.
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*/
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virtual IMesh* createVolumeLightMesh(
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const u32 subdivideU=32, const u32 subdivideV=32,
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const video::SColor footColor = 0xffffffff,
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const video::SColor tailColor = 0xffffffff,
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const f32 lpDistance = 8.f,
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const core::vector3df& lightDim = core::vector3df(1.f,1.2f,1.f)) const =0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // IRR_I_GEOMETRY_CREATOR_H_INCLUDED
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