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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>
289 lines
8.8 KiB
C++
289 lines
8.8 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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#pragma once
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#include "vector3d.h"
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#include "vector2d.h"
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#include "SColor.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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//! Enumeration for all vertex types there are.
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enum E_VERTEX_TYPE
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{
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//! Standard vertex type used by the Irrlicht engine, video::S3DVertex.
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EVT_STANDARD = 0,
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//! Vertex with two texture coordinates, video::S3DVertex2TCoords.
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/** Usually used for geometry with lightmaps or other special materials. */
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EVT_2TCOORDS,
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//! Vertex with a tangent and binormal vector, video::S3DVertexTangents.
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/** Usually used for tangent space normal mapping.
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Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
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*/
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EVT_TANGENTS
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};
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//! Array holding the built in vertex type names
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const char *const sBuiltInVertexTypeNames[] =
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{
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"standard",
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"2tcoords",
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"tangents",
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0};
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//! standard vertex used by the Irrlicht engine.
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struct S3DVertex
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{
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//! default constructor
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constexpr S3DVertex() :
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Color(0xffffffff) {}
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//! constructor
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constexpr S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv) :
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Pos(x, y, z), Normal(nx, ny, nz), Color(c), TCoords(tu, tv) {}
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//! constructor
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constexpr S3DVertex(const core::vector3df &pos, const core::vector3df &normal,
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SColor color, const core::vector2df &tcoords) :
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Pos(pos),
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Normal(normal), Color(color), TCoords(tcoords) {}
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//! Position
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core::vector3df Pos;
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//! Normal vector
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core::vector3df Normal;
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//! Color
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SColor Color;
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//! Texture coordinates
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core::vector2df TCoords;
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constexpr bool operator==(const S3DVertex &other) const
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{
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return ((Pos == other.Pos) && (Normal == other.Normal) &&
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(Color == other.Color) && (TCoords == other.TCoords));
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}
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constexpr bool operator!=(const S3DVertex &other) const
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{
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return ((Pos != other.Pos) || (Normal != other.Normal) ||
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(Color != other.Color) || (TCoords != other.TCoords));
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}
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constexpr bool operator<(const S3DVertex &other) const
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{
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return ((Pos < other.Pos) ||
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((Pos == other.Pos) && (Normal < other.Normal)) ||
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((Pos == other.Pos) && (Normal == other.Normal) && (Color < other.Color)) ||
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((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords < other.TCoords)));
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}
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//! Get type of the class
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static E_VERTEX_TYPE getType()
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{
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return EVT_STANDARD;
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}
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//\param d d=0 returns other, d=1 returns this, values between interpolate.
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S3DVertex getInterpolated(const S3DVertex &other, f32 d)
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{
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d = core::clamp(d, 0.0f, 1.0f);
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return S3DVertex(Pos.getInterpolated(other.Pos, d),
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Normal.getInterpolated(other.Normal, d),
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Color.getInterpolated(other.Color, d),
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TCoords.getInterpolated(other.TCoords, d));
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}
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};
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//! Vertex with two texture coordinates.
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/** Usually used for geometry with lightmaps
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or other special materials.
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*/
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struct S3DVertex2TCoords : public S3DVertex
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{
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//! default constructor
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constexpr S3DVertex2TCoords() :
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S3DVertex() {}
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//! constructor with two different texture coords, but no normal
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constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) :
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S3DVertex(x, y, z, 0.0f, 0.0f, 0.0f, c, tu, tv), TCoords2(tu2, tv2) {}
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//! constructor with two different texture coords, but no normal
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constexpr S3DVertex2TCoords(const core::vector3df &pos, SColor color,
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const core::vector2df &tcoords, const core::vector2df &tcoords2) :
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S3DVertex(pos, core::vector3df(), color, tcoords),
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TCoords2(tcoords2) {}
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//! constructor with all values
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constexpr S3DVertex2TCoords(const core::vector3df &pos, const core::vector3df &normal, const SColor &color,
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const core::vector2df &tcoords, const core::vector2df &tcoords2) :
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S3DVertex(pos, normal, color, tcoords),
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TCoords2(tcoords2) {}
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//! constructor with all values
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constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz,
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SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) :
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S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
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TCoords2(tu2, tv2) {}
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//! constructor with the same texture coords and normal
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constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz,
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SColor c, f32 tu, f32 tv) :
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S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
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TCoords2(tu, tv) {}
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//! constructor with the same texture coords and normal
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constexpr S3DVertex2TCoords(const core::vector3df &pos, const core::vector3df &normal,
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SColor color, const core::vector2df &tcoords) :
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S3DVertex(pos, normal, color, tcoords),
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TCoords2(tcoords) {}
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//! constructor from S3DVertex
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constexpr S3DVertex2TCoords(const S3DVertex &o) :
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S3DVertex(o) {}
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//! Second set of texture coordinates
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core::vector2df TCoords2;
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//! Equality operator
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constexpr bool operator==(const S3DVertex2TCoords &other) const
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{
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return ((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) &&
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(TCoords2 == other.TCoords2));
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}
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//! Inequality operator
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constexpr bool operator!=(const S3DVertex2TCoords &other) const
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{
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return ((static_cast<S3DVertex>(*this) != static_cast<const S3DVertex &>(other)) ||
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(TCoords2 != other.TCoords2));
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}
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constexpr bool operator<(const S3DVertex2TCoords &other) const
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{
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return ((static_cast<S3DVertex>(*this) < other) ||
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((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (TCoords2 < other.TCoords2)));
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}
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static E_VERTEX_TYPE getType()
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{
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return EVT_2TCOORDS;
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}
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//\param d d=0 returns other, d=1 returns this, values between interpolate.
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S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords &other, f32 d)
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{
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d = core::clamp(d, 0.0f, 1.0f);
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return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d),
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Normal.getInterpolated(other.Normal, d),
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Color.getInterpolated(other.Color, d),
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TCoords.getInterpolated(other.TCoords, d),
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TCoords2.getInterpolated(other.TCoords2, d));
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}
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};
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//! Vertex with a tangent and binormal vector.
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/** Usually used for tangent space normal mapping.
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Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
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*/
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struct S3DVertexTangents : public S3DVertex
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{
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//! default constructor
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S3DVertexTangents() :
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S3DVertex() {}
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//! constructor
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constexpr S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx = 0.0f, f32 ny = 0.0f, f32 nz = 0.0f,
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SColor c = 0xFFFFFFFF, f32 tu = 0.0f, f32 tv = 0.0f,
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f32 tanx = 0.0f, f32 tany = 0.0f, f32 tanz = 0.0f,
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f32 bx = 0.0f, f32 by = 0.0f, f32 bz = 0.0f) :
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S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
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Tangent(tanx, tany, tanz), Binormal(bx, by, bz) {}
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//! constructor
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constexpr S3DVertexTangents(const core::vector3df &pos, SColor c,
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const core::vector2df &tcoords) :
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S3DVertex(pos, core::vector3df(), c, tcoords) {}
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//! constructor
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constexpr S3DVertexTangents(const core::vector3df &pos,
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const core::vector3df &normal, SColor c,
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const core::vector2df &tcoords,
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const core::vector3df &tangent = core::vector3df(),
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const core::vector3df &binormal = core::vector3df()) :
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S3DVertex(pos, normal, c, tcoords),
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Tangent(tangent), Binormal(binormal) {}
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//! constructor from S3DVertex
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constexpr S3DVertexTangents(const S3DVertex &o) :
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S3DVertex(o) {}
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//! Tangent vector along the x-axis of the texture
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core::vector3df Tangent;
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//! Binormal vector (tangent x normal)
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core::vector3df Binormal;
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constexpr bool operator==(const S3DVertexTangents &other) const
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{
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return ((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) &&
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(Tangent == other.Tangent) &&
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(Binormal == other.Binormal));
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}
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constexpr bool operator!=(const S3DVertexTangents &other) const
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{
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return ((static_cast<S3DVertex>(*this) != static_cast<const S3DVertex &>(other)) ||
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(Tangent != other.Tangent) ||
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(Binormal != other.Binormal));
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}
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constexpr bool operator<(const S3DVertexTangents &other) const
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{
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return ((static_cast<S3DVertex>(*this) < other) ||
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((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (Tangent < other.Tangent)) ||
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((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
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}
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static E_VERTEX_TYPE getType()
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{
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return EVT_TANGENTS;
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}
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S3DVertexTangents getInterpolated(const S3DVertexTangents &other, f32 d)
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{
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d = core::clamp(d, 0.0f, 1.0f);
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return S3DVertexTangents(Pos.getInterpolated(other.Pos, d),
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Normal.getInterpolated(other.Normal, d),
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Color.getInterpolated(other.Color, d),
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TCoords.getInterpolated(other.TCoords, d),
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Tangent.getInterpolated(other.Tangent, d),
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Binormal.getInterpolated(other.Binormal, d));
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}
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};
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inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
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{
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switch (vertexType) {
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case video::EVT_2TCOORDS:
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return sizeof(video::S3DVertex2TCoords);
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case video::EVT_TANGENTS:
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return sizeof(video::S3DVertexTangents);
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default:
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return sizeof(video::S3DVertex);
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}
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}
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} // end namespace video
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} // end namespace irr
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