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Yay, more ugly casts needed. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6427 dfc29bdd-3216-0410-991c-e03cc46cb475
284 lines
8.8 KiB
C++
284 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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#ifndef S_3D_VERTEX_H_INCLUDED
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#define S_3D_VERTEX_H_INCLUDED
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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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};
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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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S3DVertex() : Color(0xffffffff) {}
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//! constructor
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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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S3DVertex(const core::vector3df& pos, const core::vector3df& normal,
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SColor color, const core::vector2d<f32>& tcoords)
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: Pos(pos), 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::vector2d<f32> TCoords;
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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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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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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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S3DVertex2TCoords() : S3DVertex() {}
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//! constructor with two different texture coords, but no normal
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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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S3DVertex2TCoords(const core::vector3df& pos, SColor color,
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const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
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: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
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//! constructor with all values
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S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
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const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
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: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
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//! constructor with all values
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S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
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: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
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//! constructor with the same texture coords and normal
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S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
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: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
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//! constructor with the same texture coords and normal
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S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal,
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SColor color, const core::vector2d<f32>& tcoords)
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: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
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//! constructor from S3DVertex
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S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
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//! Second set of texture coordinates
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core::vector2d<f32> TCoords2;
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//! Equality operator
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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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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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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() : S3DVertex() { }
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//! constructor
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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), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { }
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//! constructor
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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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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), Tangent(tangent), Binormal(binormal) { }
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//! constructor from S3DVertex
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S3DVertexTangents(const S3DVertex& o) : 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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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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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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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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{
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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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#endif
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