// Copyright (C) 2002-2007 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CGeometryCreator.h" #include "SAnimatedMesh.h" #include "SMeshBuffer.h" #include "SMesh.h" #include "IVideoDriver.h" #include "CImage.h" #include "os.h" namespace irr { namespace scene { // creates a hill plane IMesh* CGeometryCreator::createHillPlaneMesh( const core::dimension2d& tileSize, const core::dimension2d& tc, video::SMaterial* material, f32 hillHeight, const core::dimension2d& ch, const core::dimension2d& textureRepeatCount) { core::dimension2d tileCount = tc; core::dimension2d countHills = ch; if (countHills.Width < 0.01f) countHills.Width = 1.f; if (countHills.Height < 0.01f) countHills.Height = 1.f; // center const core::position2d center((tileSize.Width * tileCount.Width) / 2.0f, (tileSize.Height * tileCount.Height) / 2.0f); // texture coord step const core::dimension2d tx( textureRepeatCount.Width / tileCount.Width, textureRepeatCount.Height / tileCount.Height); // add one more point in each direction for proper tile count ++tileCount.Height; ++tileCount.Width; SMeshBuffer* buffer = new SMeshBuffer(); video::S3DVertex vtx; vtx.Color.set(255,255,255,255); // create vertices from left-front to right-back u32 x; f32 sx=0.f, tsx=0.f; for (x=0; xVertices.push_back(vtx); sy += tileSize.Height; tsy += tx.Height; } sx += tileSize.Width; tsx += tx.Width; } // create indices for (x=0; xIndices.push_back(current); buffer->Indices.push_back(current + 1); buffer->Indices.push_back(current + tileCount.Height); buffer->Indices.push_back(current + 1); buffer->Indices.push_back(current + 1 + tileCount.Height); buffer->Indices.push_back(current + tileCount.Height); } } // recalculate normals for (u32 i=0; iIndices.size(); i+=3) { core::plane3d p( buffer->Vertices[buffer->Indices[i+0]].Pos, buffer->Vertices[buffer->Indices[i+1]].Pos, buffer->Vertices[buffer->Indices[i+2]].Pos); buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal; buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal; buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal; } if (material) buffer->Material = *material; buffer->recalculateBoundingBox(); SMesh* mesh = new SMesh(); mesh->addMeshBuffer(buffer); mesh->recalculateBoundingBox(); buffer->drop(); return mesh; } IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture, video::IImage* heightmap, const core::dimension2d& stretchSize, f32 maxHeight, video::IVideoDriver* driver, const core::dimension2d maxVtxBlockSize, bool debugBorders) { if (!texture || !heightmap) return 0; video::SMaterial material; c8 textureName[64]; c8 tmp[255]; // debug border s32 borderSkip = debugBorders ? 0 : 1; video::S3DVertex vtx; vtx.Color.set(255,255,255,255); SMesh* mesh = new SMesh(); u32 tm = os::Timer::getRealTime()/1000; core::dimension2d hMapSize= heightmap->getDimension(); core::dimension2d tMapSize= texture->getDimension(); core::position2d thRel((f32)tMapSize.Width / hMapSize.Width, (f32)tMapSize.Height / hMapSize.Height); core::position2d processed(0,0); while (processed.Y blockSize = maxVtxBlockSize; if (processed.X + blockSize.Width > hMapSize.Width) blockSize.Width = hMapSize.Width - processed.X; if (processed.Y + blockSize.Height > hMapSize.Height) blockSize.Height = hMapSize.Height - processed.Y; SMeshBuffer* buffer = new SMeshBuffer(); // add vertices of vertex block s32 y; for (y=0; ygetPixel(x+processed.X, y+processed.Y); const f32 height = ((clr.getRed() + clr.getGreen() + clr.getBlue()) / 3.0f)/255.0f * maxHeight; vtx.Pos.set((f32)(x+processed.X) * stretchSize.Width, height, (f32)(y+processed.Y) * stretchSize.Height); vtx.TCoords.set((x+0.5f) / blockSize.Width, (y+0.5f) / blockSize.Height); buffer->Vertices.push_back(vtx); } } // add indices of vertex block for (y=0; yIndices.push_back(c); buffer->Indices.push_back(c + blockSize.Width); buffer->Indices.push_back(c + 1); buffer->Indices.push_back(c + 1); buffer->Indices.push_back(c + blockSize.Width); buffer->Indices.push_back(c + 1 + blockSize.Width); } } // recalculate normals for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3) { core::plane3d p( buffer->Vertices[buffer->Indices[i+0]].Pos, buffer->Vertices[buffer->Indices[i+1]].Pos, buffer->Vertices[buffer->Indices[i+2]].Pos); p.Normal.normalize(); buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal; buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal; buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal; } if (buffer->Vertices.size()) { // create texture for this block video::IImage* img = new video::CImage(texture, core::position2d((s32)(processed.X*thRel.X), (s32)(processed.Y*thRel.Y)), core::dimension2d((s32)(blockSize.Width*thRel.X), (s32)(blockSize.Height*thRel.Y))); sprintf(textureName, "terrain%u_%d", tm, mesh->getMeshBufferCount()); material.Textures[0] = driver->addTexture(textureName, img); if (material.Textures[0]) { sprintf(tmp, "Generated terrain texture (%dx%d): %s", material.Textures[0]->getSize().Width, material.Textures[0]->getSize().Height, textureName); os::Printer::log(tmp); } else os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR); buffer->Material = material; img->drop(); } buffer->recalculateBoundingBox(); mesh->addMeshBuffer(buffer); buffer->drop(); // keep on processing processed.X += maxVtxBlockSize.Width - borderSkip; } // keep on processing processed.X = 0; processed.Y += maxVtxBlockSize.Height - borderSkip; } mesh->recalculateBoundingBox(); return mesh; } /* a cylinder, a cone and a cross point up on (0,1.f, 0.f ) */ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder, const u32 tesselationCone, const f32 height, const f32 cylinderHeight, const f32 width0, const f32 width1, const video::SColor vtxColor0, const video::SColor vtxColor1) { SMeshBuffer* buffer; video::S3DVertex v; u32 i; v.Color = vtxColor0; // cylinder buffer = new SMeshBuffer(); // floor, bottom f32 angleStep = (core::PI * 2.f ) / tesselationCylinder; for ( i = 0; i != tesselationCylinder; ++i ) { f32 angle = angleStep * f32(i); v.Color = vtxColor0; v.Pos.X = width0 * cosf ( angle ); v.Pos.Y = 0.f; v.Pos.Z = width0 * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); v.Pos.X = width0 * 0.5f * cosf ( angle ); v.Pos.Y = cylinderHeight; v.Pos.Z = width0 * 0.5f * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); angle += ( angleStep / 2.f ); v.Color = vtxColor1; v.Pos.X = ( width0 * 0.75f ) * cosf ( angle ); v.Pos.Y = 0.f; v.Pos.Z = ( width0 * 0.75f ) * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); v.Pos.X = ( width0 * 0.25f ) * cosf ( angle ); v.Pos.Y = cylinderHeight; v.Pos.Z = ( width0 * 0.25f ) * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); } u32 nonWrappedSize = ( ( tesselationCylinder * 2 ) - 1 ) * 2; for ( i = 0; i != nonWrappedSize; i += 2 ) { buffer->Indices.push_back ( i + 2 ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( i + 2 ); buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( i + 3 ); } buffer->Indices.push_back ( 0 ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( 0 ); buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( 1 ); // close down v.Pos.X = 0.f; v.Pos.Y = 0.f; v.Pos.Z = 0.f; v.Normal.X = 0.f; v.Normal.Y = -1.f; v.Normal.Z = 0.f; buffer->Vertices.push_back ( v ); u32 index = buffer->Vertices.size () - 1; for ( i = 0; i != nonWrappedSize; i += 2 ) { buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( i + 2 ); } buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( 0 ); /* // close top v.Pos.X = 0.f; v.Pos.Y = cylinderHeight; v.Pos.Z = 0.f; v.Normal.X = 0.f; v.Normal.Y = 1.f; v.Normal.Z = 0.f; buffer->Vertices.push_back ( v ); index = buffer->Vertices.size () - 1; for ( i = 0; i != nonWrappedSize; i += 2 ) { buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 3 ); } buffer->Indices.push_back ( i + 1 ); buffer->Indices.push_back ( index ); buffer->Indices.push_back ( 1 ); */ // add to mesh SMesh* mesh = new SMesh(); buffer->recalculateBoundingBox(); mesh->addMeshBuffer(buffer); buffer->drop(); // cone buffer = new SMeshBuffer(); angleStep = (core::PI * 2.f ) / tesselationCone; v.Color = vtxColor0; for ( i = 0; i != tesselationCone; ++i ) { f32 angle = angleStep * f32(i); v.Color = vtxColor0; v.Pos.X = width1 * cosf ( angle ); v.Pos.Y = cylinderHeight; v.Pos.Z = width1 * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); angle += angleStep / 2.f; v.Color = vtxColor1; v.Pos.X = (width1 * 0.75f ) * cosf ( angle ); v.Pos.Y = cylinderHeight; v.Pos.Z = (width1 * 0.75f ) * sinf ( angle ); v.Normal = v.Pos; v.Normal.normalize (); buffer->Vertices.push_back ( v ); } nonWrappedSize = buffer->Vertices.size () - 1; // close top v.Pos.X = 0.f; v.Pos.Y = height; v.Pos.Z = 0.f; v.Normal.X = 0.f; v.Normal.Y = 1.f; v.Normal.Z = 0.f; buffer->Vertices.push_back ( v ); index = buffer->Vertices.size () - 1; for ( i = 0; i != nonWrappedSize; i += 1 ) { buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 1 ); } buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( index ); buffer->Indices.push_back ( 0 ); // close down v.Pos.X = 0.f; v.Pos.Y = cylinderHeight; v.Pos.Z = 0.f; v.Normal.X = 0.f; v.Normal.Y = -1.f; v.Normal.Z = 0.f; buffer->Vertices.push_back ( v ); index = buffer->Vertices.size () - 1; for ( i = 0; i != nonWrappedSize; i += 1 ) { buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( i + 1 ); } buffer->Indices.push_back ( index ); buffer->Indices.push_back ( i + 0 ); buffer->Indices.push_back ( 0 ); // add to already existing mesh buffer->recalculateBoundingBox(); mesh->addMeshBuffer(buffer); buffer->drop(); mesh->recalculateBoundingBox(); return mesh; } /* A sphere with proper normals and texture coords */ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) { SMeshBuffer* buffer = new SMeshBuffer(); // thanks to Alfaz93 who made his code available for Irrlicht on which // this one is based! // we are creating the sphere mesh here. if (polyCountX < 2) polyCountX = 2; if (polyCountY < 2) polyCountY = 2; if (polyCountX * polyCountY > 32767) // prevent u16 overflow if (polyCountX > polyCountY) // prevent u16 overflow polyCountX = 32767/polyCountY-1; else polyCountY = 32767/(polyCountX+1); u32 polyCountXPitch = polyCountX+1; // get to same vertex on next level buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2); buffer->Indices.set_used((polyCountX * polyCountY) * 6); video::SColor clr(100, 255,255,255); u32 i=0; u32 level = 0; for (u32 p1 = 0; p1 < polyCountY-1; ++p1) { //main quads, top to bottom for (u32 p2 = 0; p2 < polyCountX - 1; ++p2) { const u32 curr = level + p2; buffer->Indices[i] = curr + polyCountXPitch; buffer->Indices[++i] = curr; buffer->Indices[++i] = curr + 1; buffer->Indices[++i] = curr + polyCountXPitch; buffer->Indices[++i] = curr+1; buffer->Indices[++i] = curr + 1 + polyCountXPitch; ++i; } // the connectors from front to end buffer->Indices[i] = level + polyCountX - 1 + polyCountXPitch; buffer->Indices[++i] = level + polyCountX - 1; buffer->Indices[++i] = level + polyCountX; ++i; buffer->Indices[i] = level + polyCountX - 1 + polyCountXPitch; buffer->Indices[++i] = level + polyCountX; buffer->Indices[++i] = level + polyCountX + polyCountXPitch; ++i; level += polyCountXPitch; } const u32 polyCountSq = polyCountXPitch * polyCountY; // top point const u32 polyCountSq1 = polyCountSq + 1; // bottom point const u32 polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex for (u32 p2 = 0; p2 < polyCountX - 1; ++p2) { // create triangles which are at the top of the sphere buffer->Indices[i] = polyCountSq; buffer->Indices[++i] = p2 + 1; buffer->Indices[++i] = p2; ++i; // create triangles which are at the bottom of the sphere buffer->Indices[i] = polyCountSqM1 + p2; buffer->Indices[++i] = polyCountSqM1 + p2 + 1; buffer->Indices[++i] = polyCountSq1; ++i; } // create final triangle which is at the top of the sphere buffer->Indices[i] = polyCountSq; buffer->Indices[++i] = polyCountX; buffer->Indices[++i] = polyCountX-1; ++i; // create final triangle which is at the bottom of the sphere buffer->Indices[i] = polyCountSqM1 + polyCountX - 1; buffer->Indices[++i] = polyCountSqM1; buffer->Indices[++i] = polyCountSq1; // calculate the angle which separates all points in a circle const f64 AngleX = 2 * core::PI / polyCountX; const f64 AngleY = core::PI / polyCountY; i = 0; f64 axz; // we don't start at 0. f64 ay = 0;//AngleY / 2; for (u32 y = 0; y < polyCountY; ++y) { ay += AngleY; const f64 sinay = sin(ay); axz = 0; // calculate the necessary vertices without the doubled one for (u32 xz = 0;xz < polyCountX; ++xz) { // calculate points position const core::vector3df pos((f32)(radius * cos(axz) * sinay), (f32)(radius * cos(ay)), (f32)(radius * sin(axz) * sinay)); // for spheres the normal is the position core::vector3df normal(pos); normal.normalize(); // calculate texture coordinates via sphere mapping // tu is the same on each level, so only calculate once f32 tu = 0.5f; if (y==0) { if (normal.Y != -1.0f && normal.Y != 1.0f) tu = (f32)(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64); if (normal.Z < 0.0f) tu=1-tu; } else tu = buffer->Vertices[i-polyCountXPitch].TCoords.X; buffer->Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z, normal.X, normal.Y, normal.Z, clr, tu, (f32)(ay*core::RECIPROCAL_PI64)); ++i; axz += AngleX; } // This is the doubled vertex on the initial position buffer->Vertices[i] = video::S3DVertex(buffer->Vertices[i-polyCountX]); buffer->Vertices[i].TCoords.X=1.0f; ++i; } // the vertex at the top of the sphere buffer->Vertices[i] = video::S3DVertex(0.0f,radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f); // the vertex at the bottom of the sphere ++i; buffer->Vertices[i] = video::S3DVertex(0.0f,-radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f); // recalculate bounding box buffer->BoundingBox.reset(buffer->Vertices[i].Pos); buffer->BoundingBox.addInternalPoint(buffer->Vertices[i-1].Pos); buffer->BoundingBox.addInternalPoint(radius,0.0f,0.0f); buffer->BoundingBox.addInternalPoint(-radius,0.0f,0.0f); buffer->BoundingBox.addInternalPoint(0.0f,0.0f,radius); buffer->BoundingBox.addInternalPoint(0.0f,0.0f,-radius); SMesh* mesh = new SMesh(); mesh->addMeshBuffer(buffer); buffer->drop(); mesh->recalculateBoundingBox(); return mesh; } } // end namespace scene } // end namespace irr