117 lines
4.3 KiB
C++
117 lines
4.3 KiB
C++
// Copyright (C) 2002-2007 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 __I_MESH_MANIPULATOR_H_INCLUDED__
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#define __I_MESH_MANIPULATOR_H_INCLUDED__
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#include "IUnknown.h"
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#include "vector3d.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "IAnimatedMesh.h"
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#include "SColor.h"
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namespace irr
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{
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namespace scene
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{
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class IMesh;
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class IMeshBuffer;
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struct SMesh;
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//! An interface for easily manipulate meshes.
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/** Scale, set alpha value, flip surfaces, and so on. This exists for fixing problems
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with wrong imported or exported meshes quickly after loading. It is not intended for doing mesh
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modifications and/or animations during runtime.
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*/
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class IMeshManipulator : public virtual IUnknown
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{
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public:
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//! destructor
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virtual ~IMeshManipulator() {};
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//! Flips the direction of surfaces.
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/** Changes backfacing triangles to frontfacing
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triangles and vice versa.
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\param mesh: Mesh on which the operation is performed. */
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virtual void flipSurfaces(IMesh* mesh) const = 0;
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//! Sets the alpha vertex color value of the whole mesh to a new value.
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/** \param mesh: Mesh on which the operation is performed.
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\param alpha: New alpha value. Must be a value between 0 and 255. */
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virtual void setVertexColorAlpha(IMesh* mesh, s32 alpha) const = 0;
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//! Sets the colors of all vertices to one color
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virtual void setVertexColors(IMesh* mesh, video::SColor color) const = 0;
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//! Recalculates all normals of the mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param smooth: If the normals shall be smoothed. */
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virtual void recalculateNormals(IMesh* mesh, bool smooth = false) const = 0;
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed.
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\param smooth: If the normals shall be smoothed. */
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false) const = 0;
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//! Scales the whole mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param scale: Scale factor. */
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virtual void scaleMesh(IMesh* mesh, const core::vector3df& scale) const = 0;
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//! Applies a transformation
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/** \param mesh: Mesh on which the operation is performed.
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\param m: transformation matrix. */
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virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const = 0;
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//! Clones a static IMesh into a modifyable SMesh.
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/** All meshbuffers in the returned SMesh
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are of type SMeshBuffer or SMeshBufferLightMap.
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\param mesh: Mesh to copy.
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\return Returns the cloned mesh.
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If you no longer need the cloned mesh, you should call SMesh::drop().
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See IUnknown::drop() for more information. */
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virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
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//! Creates a planar texture mapping on the mesh
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/** \param mesh: Mesh on which the operation is performed.
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\param resolution: resolution of the planar mapping. This is the value
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specifying which is the relation between world space and
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texture coordinate space. */
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virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const = 0;
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//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
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/** This is useful if you want to draw tangent space normal mapped geometry because
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it calculates the tangent and binormal data which is needed there.
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\param mesh: Input mesh
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\return Mesh consiting only of S3DVertexTangents vertices.
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If you no longer need the cloned mesh, you should call IMesh::drop().
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See IUnknown::drop() for more information. */
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virtual IMesh* createMeshWithTangents(IMesh* mesh) const = 0;
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//! Unweld vertices
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(IMesh* mesh) const = 0;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
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//! create a new AnimatedMesh and adds the mesh to it
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virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
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scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) 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
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