633 lines
17 KiB
C++
633 lines
17 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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#include "CGeometryCreator.h"
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#include "SAnimatedMesh.h"
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#include "SMeshBuffer.h"
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#include "SMesh.h"
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#include "IVideoDriver.h"
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#include "CImage.h"
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#include "os.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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// creates a hill plane
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IMesh* CGeometryCreator::createHillPlaneMesh(
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const core::dimension2d<f32>& tileSize,
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const core::dimension2d<s32>& tc, video::SMaterial* material,
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f32 hillHeight, const core::dimension2d<f32>& ch,
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const core::dimension2d<f32>& textureRepeatCount)
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{
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core::dimension2d<s32> tileCount = tc;
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core::dimension2d<f32> countHills = ch;
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SMeshBuffer* buffer = new SMeshBuffer();
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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if (countHills.Width < 0.01f)
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countHills.Width = 1;
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if (countHills.Height < 0.01f)
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countHills.Height = 1;
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const f32 halfX = (tileSize.Width * tileCount.Width) / 2.0f;
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const f32 halfY = (tileSize.Height * tileCount.Height) / 2.0f;
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const core::dimension2d<f32> tx(
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1.0f / (tileCount.Width / textureRepeatCount.Width),
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1.0f / (tileCount.Height / textureRepeatCount.Height));
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++tileCount.Height;
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++tileCount.Width;
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// create vertices
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s32 x;
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for (x=0; x<tileCount.Width; ++x)
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{
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for (s32 y=0; y<tileCount.Height; ++y)
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{
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vtx.Pos.set(tileSize.Width * x - halfX, 0, tileSize.Height * y - halfY);
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vtx.TCoords.set(x * tx.Width, 1.0f - y * tx.Height);
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if (hillHeight)
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vtx.Pos.Y = (f32)(sin(vtx.Pos.X * countHills.Width * irr::core::PI / halfX) *
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cos(vtx.Pos.Z * countHills.Height * irr::core::PI / halfY))
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*hillHeight;
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buffer->Vertices.push_back(vtx);
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}
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}
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// create indices
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for (x=0; x<tileCount.Width-1; ++x)
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{
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for (s32 y=0; y<tileCount.Height-1; ++y)
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{
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s32 current = y*tileCount.Width + x;
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buffer->Indices.push_back(current);
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buffer->Indices.push_back(current + 1);
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buffer->Indices.push_back(current + tileCount.Width);
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buffer->Indices.push_back(current + 1);
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buffer->Indices.push_back(current + 1 + tileCount.Width);
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buffer->Indices.push_back(current + tileCount.Width);
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}
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}
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// recalculate normals
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for (u32 i=0; i<buffer->Indices.size(); i+=3)
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{
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core::plane3d<f32> p(
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buffer->Vertices[buffer->Indices[i+0]].Pos,
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buffer->Vertices[buffer->Indices[i+1]].Pos,
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buffer->Vertices[buffer->Indices[i+2]].Pos);
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buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
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buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
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buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
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}
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if (material)
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buffer->Material = *material;
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buffer->recalculateBoundingBox();
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SMesh* mesh = new SMesh();
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mesh->addMeshBuffer(buffer);
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mesh->recalculateBoundingBox();
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buffer->drop();
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return mesh;
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}
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IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
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video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
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f32 maxHeight, video::IVideoDriver* driver,
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const core::dimension2d<s32> maxVtxBlockSize,
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bool debugBorders)
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{
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if (!texture || !heightmap)
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return 0;
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video::SMaterial material;
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c8 textureName[64];
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c8 tmp[255];
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// debug border
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s32 borderSkip = debugBorders ? 0 : 1;
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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SMesh* mesh = new SMesh();
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u32 tm = os::Timer::getRealTime()/1000;
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core::dimension2d<s32> hMapSize= heightmap->getDimension();
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core::dimension2d<s32> tMapSize= texture->getDimension();
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core::position2d<f32> thRel((f32)tMapSize.Width / hMapSize.Width, (f32)tMapSize.Height / hMapSize.Height);
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core::position2d<s32> processed(0,0);
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while (processed.Y<hMapSize.Height)
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{
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while(processed.X<hMapSize.Width)
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{
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core::dimension2d<s32> blockSize = maxVtxBlockSize;
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if (processed.X + blockSize.Width > hMapSize.Width)
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blockSize.Width = hMapSize.Width - processed.X;
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if (processed.Y + blockSize.Height > hMapSize.Height)
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blockSize.Height = hMapSize.Height - processed.Y;
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SMeshBuffer* buffer = new SMeshBuffer();
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// add vertices of vertex block
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s32 y;
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for (y=0; y<blockSize.Height; ++y)
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{
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for (s32 x=0; x<blockSize.Width; ++x)
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{
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video::SColor clr = heightmap->getPixel(x+processed.X, y+processed.Y);
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const f32 height = ((clr.getRed() + clr.getGreen() + clr.getBlue()) / 3.0f)/255.0f * maxHeight;
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vtx.Pos.set((f32)(x+processed.X) * stretchSize.Width,
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height, (f32)(y+processed.Y) * stretchSize.Height);
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vtx.TCoords.set((x+0.5f) / blockSize.Width,
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(y+0.5f) / blockSize.Height);
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buffer->Vertices.push_back(vtx);
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}
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}
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// add indices of vertex block
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for (y=0; y<blockSize.Height-1; ++y)
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{
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for (s32 x=0; x<blockSize.Width-1; ++x)
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{
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s32 c = (y*blockSize.Width) + x;
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buffer->Indices.push_back(c);
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buffer->Indices.push_back(c + blockSize.Width);
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buffer->Indices.push_back(c + 1);
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buffer->Indices.push_back(c + 1);
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buffer->Indices.push_back(c + blockSize.Width);
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buffer->Indices.push_back(c + 1 + blockSize.Width);
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}
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}
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// recalculate normals
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for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3)
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{
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core::plane3d<f32> p(
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buffer->Vertices[buffer->Indices[i+0]].Pos,
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buffer->Vertices[buffer->Indices[i+1]].Pos,
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buffer->Vertices[buffer->Indices[i+2]].Pos);
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p.Normal.normalize();
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buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
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buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
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buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
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}
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if (buffer->Vertices.size())
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{
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// create texture for this block
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video::IImage* img = new video::CImage(texture,
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core::position2d<s32>((s32)(processed.X*thRel.X), (s32)(processed.Y*thRel.Y)),
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core::dimension2d<s32>((s32)(blockSize.Width*thRel.X), (s32)(blockSize.Height*thRel.Y)));
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sprintf(textureName, "terrain%u_%d", tm, mesh->getMeshBufferCount());
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material.Textures[0] = driver->addTexture(textureName, img);
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if (material.Textures[0])
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{
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sprintf(tmp, "Generated terrain texture (%dx%d): %s",
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material.Textures[0]->getSize().Width,
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material.Textures[0]->getSize().Height,
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textureName);
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os::Printer::log(tmp);
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}
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else
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os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);
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buffer->Material = material;
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img->drop();
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}
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buffer->recalculateBoundingBox();
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mesh->addMeshBuffer(buffer);
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buffer->drop();
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// keep on processing
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processed.X += maxVtxBlockSize.Width - borderSkip;
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}
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// keep on processing
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processed.X = 0;
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processed.Y += maxVtxBlockSize.Height - borderSkip;
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}
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mesh->recalculateBoundingBox();
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return mesh;
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}
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/*
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a cylinder, a cone and a cross
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point up on (0,1.f, 0.f )
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*/
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IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
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const u32 tesselationCone,
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const f32 height,
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const f32 cylinderHeight,
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const f32 width0,
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const f32 width1,
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const video::SColor vtxColor0,
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const video::SColor vtxColor1)
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{
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SMeshBuffer* buffer;
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video::S3DVertex v;
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u32 i;
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v.Color = vtxColor0;
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// cylinder
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buffer = new SMeshBuffer();
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// floor, bottom
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f32 angleStep = (core::PI * 2.f ) / tesselationCylinder;
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for ( i = 0; i != tesselationCylinder; ++i )
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{
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f32 angle = angleStep * f32(i);
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v.Color = vtxColor0;
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v.Pos.X = width0 * cosf ( angle );
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v.Pos.Y = 0.f;
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v.Pos.Z = width0 * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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v.Pos.X = width0 * 0.5f * cosf ( angle );
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = width0 * 0.5f * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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angle += ( angleStep / 2.f );
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v.Color = vtxColor1;
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v.Pos.X = ( width0 * 0.75f ) * cosf ( angle );
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v.Pos.Y = 0.f;
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v.Pos.Z = ( width0 * 0.75f ) * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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v.Pos.X = ( width0 * 0.25f ) * cosf ( angle );
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = ( width0 * 0.25f ) * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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}
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u32 nonWrappedSize = ( ( tesselationCylinder * 2 ) - 1 ) * 2;
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for ( i = 0; i != nonWrappedSize; i += 2 )
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{
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buffer->Indices.push_back ( i + 2 );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( i + 2 );
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( i + 3 );
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}
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buffer->Indices.push_back ( 0 );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( 0 );
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( 1 );
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// close down
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v.Pos.X = 0.f;
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v.Pos.Y = 0.f;
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v.Pos.Z = 0.f;
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v.Normal.X = 0.f;
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v.Normal.Y = -1.f;
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v.Normal.Z = 0.f;
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buffer->Vertices.push_back ( v );
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u32 index = buffer->Vertices.size () - 1;
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for ( i = 0; i != nonWrappedSize; i += 2 )
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{
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( i + 2 );
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}
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( 0 );
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/*
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// close top
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v.Pos.X = 0.f;
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = 0.f;
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v.Normal.X = 0.f;
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v.Normal.Y = 1.f;
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v.Normal.Z = 0.f;
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buffer->Vertices.push_back ( v );
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index = buffer->Vertices.size () - 1;
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for ( i = 0; i != nonWrappedSize; i += 2 )
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{
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 3 );
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}
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buffer->Indices.push_back ( i + 1 );
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( 1 );
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*/
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// add to mesh
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SMesh* mesh = new SMesh();
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buffer->recalculateBoundingBox();
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mesh->addMeshBuffer(buffer);
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buffer->drop();
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// cone
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buffer = new SMeshBuffer();
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angleStep = (core::PI * 2.f ) / tesselationCone;
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v.Color = vtxColor0;
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for ( i = 0; i != tesselationCone; ++i )
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{
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f32 angle = angleStep * f32(i);
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v.Color = vtxColor0;
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v.Pos.X = width1 * cosf ( angle );
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = width1 * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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angle += angleStep / 2.f;
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v.Color = vtxColor1;
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v.Pos.X = (width1 * 0.75f ) * cosf ( angle );
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = (width1 * 0.75f ) * sinf ( angle );
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v.Normal = v.Pos;
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v.Normal.normalize ();
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buffer->Vertices.push_back ( v );
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}
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nonWrappedSize = buffer->Vertices.size () - 1;
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// close top
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v.Pos.X = 0.f;
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v.Pos.Y = height;
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v.Pos.Z = 0.f;
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v.Normal.X = 0.f;
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v.Normal.Y = 1.f;
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v.Normal.Z = 0.f;
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buffer->Vertices.push_back ( v );
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index = buffer->Vertices.size () - 1;
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for ( i = 0; i != nonWrappedSize; i += 1 )
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{
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 1 );
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}
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( 0 );
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// close down
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v.Pos.X = 0.f;
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v.Pos.Y = cylinderHeight;
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v.Pos.Z = 0.f;
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v.Normal.X = 0.f;
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v.Normal.Y = -1.f;
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v.Normal.Z = 0.f;
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buffer->Vertices.push_back ( v );
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index = buffer->Vertices.size () - 1;
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for ( i = 0; i != nonWrappedSize; i += 1 )
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{
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( i + 1 );
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}
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buffer->Indices.push_back ( index );
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buffer->Indices.push_back ( i + 0 );
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buffer->Indices.push_back ( 0 );
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// add to already existing mesh
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buffer->recalculateBoundingBox();
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mesh->addMeshBuffer(buffer);
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buffer->drop();
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mesh->recalculateBoundingBox();
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return mesh;
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}
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/* A sphere with proper normals and texture coords */
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IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY)
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{
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SMeshBuffer* buffer = new SMeshBuffer();
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// thanks to Alfaz93 who made his code available for Irrlicht on which
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// this one is based!
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// we are creating the sphere mesh here.
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if (polyCountX < 2)
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polyCountX = 2;
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if (polyCountY < 2)
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polyCountY = 2;
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if (polyCountX * polyCountY > 32767) // prevent u16 overflow
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if (polyCountX > polyCountY) // prevent u16 overflow
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polyCountX = 32767/polyCountY-1;
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else
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polyCountY = 32767/(polyCountX+1);
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u32 polyCountXPitch = polyCountX+1; // get to same vertex on next level
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buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2);
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buffer->Indices.set_used((polyCountX * polyCountY) * 6);
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video::SColor clr(100, 255,255,255);
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u32 i=0;
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u32 level = 0;
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for (u32 p1 = 0; p1 < polyCountY-1; ++p1)
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{
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//main quads, top to bottom
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for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
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{
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const u32 curr = level + p2;
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buffer->Indices[i] = curr + polyCountXPitch;
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buffer->Indices[++i] = curr;
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buffer->Indices[++i] = curr + 1;
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buffer->Indices[++i] = curr + polyCountXPitch;
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buffer->Indices[++i] = curr+1;
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buffer->Indices[++i] = curr + 1 + polyCountXPitch;
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++i;
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}
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|
|
|
// 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
|