2007-05-20 11:03:49 -07:00
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// 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 __C_MESH_MANIPULATOR_H_INCLUDED__
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#define __C_MESH_MANIPULATOR_H_INCLUDED__
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#include "IMeshManipulator.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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2007-06-02 05:10:39 -07:00
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//! An interface for easy manipulation of meshes.
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2007-05-20 11:03:49 -07:00
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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 CMeshManipulator : public IMeshManipulator
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{
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public:
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//! Constructor
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CMeshManipulator();
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//! destructor
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virtual ~CMeshManipulator();
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//! Flips the direction of surfaces. 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(scene::IMesh* mesh) const;
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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 for the vertex color.
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virtual void setVertexColorAlpha(scene::IMesh* mesh, s32 alpha) const;
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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;
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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: Whether to use smoothed normals. */
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virtual void recalculateNormals(scene::IMesh* mesh, bool smooth = false) const;
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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: Whether to use smoothed normals. */
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false) const;
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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: 3D Vector, defining the value, for each axis, to scale the mesh by.
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virtual void scaleMesh(scene::IMesh* mesh, const core::vector3df& scale) const;
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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(scene::IMesh* mesh, const core::matrix4& m) const;
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//! Clones a static IMesh into a modifiable SMesh.
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virtual SMesh* createMeshCopy(scene::IMesh* mesh) const;
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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(scene::IMesh* mesh, f32 resolution) const;
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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 S3DVertexNormalMapped 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;
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const;
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//! Recalculates the bounding box for a meshbuffer
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virtual void recalculateBoundingBox(scene::IMeshBuffer* buffer) const;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IMesh* mesh) const;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IAnimatedMesh* mesh) const;
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//! create a new AnimatedMesh and adds the mesh to it
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virtual IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const;
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private:
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static void calculateTangents(core::vector3df& normal,
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core::vector3df& tangent,
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core::vector3df& binormal,
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core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3,
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core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3);
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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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