686 lines
19 KiB
C++
686 lines
19 KiB
C++
// Copyright (C) 2002-2009 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 "IMesh.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<u32>& tc, video::SMaterial* material,
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f32 hillHeight, const core::dimension2d<f32>& ch,
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const core::dimension2d<f32>& textureRepeatCount) const
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{
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core::dimension2d<u32> tileCount = tc;
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core::dimension2d<f32> countHills = ch;
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if (countHills.Width < 0.01f)
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countHills.Width = 1.f;
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if (countHills.Height < 0.01f)
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countHills.Height = 1.f;
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// center
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const core::position2d<f32> center((tileSize.Width * tileCount.Width) * 0.5f, (tileSize.Height * tileCount.Height) * 0.5f);
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// texture coord step
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const core::dimension2d<f32> tx(
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textureRepeatCount.Width / tileCount.Width,
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textureRepeatCount.Height / tileCount.Height);
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// add one more point in each direction for proper tile count
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++tileCount.Height;
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++tileCount.Width;
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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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// create vertices from left-front to right-back
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u32 x;
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f32 sx=0.f, tsx=0.f;
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for (x=0; x<tileCount.Width; ++x)
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{
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f32 sy=0.f, tsy=0.f;
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for (u32 y=0; y<tileCount.Height; ++y)
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{
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vtx.Pos.set(sx - center.X, 0, sy - center.Y);
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vtx.TCoords.set(tsx, 1.0f - tsy);
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if (hillHeight != 0.0f)
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vtx.Pos.Y = sinf(vtx.Pos.X * countHills.Width * core::PI / center.X) *
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cosf(vtx.Pos.Z * countHills.Height * core::PI / center.Y) *
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hillHeight;
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buffer->Vertices.push_back(vtx);
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sy += tileSize.Height;
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tsy += tx.Height;
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}
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sx += tileSize.Width;
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tsx += tx.Width;
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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 (u32 y=0; y<tileCount.Height-1; ++y)
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{
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const s32 current = x*tileCount.Height + y;
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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.Height);
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buffer->Indices.push_back(current + 1);
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buffer->Indices.push_back(current + 1 + tileCount.Height);
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buffer->Indices.push_back(current + tileCount.Height);
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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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const core::vector3df normal = core::plane3d<f32>(
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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).Normal;
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buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+2]].Normal = 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<u32>& maxVtxBlockSize,
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bool debugBorders) const
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{
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if (!texture || !heightmap)
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return 0;
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// debug border
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const 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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const u32 tm = os::Timer::getRealTime()/1000;
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const core::dimension2d<u32> hMapSize= heightmap->getDimension();
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const core::dimension2d<u32> tMapSize= texture->getDimension();
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const core::position2d<f32> thRel(static_cast<f32>(tMapSize.Width) / hMapSize.Width, static_cast<f32>(tMapSize.Height) / hMapSize.Height);
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maxHeight /= 255.0f; // height step per color value
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core::position2d<u32> 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<u32> 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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buffer->setHardwareMappingHint(scene::EHM_STATIC);
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buffer->Vertices.reallocate(blockSize.getArea());
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// add vertices of vertex block
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u32 y;
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core::vector2df pos(0.f, processed.Y*stretchSize.Height);
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const core::vector2df bs(1.f/blockSize.Width, 1.f/blockSize.Height);
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core::vector2df tc(0.f, 0.5f*bs.Y);
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for (y=0; y<blockSize.Height; ++y)
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{
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pos.X=processed.X*stretchSize.Width;
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tc.X=0.5f*bs.X;
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for (u32 x=0; x<blockSize.Width; ++x)
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{
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const f32 height = heightmap->getPixel(x+processed.X, y+processed.Y).getAverage() * maxHeight;
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vtx.Pos.set(pos.X, height, pos.Y);
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vtx.TCoords.set(tc);
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buffer->Vertices.push_back(vtx);
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pos.X += stretchSize.Width;
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tc.X += bs.X;
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}
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pos.Y += stretchSize.Height;
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tc.Y += bs.Y;
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}
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buffer->Indices.reallocate((blockSize.Height-1)*(blockSize.Width-1)*6);
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// add indices of vertex block
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s32 c1 = 0;
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for (y=0; y<blockSize.Height-1; ++y)
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{
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for (u32 x=0; x<blockSize.Width-1; ++x)
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{
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const s32 c = c1 + 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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c1 += blockSize.Width;
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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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const core::vector3df normal = core::plane3d<f32>(
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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).Normal;
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buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
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}
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if (buffer->Vertices.size())
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{
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c8 textureName[64];
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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>(core::floor32(processed.X*thRel.X), core::floor32(processed.Y*thRel.Y)),
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core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y)));
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sprintf(textureName, "terrain%u_%u", tm, mesh->getMeshBufferCount());
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buffer->Material.setTexture(0, driver->addTexture(textureName, img));
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if (buffer->Material.getTexture(0))
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{
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c8 tmp[255];
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sprintf(tmp, "Generated terrain texture (%dx%d): %s",
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buffer->Material.getTexture(0)->getSize().Width,
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buffer->Material.getTexture(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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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) const
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{
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SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
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IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
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for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
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for (u32 j=0; j<buffer->getVertexCount(); ++j)
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buffer->getPosition(j).Y += cylinderHeight;
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mesh->addMeshBuffer(buffer);
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}
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mesh2->drop();
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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) const
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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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{
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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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}
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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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const 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
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buffer->Indices[i] = level + polyCountX - 1 + polyCountXPitch;
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buffer->Indices[++i] = level + polyCountX - 1;
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buffer->Indices[++i] = level + polyCountX;
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++i;
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buffer->Indices[i] = level + polyCountX - 1 + polyCountXPitch;
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buffer->Indices[++i] = level + polyCountX;
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buffer->Indices[++i] = level + polyCountX + polyCountXPitch;
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++i;
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level += polyCountXPitch;
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}
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const u32 polyCountSq = polyCountXPitch * polyCountY; // top point
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const u32 polyCountSq1 = polyCountSq + 1; // bottom point
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const u32 polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
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for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
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{
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// create triangles which are at the top of the sphere
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buffer->Indices[i] = polyCountSq;
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buffer->Indices[++i] = p2 + 1;
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buffer->Indices[++i] = p2;
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++i;
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// create triangles which are at the bottom of the sphere
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buffer->Indices[i] = polyCountSqM1 + p2;
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buffer->Indices[++i] = polyCountSqM1 + p2 + 1;
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buffer->Indices[++i] = polyCountSq1;
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++i;
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}
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// create final triangle which is at the top of the sphere
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buffer->Indices[i] = polyCountSq;
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buffer->Indices[++i] = polyCountX;
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buffer->Indices[++i] = polyCountX-1;
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++i;
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// create final triangle which is at the bottom of the sphere
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buffer->Indices[i] = polyCountSqM1 + polyCountX - 1;
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buffer->Indices[++i] = polyCountSqM1;
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buffer->Indices[++i] = polyCountSq1;
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// calculate the angle which separates all points in a circle
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const f64 AngleX = 2 * core::PI / polyCountX;
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const f64 AngleY = core::PI / polyCountY;
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i = 0;
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f64 axz;
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// we don't start at 0.
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f64 ay = 0;//AngleY / 2;
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for (u32 y = 0; y < polyCountY; ++y)
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{
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ay += AngleY;
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const f64 sinay = sin(ay);
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axz = 0;
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// calculate the necessary vertices without the doubled one
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for (u32 xz = 0;xz < polyCountX; ++xz)
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{
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// calculate points position
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const core::vector3df pos(static_cast<f32>(radius * cos(axz) * sinay),
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static_cast<f32>(radius * cos(ay)),
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static_cast<f32>(radius * sin(axz) * sinay));
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// for spheres the normal is the position
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core::vector3df normal(pos);
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normal.normalize();
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// calculate texture coordinates via sphere mapping
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// tu is the same on each level, so only calculate once
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f32 tu = 0.5f;
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if (y==0)
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{
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if (normal.Y != -1.0f && normal.Y != 1.0f)
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tu = static_cast<f32>(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64);
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if (normal.Z < 0.0f)
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tu=1-tu;
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}
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else
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tu = buffer->Vertices[i-polyCountXPitch].TCoords.X;
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buffer->Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z,
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normal.X, normal.Y, normal.Z,
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clr, tu,
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static_cast<f32>(ay*core::RECIPROCAL_PI64));
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++i;
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axz += AngleX;
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}
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// This is the doubled vertex on the initial position
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buffer->Vertices[i] = video::S3DVertex(buffer->Vertices[i-polyCountX]);
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buffer->Vertices[i].TCoords.X=1.0f;
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++i;
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}
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// the vertex at the top of the sphere
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buffer->Vertices[i] = video::S3DVertex(0.0f,radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f);
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// the vertex at the bottom of the sphere
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++i;
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buffer->Vertices[i] = video::S3DVertex(0.0f,-radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f);
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// recalculate bounding box
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buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
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buffer->BoundingBox.addInternalPoint(buffer->Vertices[i-1].Pos);
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buffer->BoundingBox.addInternalPoint(radius,0.0f,0.0f);
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buffer->BoundingBox.addInternalPoint(-radius,0.0f,0.0f);
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buffer->BoundingBox.addInternalPoint(0.0f,0.0f,radius);
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buffer->BoundingBox.addInternalPoint(0.0f,0.0f,-radius);
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SMesh* mesh = new SMesh();
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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 cylinder with proper normals and texture coords */
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IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
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u32 tesselation, const video::SColor& color,
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bool closeTop, f32 oblique) const
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{
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SMeshBuffer* buffer = new SMeshBuffer();
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const f32 recTesselation = core::reciprocal((f32)tesselation);
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const f32 recTesselationHalf = recTesselation * 0.5f;
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const f32 angleStep = (core::PI * 2.f ) * recTesselation;
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const f32 angleStepHalf = angleStep*0.5f;
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u32 i;
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video::S3DVertex v;
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v.Color = color;
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buffer->Vertices.reallocate(tesselation*4+(closeTop?2:1));
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buffer->Indices.reallocate((tesselation*2)*(closeTop?12:9));
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f32 tcx = 0.f;
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for ( i = 0; i != tesselation; ++i )
|
|
{
|
|
const f32 angle = angleStep * i;
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
v.TCoords.X=tcx;
|
|
v.TCoords.Y=0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X += oblique;
|
|
v.Pos.Y = length;
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
v.TCoords.Y=1.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X = radius * cosf(angle + angleStepHalf);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle + angleStepHalf);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
v.TCoords.X=tcx+recTesselationHalf;
|
|
v.TCoords.Y=0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X += oblique;
|
|
v.Pos.Y = length;
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
v.TCoords.Y=1.f;
|
|
buffer->Vertices.push_back(v);
|
|
tcx += recTesselation;
|
|
}
|
|
|
|
const u32 nonWrappedSize = ( tesselation* 4 ) - 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;
|
|
v.TCoords.X = 1.f;
|
|
v.TCoords.Y = 1.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 );
|
|
|
|
if (closeTop)
|
|
{
|
|
// close top
|
|
v.Pos.X = oblique;
|
|
v.Pos.Y = length;
|
|
v.Pos.Z = 0.f;
|
|
v.Normal.X = 0.f;
|
|
v.Normal.Y = 1.f;
|
|
v.Normal.Z = 0.f;
|
|
v.TCoords.X = 0.f;
|
|
v.TCoords.Y = 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 );
|
|
}
|
|
|
|
buffer->recalculateBoundingBox();
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(buffer);
|
|
mesh->recalculateBoundingBox();
|
|
buffer->drop();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
/* A cone with proper normals and texture coords */
|
|
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
|
|
const video::SColor& colorTop,
|
|
const video::SColor& colorBottom, f32 oblique) const
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
|
|
const f32 angleStep = (core::PI * 2.f ) / tesselation;
|
|
const f32 angleStepHalf = angleStep*0.5f;
|
|
|
|
video::S3DVertex v;
|
|
u32 i;
|
|
|
|
v.Color = colorTop;
|
|
for ( i = 0; i != tesselation; ++i )
|
|
{
|
|
f32 angle = angleStep * f32(i);
|
|
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
buffer->Vertices.push_back(v);
|
|
|
|
angle += angleStepHalf;
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
buffer->Vertices.push_back(v);
|
|
}
|
|
const u32 nonWrappedSize = buffer->Vertices.size() - 1;
|
|
|
|
// close top
|
|
v.Pos.X = oblique;
|
|
v.Pos.Y = length;
|
|
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 += 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.Color = colorBottom;
|
|
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);
|
|
|
|
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);
|
|
|
|
buffer->recalculateBoundingBox();
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|