irrlicht/source/Irrlicht/CGeometryCreator.cpp

480 lines
12 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CGeometryCreator.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "SMesh.h"
#include "IVideoDriver.h"
#include "CImage.h"
#include "os.h"
namespace irr
{
namespace scene
{
// creates a hill plane
IAnimatedMesh* CGeometryCreator::createHillPlaneMesh(const core::dimension2d<f32>& tileSize, const core::dimension2d<s32>& tc,
video::SMaterial* material, f32 hillHeight, const core::dimension2d<f32>& ch,
const core::dimension2d<f32>& textureRepeatCount)
{
core::dimension2d<s32> tileCount = tc;
core::dimension2d<f32> countHills = ch;
SMeshBuffer* buffer = new SMeshBuffer();
SMesh* mesh = new SMesh();
video::S3DVertex vtx;
vtx.Color.set(255,255,255,255);
if (countHills.Width < 0.01f) countHills.Width = 1;
if (countHills.Height < 0.01f) countHills.Height = 1;
f32 halfX = (tileSize.Width * tileCount.Width) / 2.0f;
f32 halfY = (tileSize.Height * tileCount.Height) / 2.0f;
core::dimension2d<f32> tx;
tx.Width = 1.0f / (tileCount.Width / textureRepeatCount.Width);
tx.Height = 1.0f / (tileCount.Height / textureRepeatCount.Height);
++tileCount.Height;
++tileCount.Width;
// create vertices
s32 x;
for (x=0; x<tileCount.Width; ++x)
{
for (s32 y=0; y<tileCount.Height; ++y)
{
vtx.Pos.set(tileSize.Width * x - halfX, 0, tileSize.Height * y - halfY);
vtx.TCoords.set(x * tx.Width, 1.0f - y * tx.Height);
if (hillHeight)
vtx.Pos.Y = (f32)(sin(vtx.Pos.X * countHills.Width * irr::core::PI / halfX) *
cos(vtx.Pos.Z * countHills.Height * irr::core::PI / halfY))
*hillHeight;
buffer->Vertices.push_back(vtx);
}
}
// create indices
for (x=0; x<tileCount.Width-1; ++x)
{
for (s32 y=0; y<tileCount.Height-1; ++y)
{
s32 current = y*tileCount.Width + x;
buffer->Indices.push_back(current);
buffer->Indices.push_back(current + 1);
buffer->Indices.push_back(current + tileCount.Width);
buffer->Indices.push_back(current + 1);
buffer->Indices.push_back(current + 1 + tileCount.Width);
buffer->Indices.push_back(current + tileCount.Width);
}
}
// recalculate normals
for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3)
{
core::plane3d<f32> p(
buffer->Vertices[buffer->Indices[i+0]].Pos,
buffer->Vertices[buffer->Indices[i+1]].Pos,
buffer->Vertices[buffer->Indices[i+2]].Pos);
p.Normal.normalize();
buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
}
if (material)
buffer->Material = *material;
buffer->recalculateBoundingBox();
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
mesh->addMeshBuffer(buffer);
mesh->recalculateBoundingBox();
animatedMesh->addMesh(mesh);
animatedMesh->recalculateBoundingBox();
mesh->drop();
buffer->drop();
return animatedMesh;
}
IAnimatedMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
f32 maxHeight, video::IVideoDriver* driver,
const core::dimension2d<s32> maxVtxBlockSize,
bool debugBorders)
{
if (!texture || !heightmap)
return 0;
video::SMaterial material;
c8 textureName[64];
c8 tmp[255];
// debug border
s32 borderSkip = debugBorders ? 0 : 1;
video::S3DVertex vtx;
vtx.Color.set(255,255,255,255);
SMesh* mesh = new SMesh();
u32 tm = os::Timer::getRealTime()/1000;
core::dimension2d<s32> hMapSize= heightmap->getDimension();
core::dimension2d<s32> tMapSize= texture->getDimension();
core::position2d<f32> thRel((f32)tMapSize.Width / hMapSize.Width, (f32)tMapSize.Height / hMapSize.Height);
core::position2d<s32> processed(0,0);
while (processed.Y<hMapSize.Height)
{
while(processed.X<hMapSize.Width)
{
core::dimension2d<s32> blockSize = maxVtxBlockSize;
if (processed.X + blockSize.Width > hMapSize.Width)
blockSize.Width = hMapSize.Width - processed.X;
if (processed.Y + blockSize.Height > hMapSize.Height)
blockSize.Height = hMapSize.Height - processed.Y;
SMeshBuffer* buffer = new SMeshBuffer();
// add vertices of vertex block
s32 y;
for (y=0; y<blockSize.Height; ++y)
{
for (s32 x=0; x<blockSize.Width; ++x)
{
video::SColor clr = heightmap->getPixel(x+processed.X, y+processed.Y);
f32 height = ((clr.getRed() + clr.getGreen() + clr.getBlue()) / 3.0f)/255.0f * maxHeight;
vtx.Pos.set((f32)(x+processed.X) * stretchSize.Width,
height, (f32)(y+processed.Y) * stretchSize.Height);
vtx.TCoords.set((x+0.5f) / blockSize.Width,
(y+0.5f) / blockSize.Height);
buffer->Vertices.push_back(vtx);
}
}
// add indices of vertex block
for (y=0; y<blockSize.Height-1; ++y)
{
for (s32 x=0; x<blockSize.Width-1; ++x)
{
s32 c = (y*blockSize.Width) + x;
buffer->Indices.push_back(c);
buffer->Indices.push_back(c + blockSize.Width);
buffer->Indices.push_back(c + 1);
buffer->Indices.push_back(c + 1);
buffer->Indices.push_back(c + blockSize.Width);
buffer->Indices.push_back(c + 1 + blockSize.Width);
}
}
// recalculate normals
for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3)
{
core::plane3d<f32> p(
buffer->Vertices[buffer->Indices[i+0]].Pos,
buffer->Vertices[buffer->Indices[i+1]].Pos,
buffer->Vertices[buffer->Indices[i+2]].Pos);
p.Normal.normalize();
buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
}
if (buffer->Vertices.size())
{
// create texture for this block
video::IImage* img = new video::CImage(texture,
core::position2d<s32>((s32)(processed.X*thRel.X), (s32)(processed.Y*thRel.Y)),
core::dimension2d<s32>((s32)(blockSize.Width*thRel.X), (s32)(blockSize.Height*thRel.Y)));
sprintf(textureName, "terrain%u_%d", tm, mesh->getMeshBufferCount());
material.Textures[0] = driver->addTexture(textureName, img);
if (material.Textures[0])
{
sprintf(tmp, "Generated terrain texture (%dx%d): %s",
material.Textures[0]->getSize().Width,
material.Textures[0]->getSize().Height,
textureName);
os::Printer::log(tmp);
}
else
os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);
buffer->Material = material;
img->drop();
}
buffer->recalculateBoundingBox();
mesh->addMeshBuffer(buffer);
buffer->drop();
// keep on processing
processed.X += maxVtxBlockSize.Width - borderSkip;
}
// keep on processing
processed.X = 0;
processed.Y += maxVtxBlockSize.Height - borderSkip;
}
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
mesh->recalculateBoundingBox();
animatedMesh->addMesh(mesh);
animatedMesh->recalculateBoundingBox();
mesh->drop();
return animatedMesh;
}
/*
a cylinder, a cone and a cross
point up on (0,1.f, 0.f )
*/
IAnimatedMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone,
const f32 height,
const f32 cylinderHeight,
const f32 width0,
const f32 width1,
const video::SColor vtxColor0,
const video::SColor vtxColor1)
{
SMeshBuffer* buffer;
video::S3DVertex v;
u32 i;
v.Color = vtxColor0;
SMesh* mesh = new SMesh();
// cylinder
buffer = new SMeshBuffer();
// floor, bottom
f32 angleStep = (core::PI * 2.f ) / tesselationCylinder;
for ( i = 0; i != tesselationCylinder; ++i )
{
f32 angle = angleStep * f32(i);
v.Color = vtxColor0;
v.Pos.X = width0 * cosf ( angle );
v.Pos.Y = 0.f;
v.Pos.Z = width0 * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
v.Pos.X = width0 * 0.5f * cosf ( angle );
v.Pos.Y = cylinderHeight;
v.Pos.Z = width0 * 0.5f * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
angle += ( angleStep / 2.f );
v.Color = vtxColor1;
v.Pos.X = ( width0 * 0.75f ) * cosf ( angle );
v.Pos.Y = 0.f;
v.Pos.Z = ( width0 * 0.75f ) * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
v.Pos.X = ( width0 * 0.25f ) * cosf ( angle );
v.Pos.Y = cylinderHeight;
v.Pos.Z = ( width0 * 0.25f ) * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
}
u32 nonWrappedSize = ( ( tesselationCylinder * 2 ) - 1 ) * 2;
for ( i = 0; i != nonWrappedSize; i += 2 )
{
buffer->Indices.push_back ( i + 2 );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( i + 2 );
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( i + 3 );
}
buffer->Indices.push_back ( 0 );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( 0 );
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( 1 );
// close down
v.Pos.X = 0.f;
v.Pos.Y = 0.f;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = -1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back ( v );
u32 index = buffer->Vertices.size () - 1;
for ( i = 0; i != nonWrappedSize; i += 2 )
{
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( i + 2 );
}
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( 0 );
/*
// close top
v.Pos.X = 0.f;
v.Pos.Y = cylinderHeight;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = 1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back ( v );
index = buffer->Vertices.size () - 1;
for ( i = 0; i != nonWrappedSize; i += 2 )
{
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 3 );
}
buffer->Indices.push_back ( i + 1 );
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( 1 );
*/
// add to mesh
mesh->addMeshBuffer ( buffer );
buffer->drop ();
// cone
buffer = new SMeshBuffer();
angleStep = (core::PI * 2.f ) / tesselationCone;
v.Color = vtxColor0;
for ( i = 0; i != tesselationCone; ++i )
{
f32 angle = angleStep * f32(i);
v.Color = vtxColor0;
v.Pos.X = width1 * cosf ( angle );
v.Pos.Y = cylinderHeight;
v.Pos.Z = width1 * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
angle += angleStep / 2.f;
v.Color = vtxColor1;
v.Pos.X = (width1 * 0.75f ) * cosf ( angle );
v.Pos.Y = cylinderHeight;
v.Pos.Z = (width1 * 0.75f ) * sinf ( angle );
v.Normal = v.Pos;
v.Normal.normalize ();
buffer->Vertices.push_back ( v );
}
nonWrappedSize = buffer->Vertices.size () - 1;
// close top
v.Pos.X = 0.f;
v.Pos.Y = height;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = 1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back ( v );
index = buffer->Vertices.size () - 1;
for ( i = 0; i != nonWrappedSize; i += 1 )
{
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 1 );
}
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( 0 );
// close down
v.Pos.X = 0.f;
v.Pos.Y = cylinderHeight;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = -1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back ( v );
index = buffer->Vertices.size () - 1;
for ( i = 0; i != nonWrappedSize; i += 1 )
{
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( i + 1 );
}
buffer->Indices.push_back ( index );
buffer->Indices.push_back ( i + 0 );
buffer->Indices.push_back ( 0 );
// add to mesh
mesh->addMeshBuffer ( buffer );
buffer->drop ();
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
mesh->recalculateBoundingBox();
animatedMesh->addMesh(mesh);
animatedMesh->recalculateBoundingBox();
mesh->drop();
return animatedMesh;
}
} // end namespace scene
} // end namespace irr