124 lines
5.5 KiB
C++
124 lines
5.5 KiB
C++
// Copyright (C) 2002-2008 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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//! An interface for easy manipulation of meshes.
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/** Scale, set alpha value, flip surfaces, and so on. This exists for fixing
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problems with wrong imported or exported meshes quickly after loading. It is
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not intended for doing mesh 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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//! Flips the direction of surfaces.
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/** Changes backfacing triangles to frontfacing 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, bool angleWeighted = 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, bool angleWeighted = false) const;
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//! Scales the actual mesh, not the scene node.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Vector which defines the scale for each axis. */
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virtual void scale(scene::IMesh* mesh, const core::vector3df& factor) const;
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//! Scales the actual meshbuffer, not the scene node.
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/** \param buffer MeshBuffer on which the operation is performed.
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\param factor Vector which defines the scale for each axis. */
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virtual void scale(scene::IMeshBuffer* buffer, const core::vector3df& factor) const;
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//! Scale the texture coords of a mesh.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Vector which defines the scale for each axis.
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\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
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virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 layer=1) const;
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//! Scale the texture coords of a meshbuffer.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Vector which defines the scale for each axis.
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\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
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virtual void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const;
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//! Applies a transformation to a meshbuffer
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/** \param buffer: Meshbuffer on which the operation is performed.
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\param m: matrix. */
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void transform(scene::IMeshBuffer* buffer, const core::matrix4& m) const;
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//! Applies a transformation to a mesh
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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 transform(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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virtual IMesh* createMeshWithTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const;
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//! Creates a copy of the mesh, which will only consist of S3D2TCoords vertices.
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const;
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//! Creates a copy of the mesh, which will only consist of unique triangles, i.e. no vertices are shared.
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const;
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//! Creates a copy of the mesh, which will have all duplicated vertices removed, i.e. maximal amount of vertices are shared via indexing.
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virtual IMesh* createMeshWelded(IMesh *mesh, f32 tolerance=core::ROUNDING_ERROR_32) 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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const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3,
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const core::vector2df& tc1, const core::vector2df& tc2, const 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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