160 lines
6.7 KiB
C++
160 lines
6.7 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 __I_MESH_MANIPULATOR_H_INCLUDED__
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#define __I_MESH_MANIPULATOR_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "vector3d.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "IAnimatedMesh.h"
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#include "SColor.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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class IMesh;
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class IMeshBuffer;
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struct SMesh;
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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
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fixing problems with wrong imported or exported meshes quickly after
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loading. It is not intended for doing mesh modifications and/or
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animations during runtime.
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*/
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class IMeshManipulator : public virtual IReferenceCounted
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{
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public:
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//! Destructor
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virtual ~IMeshManipulator() {}
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//! Flips the direction of surfaces.
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/** 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(IMesh* mesh) const = 0;
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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 value. Must be a value between 0 and 255. */
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virtual void setVertexColorAlpha(IMesh* mesh, s32 alpha) const = 0;
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//! Sets the colors of all vertices to one color
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/** \param mesh Mesh on which the operation is performed.
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\param color New color. */
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virtual void setVertexColors(IMesh* mesh, video::SColor color) const = 0;
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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: If the normals shall be smoothed.
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\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
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virtual void recalculateNormals(IMesh* mesh, bool smooth = false, bool angleWeighted = false) const = 0;
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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: If the normals shall be smoothed.
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\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const = 0;
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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: Scale factor. */
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virtual void scaleMesh(IMesh* mesh, const core::vector3df& scale) const = 0;
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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(IMesh* mesh, const core::matrix4& m) const = 0;
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//! Clones a static IMesh into a modifiable SMesh.
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/** All meshbuffers in the returned SMesh
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are of type SMeshBuffer or SMeshBufferLightMap.
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\param mesh: Mesh to copy.
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\return Returns the cloned mesh. If you no longer need the
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cloned mesh, you should call SMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
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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
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the value specifying which is the relation between world space
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and texture coordinate space. */
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virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const = 0;
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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
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mapped geometry because it calculates the tangent and binormal
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data which is needed there.
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\param mesh Input mesh
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\param recalculateNormals The normals are recalculated if set,
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otherwise the original ones are kept. Note that keeping the
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normals may introduce inaccurate tangents if the normals are
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very different to those calculated from the faces.
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\param smooth The normals/tangents are smoothed across the
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meshbuffer's faces if this flag is set.
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\param angleWeighted Improved smoothing calculation used
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\return Mesh consisting only of S3DVertexTangents vertices. If
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you no longer need the cloned mesh, you should call
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IMesh::drop(). See IReferenceCounted::drop() for more
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information. */
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virtual IMesh* createMeshWithTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const = 0;
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//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
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/** \param mesh Input mesh
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\return Mesh consisting only of S3DVertex2TCoord vertices. If
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you no longer need the cloned mesh, you should call
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IMesh::drop(). See IReferenceCounted::drop() for more
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information. */
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
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//! Creates a copy of a mesh with all vertices unwelded
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/** \param mesh Input mesh
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\return Mesh consisting only of unique faces. All vertices
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which were previously shared are now duplicated. If you no
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longer need the cloned mesh, you should call IMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
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//! Creates a copy of a mesh with vertices welded
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/** \param mesh Input mesh
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\param tolerance The threshold for vertex comparisons.
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\return Mesh without redundant vertices. If you no longer need
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the cloned mesh, you should call IMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_32) const = 0;
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//! Get amount of polygons in mesh.
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/** \param mesh Input mesh
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\return Number of polygons in mesh. */
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virtual s32 getPolyCount(IMesh* mesh) const = 0;
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//! Get amount of polygons in mesh.
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/** \param mesh Input mesh
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\return Number of polygons in mesh. */
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virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
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//! Create a new AnimatedMesh and adds the mesh to it
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/** \param mesh Input mesh
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\param type The type of the animated mesh to create.
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\return Newly created animated mesh with mesh as it's only
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content. When you don't need the animated mesh anymore, you
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should call IAnimatedMesh::drop(). See
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IReferenceCounted::drop() for more information. */
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virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
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scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
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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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