git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6425 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			466 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			466 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
 | |
| // This file is part of the "Irrlicht Engine".
 | |
| // For conditions of distribution and use, see copyright notice in irrlicht.h
 | |
| 
 | |
| #ifndef IRR_I_MESH_MANIPULATOR_H_INCLUDED
 | |
| #define IRR_I_MESH_MANIPULATOR_H_INCLUDED
 | |
| 
 | |
| #include "IReferenceCounted.h"
 | |
| #include "vector3d.h"
 | |
| #include "aabbox3d.h"
 | |
| #include "matrix4.h"
 | |
| #include "IAnimatedMesh.h"
 | |
| #include "IMeshBuffer.h"
 | |
| #include "SVertexManipulator.h"
 | |
| 
 | |
| namespace irr
 | |
| {
 | |
| namespace scene
 | |
| {
 | |
| 
 | |
| 	struct SMesh;
 | |
| 
 | |
| 	//! An interface for easy manipulation of meshes.
 | |
| 	/** Scale, set alpha value, flip surfaces, and so on. This exists for
 | |
| 	fixing problems with wrong imported or exported meshes quickly after
 | |
| 	loading. It is not intended for doing mesh modifications and/or
 | |
| 	animations during runtime.
 | |
| 	*/
 | |
| 	class IMeshManipulator : public virtual IReferenceCounted
 | |
| 	{
 | |
| 	public:
 | |
| 
 | |
| 		//! Flips the direction of surfaces.
 | |
| 		/** Changes backfacing triangles to frontfacing
 | |
| 		triangles and vice versa.
 | |
| 		\param mesh Mesh on which the operation is performed. */
 | |
| 		virtual void flipSurfaces(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Sets the alpha vertex color value of the whole mesh to a new value.
 | |
| 		/** \param mesh Mesh on which the operation is performed.
 | |
| 		\param alpha New alpha value. Must be a value between 0 and 255. */
 | |
| 		void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
 | |
| 		{
 | |
| 			apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
 | |
| 		}
 | |
| 
 | |
| 		//! Sets the alpha vertex color value of the whole mesh to a new value.
 | |
| 		/** \param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param alpha New alpha value. Must be a value between 0 and 255. */
 | |
| 		void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
 | |
| 		{
 | |
| 			apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
 | |
| 		}
 | |
| 
 | |
| 		//! Sets the colors of all vertices to one color
 | |
| 		/** \param mesh Mesh on which the operation is performed.
 | |
| 		\param color New color. */
 | |
| 		void setVertexColors(IMesh* mesh, video::SColor color) const
 | |
| 		{
 | |
| 			apply(scene::SVertexColorSetManipulator(color), mesh);
 | |
| 		}
 | |
| 
 | |
| 		//! Sets the colors of all vertices to one color
 | |
| 		/** \param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param color New color. */
 | |
| 		void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
 | |
| 		{
 | |
| 			apply(scene::SVertexColorSetManipulator(color), buffer);
 | |
| 		}
 | |
| 
 | |
| 		//! Recalculates all normals of the mesh.
 | |
| 		/** \param mesh: Mesh on which the operation is performed.
 | |
| 		\param smooth: If the normals shall be smoothed.
 | |
| 		\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
 | |
| 		virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
 | |
| 				bool angleWeighted = false) const=0;
 | |
| 
 | |
| 		//! Recalculates all normals of the mesh buffer.
 | |
| 		/** \param buffer: Mesh buffer on which the operation is performed.
 | |
| 		\param smooth: If the normals shall be smoothed.
 | |
| 		\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
 | |
| 		virtual void recalculateNormals(IMeshBuffer* buffer,
 | |
| 				bool smooth = false, bool angleWeighted = false) const=0;
 | |
| 
 | |
| 		//! Recalculates tangents, requires a tangent mesh
 | |
| 		/** \param mesh Mesh on which the operation is performed.
 | |
| 		\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the mesh are used unchanged.
 | |
| 		\param smooth If the normals shall be smoothed.
 | |
| 		\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
 | |
| 		*/
 | |
| 		virtual void recalculateTangents(IMesh* mesh,
 | |
| 				bool recalculateNormals=false, bool smooth=false,
 | |
| 				bool angleWeighted=false) const=0;
 | |
| 
 | |
| 		//! Recalculates tangents, requires a tangent mesh buffer
 | |
| 		/** \param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the buffer are used unchanged.
 | |
| 		\param smooth If the normals shall be smoothed.
 | |
| 		\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
 | |
| 		*/
 | |
| 		virtual void recalculateTangents(IMeshBuffer* buffer,
 | |
| 				bool recalculateNormals=false, bool smooth=false,
 | |
| 				bool angleWeighted=false) const=0;
 | |
| 
 | |
| 		//! Scales the actual mesh, not a scene node.
 | |
| 		/** Note: When your scale are not uniform then
 | |
| 		prefer the transform function to have correct normals.
 | |
| 		\param mesh Mesh on which the operation is performed.
 | |
| 		\param factor Scale factor for each axis. */
 | |
| 		void scale(IMesh* mesh, const core::vector3df& factor) const
 | |
| 		{
 | |
| 			apply(SVertexPositionScaleManipulator(factor), mesh, true);
 | |
| 		}
 | |
| 
 | |
| 		//! Scales the actual meshbuffer, not a scene node.
 | |
| 		/** Note: When your scale are not uniform then
 | |
| 		prefer the transform function to have correct normals.
 | |
| 		\param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param factor Scale factor for each axis. */
 | |
| 		void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
 | |
| 		{
 | |
| 			apply(SVertexPositionScaleManipulator(factor), buffer, true);
 | |
| 		}
 | |
| 
 | |
| 		//! Scales the actual mesh, not a scene node.
 | |
| 		/** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
 | |
| 		\param mesh Mesh on which the operation is performed.
 | |
| 		\param factor Scale factor for each axis. */
 | |
| 		IRR_DEPRECATED void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
 | |
| 
 | |
| 		//! Scale the texture coords of a mesh.
 | |
| 		/** \param mesh Mesh on which the operation is performed.
 | |
| 		\param factor Vector which defines the scale for each axis.
 | |
| 		\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
 | |
| 		void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
 | |
| 		{
 | |
| 			apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
 | |
| 		}
 | |
| 
 | |
| 		//! Scale the texture coords of a meshbuffer.
 | |
| 		/** \param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param factor Vector which defines the scale for each axis.
 | |
| 		\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
 | |
| 		void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
 | |
| 		{
 | |
| 			apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
 | |
| 		}
 | |
| 
 | |
| 		//! Applies a transformation to a mesh
 | |
| 		/** \param mesh Mesh on which the operation is performed.
 | |
| 		\param m transformation matrix. 
 | |
| 		\param normalsUpdate When 0 - don't update normals. 
 | |
| 		                     When 1 - update normals with inner 3x3 matrix of the inverse transposed of the transformation matrix
 | |
| 							          should be set when the matrix has rotation or non-uniform scaling
 | |
| 		\param normalizeNormals When true it normalizes all normals again. 
 | |
| 		                        Recommended to set this when normalsUpdate is 1 and there is any scaling
 | |
| 		*/
 | |
| 		void transform(IMesh* mesh, const core::matrix4& m, u32 normalsUpdate = 0, bool normalizeNormals=false) const
 | |
| 		{
 | |
| 			apply(SVertexPositionTransformManipulator(m), mesh, true);
 | |
| 
 | |
| 			if ( normalsUpdate == 1 )
 | |
| 			{
 | |
| 				core::matrix4 invT;
 | |
| 				if ( m.getInverse(invT) )
 | |
| 				{
 | |
| 					invT = invT.getTransposed();
 | |
| 					apply(SVertexNormalRotateScaleManipulator(invT), mesh, false);
 | |
| 				}
 | |
| 			}
 | |
| 			if ( normalizeNormals )
 | |
| 			{
 | |
| 				apply(SVertexNormalizeNormalManipulator(), mesh, false);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		//! Applies a transformation to a meshbuffer
 | |
| 		/** \param buffer Meshbuffer on which the operation is performed.
 | |
| 		\param m transformation matrix. 
 | |
| 		\param normalsUpdate When 0 - don't update normals. 
 | |
| 		                     When 1 - update normals with inner 3x3 matrix of the inverse transposed of the transformation matrix
 | |
| 							          should be set when the matrix has rotation or non-uniform scaling
 | |
| 		\param normalizeNormals When true it normalizes all normals again. 
 | |
| 		                        Recommended to set this when normalsUpdate is 1 and there is any scaling
 | |
| 		*/
 | |
| 		void transform(IMeshBuffer* buffer, const core::matrix4& m, u32 normalsUpdate = 0, bool normalizeNormals=false) const
 | |
| 		{
 | |
| 			apply(SVertexPositionTransformManipulator(m), buffer, true);
 | |
| 
 | |
| 			if ( normalsUpdate == 1 )
 | |
| 			{
 | |
| 				core::matrix4 invT;
 | |
| 				if ( m.getInverse(invT) )
 | |
| 				{
 | |
| 					invT = invT.getTransposed();
 | |
| 					apply(SVertexNormalRotateScaleManipulator(invT), buffer, false);
 | |
| 				}
 | |
| 			}
 | |
| 			if ( normalizeNormals )
 | |
| 			{
 | |
| 				apply(SVertexNormalizeNormalManipulator(), buffer, false);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		//! Applies a transformation to a mesh
 | |
| 		/** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
 | |
| 		\param mesh Mesh on which the operation is performed.
 | |
| 		\param m transformation matrix. */
 | |
| 		IRR_DEPRECATED virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
 | |
| 
 | |
| 		//! Creates a planar texture mapping on the mesh
 | |
| 		/** \param mesh: Mesh on which the operation is performed.
 | |
| 		\param resolution: resolution of the planar mapping. This is
 | |
| 		the value specifying which is the relation between world space
 | |
| 		and texture coordinate space. */
 | |
| 		virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
 | |
| 
 | |
| 		//! Creates a planar texture mapping on the meshbuffer
 | |
| 		/** \param meshbuffer: Buffer on which the operation is performed.
 | |
| 		\param resolution: resolution of the planar mapping. This is
 | |
| 		the value specifying which is the relation between world space
 | |
| 		and texture coordinate space. */
 | |
| 		virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
 | |
| 
 | |
| 		//! Creates a planar texture mapping on the buffer
 | |
| 		/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
 | |
| 		\param mesh Mesh on which the operation is performed.
 | |
| 		\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
 | |
| 		\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
 | |
| 		\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
 | |
| 		\param offset Vector added to the vertex positions (in object coordinates).
 | |
| 		*/
 | |
| 		virtual void makePlanarTextureMapping(scene::IMesh* mesh,
 | |
| 				f32 resolutionS, f32 resolutionT,
 | |
| 				u8 axis, const core::vector3df& offset) const=0;
 | |
| 
 | |
| 		//! Creates a planar texture mapping on the meshbuffer
 | |
| 		/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
 | |
| 		\param buffer Buffer on which the operation is performed.
 | |
| 		\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
 | |
| 		\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
 | |
| 		\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
 | |
| 		\param offset Vector added to the vertex positions (in object coordinates).
 | |
| 		*/
 | |
| 		virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
 | |
| 				f32 resolutionS, f32 resolutionT,
 | |
| 				u8 axis, const core::vector3df& offset) const=0;
 | |
| 
 | |
| 		//! Clones a static IMesh into a modifiable SMesh.
 | |
| 		/** \param mesh Mesh to copy.
 | |
| 		\return Cloned mesh. If you no longer need the
 | |
| 		cloned mesh, you should call SMesh::drop(). See
 | |
| 		IReferenceCounted::drop() for more information. */
 | |
| 		virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
 | |
| 		/** This is useful if you want to draw tangent space normal
 | |
| 		mapped geometry because it calculates the tangent and binormal
 | |
| 		data which is needed there.
 | |
| 		Note: Only 16-bit meshbuffers supported so far
 | |
| 		\param mesh Input mesh
 | |
| 		\param recalculateNormals The normals are recalculated if set,
 | |
| 		otherwise the original ones are kept. Note that keeping the
 | |
| 		normals may introduce inaccurate tangents if the normals are
 | |
| 		very different to those calculated from the faces.
 | |
| 		\param smooth The normals/tangents are smoothed across the
 | |
| 		meshbuffer's faces if this flag is set.
 | |
| 		\param angleWeighted Improved smoothing calculation used
 | |
| 		\param recalculateTangents Whether are actually calculated, or just the mesh with proper type is created.
 | |
| 		\return Mesh consisting only of S3DVertexTangents vertices. If
 | |
| 		you no longer need the cloned mesh, you should call
 | |
| 		IMesh::drop(). See IReferenceCounted::drop() for more
 | |
| 		information. */
 | |
| 		virtual IMesh* createMeshWithTangents(IMesh* mesh,
 | |
| 				bool recalculateNormals=false, bool smooth=false,
 | |
| 				bool angleWeighted=false, bool recalculateTangents=true) const=0;
 | |
| 
 | |
| 		//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
 | |
| 		/** Note: Only 16-bit meshbuffers supported so far
 | |
| 		\param mesh Input mesh
 | |
| 		\return Mesh consisting only of S3DVertex2TCoord vertices. If
 | |
| 		you no longer need the cloned mesh, you should call
 | |
| 		IMesh::drop(). See IReferenceCounted::drop() for more
 | |
| 		information. */
 | |
| 		virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
 | |
| 		/** Note: Only 16-bit meshbuffers supported so far
 | |
| 		\param mesh Input mesh
 | |
| 		\return Mesh consisting only of S3DVertex vertices. If
 | |
| 		you no longer need the cloned mesh, you should call
 | |
| 		IMesh::drop(). See IReferenceCounted::drop() for more
 | |
| 		information. */
 | |
| 		virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Creates a copy of a mesh with all vertices unwelded
 | |
| 		/** Note: Only 16-bit meshbuffers supported so far
 | |
| 		\param mesh Input mesh
 | |
| 		\return Mesh consisting only of unique faces. All vertices
 | |
| 		which were previously shared are now duplicated. If you no
 | |
| 		longer need the cloned mesh, you should call IMesh::drop(). See
 | |
| 		IReferenceCounted::drop() for more information. */
 | |
| 		virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Creates a copy of a mesh with vertices welded 
 | |
| 		/** Note: Only 16-bit meshbuffers supported so far, 32-bit buffer are cloned
 | |
| 		\param mesh Input mesh
 | |
| 		\param tolerance The threshold for vertex comparisons.
 | |
| 		\return Mesh without redundant vertices. If you no longer need
 | |
| 		the cloned mesh, you should call IMesh::drop(). See
 | |
| 		IReferenceCounted::drop() for more information. */
 | |
| 		virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
 | |
| 
 | |
| 		//! Get amount of polygons in mesh.
 | |
| 		/** \param mesh Input mesh
 | |
| 		\return Number of polygons in mesh. */
 | |
| 		virtual s32 getPolyCount(IMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Get amount of polygons in mesh.
 | |
| 		/** \param mesh Input mesh
 | |
| 		\return Number of polygons in mesh. */
 | |
| 		virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
 | |
| 
 | |
| 		//! Create a new AnimatedMesh and adds the mesh to it
 | |
| 		/** \param mesh Input mesh
 | |
| 		\param type The type of the animated mesh to create.
 | |
| 		\return Newly created animated mesh with mesh as its only
 | |
| 		content. When you don't need the animated mesh anymore, you
 | |
| 		should call IAnimatedMesh::drop(). See
 | |
| 		IReferenceCounted::drop() for more information. */
 | |
| 		virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
 | |
| 			scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
 | |
| 
 | |
| 		//! Vertex cache optimization according to the Forsyth paper
 | |
| 		/** More information can be found at
 | |
| 		http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
 | |
| 
 | |
| 		The function is thread-safe (read: you can optimize several
 | |
| 		meshes in different threads).
 | |
| 
 | |
| 		\param mesh Source mesh for the operation.
 | |
| 		\return A new mesh optimized for the vertex cache. */
 | |
| 		virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
 | |
| 
 | |
| 		//! Optimize the mesh with an algorithm tuned for heightmaps.
 | |
| 		/**
 | |
| 		This differs from usual simplification methods in two ways:
 | |
| 		- it's intended to be lossless
 | |
| 		- it has special care for the borders, which are useful with heightmap tiles
 | |
| 
 | |
| 		This function is thread-safe. Remember to weld afterwards - this
 | |
| 		function only moves vertices, it does not weld.
 | |
| 
 | |
| 		\param mesh Mesh to operate on.
 | |
| 		*/
 | |
| 		virtual void heightmapOptimizeMesh(IMesh * const mesh, const f32 tolerance = core::ROUNDING_ERROR_f32) const = 0;
 | |
| 
 | |
| 		//! Optimize the meshbuffer with an algorithm tuned for heightmaps.
 | |
| 		/**
 | |
| 		This differs from usual simplification methods in two ways:
 | |
| 		- it's intended to be lossless
 | |
| 		- it has special care for the borders, which are useful with heightmap tiles
 | |
| 
 | |
| 		This function is thread-safe. Remember to weld afterward - this
 | |
| 		function only moves vertices, it does not weld.
 | |
| 
 | |
| 		\param mb Meshbuffer to operate on.
 | |
| 		*/
 | |
| 		virtual void heightmapOptimizeMesh(IMeshBuffer * const mb, const f32 tolerance = core::ROUNDING_ERROR_f32) const = 0;
 | |
| 
 | |
| 		//! Apply a manipulator on the Meshbuffer
 | |
| 		/** \param func A functor defining the mesh manipulation.
 | |
| 		\param buffer The Meshbuffer to apply the manipulator to.
 | |
| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
 | |
| 		\return True if the functor was successfully applied, else false. */
 | |
| 		template <typename Functor>
 | |
| 		bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
 | |
| 		{
 | |
| 			return apply_(func, buffer, boundingBoxUpdate, func);
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 		//! Apply a manipulator on the Mesh
 | |
| 		/** \param func A functor defining the mesh manipulation.
 | |
| 		\param mesh The Mesh to apply the manipulator to.
 | |
| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
 | |
| 		\return True if the functor was successfully applied, else false. */
 | |
| 		template <typename Functor>
 | |
| 		bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
 | |
| 		{
 | |
| 			if (!mesh)
 | |
| 				return true;
 | |
| 			bool result = true;
 | |
| 			core::aabbox3df bufferbox;
 | |
| 			for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
 | |
| 			{
 | |
| 				result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
 | |
| 				if (boundingBoxUpdate)
 | |
| 				{
 | |
| 					if (0==i)
 | |
| 						bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
 | |
| 					else
 | |
| 						bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
 | |
| 				}
 | |
| 			}
 | |
| 			if (boundingBoxUpdate)
 | |
| 				mesh->setBoundingBox(bufferbox);
 | |
| 			return result;
 | |
| 		}
 | |
| 
 | |
| protected:
 | |
| 		//! Apply a manipulator based on the type of the functor
 | |
| 		/** \param func A functor defining the mesh manipulation.
 | |
| 		\param buffer The Meshbuffer to apply the manipulator to.
 | |
| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
 | |
| 		\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
 | |
| 		\return True if the functor was successfully applied, else false. */
 | |
| 		template <typename Functor>
 | |
| 		bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
 | |
| 		{
 | |
| 			if (!buffer)
 | |
| 				return true;
 | |
| 
 | |
| 			core::aabbox3df bufferbox;
 | |
| 			for (u32 i=0; i<buffer->getVertexCount(); ++i)
 | |
| 			{
 | |
| 				switch (buffer->getVertexType())
 | |
| 				{
 | |
| 				case video::EVT_STANDARD:
 | |
| 					{
 | |
| 						video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
 | |
| 						func(verts[i]);
 | |
| 					}
 | |
| 					break;
 | |
| 				case video::EVT_2TCOORDS:
 | |
| 					{
 | |
| 						video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
 | |
| 						func(verts[i]);
 | |
| 					}
 | |
| 					break;
 | |
| 				case video::EVT_TANGENTS:
 | |
| 					{
 | |
| 						video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
 | |
| 						func(verts[i]);
 | |
| 					}
 | |
| 					break;
 | |
| 				}
 | |
| 				if (boundingBoxUpdate)
 | |
| 				{
 | |
| 					if (0==i)
 | |
| 						bufferbox.reset(buffer->getPosition(0));
 | |
| 					else
 | |
| 						bufferbox.addInternalPoint(buffer->getPosition(i));
 | |
| 				}
 | |
| 			}
 | |
| 			if (boundingBoxUpdate)
 | |
| 				buffer->setBoundingBox(bufferbox);
 | |
| 			return true;
 | |
| 		}
 | |
| };
 | |
| 
 | |
| } // end namespace scene
 | |
| } // end namespace irr
 | |
| 
 | |
| #endif
 |