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			188 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 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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| 
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| #ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
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| #define __I_MESH_MANIPULATOR_H_INCLUDED__
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| 
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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 "IMeshBuffer.h"
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| #include "SVertexManipulator.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| 	struct SMesh;
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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
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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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| 
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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,
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| 				bool angleWeighted = false) const=0;
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| 
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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,
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| 				bool smooth = false, bool angleWeighted = false) const=0;
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| 
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| 		//! Scales the actual mesh, not a scene node.
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| 		/** \param mesh Mesh on which the operation is performed.
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| 		\param factor Scale factor for each axis. */
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| 		void scale(IMesh* mesh, const core::vector3df& factor) const
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| 		{
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| 			apply(SVertexPositionScaleManipulator(factor), mesh, true);
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| 		}
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| 
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| 		//! Scales the actual meshbuffer, not a scene node.
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| 		/** \param buffer Meshbuffer on which the operation is performed.
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| 		\param factor Scale factor for each axis. */
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| 		void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
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| 		{
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| 			apply(SVertexPositionScaleManipulator(factor), buffer, true);
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| 		}
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| 
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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 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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| 
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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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| 
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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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| 
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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 its 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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| 		//! Apply a manipulator on the Meshbuffer
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| 		/** \param func A functor defining the mesh manipulation.
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| 		\param buffer The Meshbuffer to apply the manipulator to.
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| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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| 		\return True if the functor was successfully applied, else false. */
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| 		template <typename Functor>
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| 		bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
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| 		{
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| 			return apply_(func, buffer, boundingBoxUpdate, func);
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| 		}
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| 
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| 
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| 		//! Apply a manipulator on the Mesh
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| 		/** \param func A functor defining the mesh manipulation.
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| 		\param mesh The Mesh to apply the manipulator to.
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| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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| 		\return True if the functor was successfully applied, else false. */
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| 		template <typename Functor>
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| 		bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
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| 		{
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| 			if (!mesh)
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| 				return true;
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| 			bool result = true;
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| 			core::aabbox3df bufferbox;
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| 			for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
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| 			{
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| 				result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
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| 				if (boundingBoxUpdate)
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| 				{
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| 					if (0==i)
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| 						bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
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| 					else
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| 						bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
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| 				}
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| 			}
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| 			if (boundingBoxUpdate)
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| 				mesh->setBoundingBox(bufferbox);
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| 			return result;
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| 		}
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| 
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| protected:
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| 		//! Apply a manipulator based on the type of the functor
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| 		/** \param func A functor defining the mesh manipulation.
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| 		\param buffer The Meshbuffer to apply the manipulator to.
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| 		\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
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| 		\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
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| 		\return True if the functor was successfully applied, else false. */
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| 		template <typename Functor>
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| 		bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
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| 		{
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| 			if (!buffer)
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| 				return true;
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| 
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| 			core::aabbox3df bufferbox;
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| 			for (u32 i=0; i<buffer->getVertexCount(); ++i)
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| 			{
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| 				switch (buffer->getVertexType())
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| 				{
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| 				case video::EVT_STANDARD:
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| 					{
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| 						video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
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| 						func(verts[i]);
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| 					}
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| 					break;
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| 				case video::EVT_2TCOORDS:
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| 					{
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| 						video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
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| 						func(verts[i]);
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| 					}
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| 					break;
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| 				case video::EVT_TANGENTS:
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| 					{
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| 						video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
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| 						func(verts[i]);
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| 					}
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| 					break;
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| 				}
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| 				if (boundingBoxUpdate)
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| 				{
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| 					if (0==i)
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| 						bufferbox.reset(buffer->getPosition(0));
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| 					else
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| 						bufferbox.addInternalPoint(buffer->getPosition(i));
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| 				}
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| 			}
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| 			if (boundingBoxUpdate)
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| 				buffer->setBoundingBox(bufferbox);
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| 			return true;
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| 		}
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| };
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| 
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| #endif
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