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			170 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			6.2 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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| #pragma once
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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 "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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| 	//! 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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| 	//! 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{{0, 0, 0}};
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| 		for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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| 			result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
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| 			if (boundingBoxUpdate) {
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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{{0, 0, 0}};
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| 		for (u32 i = 0; i < buffer->getVertexCount(); ++i) {
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| 			switch (buffer->getVertexType()) {
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| 			case video::EVT_STANDARD: {
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| 				video::S3DVertex *verts = (video::S3DVertex *)buffer->getVertices();
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| 				func(verts[i]);
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| 			} break;
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| 			case video::EVT_2TCOORDS: {
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| 				video::S3DVertex2TCoords *verts = (video::S3DVertex2TCoords *)buffer->getVertices();
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| 				func(verts[i]);
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| 			} break;
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| 			case video::EVT_TANGENTS: {
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| 				video::S3DVertexTangents *verts = (video::S3DVertexTangents *)buffer->getVertices();
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| 				func(verts[i]);
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| 			} break;
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| 			}
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| 			if (boundingBoxUpdate) {
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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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