mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 11:50:37 +01:00
210 lines
8.1 KiB
C
210 lines
8.1 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 __I_GEOMETRY_CREATOR_H_INCLUDED__
|
||
|
#define __I_GEOMETRY_CREATOR_H_INCLUDED__
|
||
|
|
||
|
#include "IReferenceCounted.h"
|
||
|
#include "IMesh.h"
|
||
|
#include "IImage.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace video
|
||
|
{
|
||
|
class IVideoDriver;
|
||
|
class SMaterial;
|
||
|
}
|
||
|
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
enum ECUBE_MESH_TYPE
|
||
|
{
|
||
|
//! Single buffer with 12 different vertices, normals are average of adjacent planes
|
||
|
//! Order for outgoing (front-face) normals of planes would be: NEG_Z, POS_X, POS_Z, NEG_X, POS_Y, NEG_Y
|
||
|
ECMT_1BUF_12VTX_NA,
|
||
|
|
||
|
//! One buffer per side, each with 4 vertices, normals are perpendicular to sides
|
||
|
//! Note: You probably will have to scale down your texture uv's to avoid white lines at borders
|
||
|
// as this mesh sets them to 0,1 values. We can't do that when creating the mesh as it
|
||
|
// depends on texture resolution which we don't know at that point.
|
||
|
ECMT_6BUF_4VTX_NP
|
||
|
};
|
||
|
|
||
|
//! Helper class for creating geometry on the fly.
|
||
|
/** You can get an instance of this class through ISceneManager::getGeometryCreator() */
|
||
|
class IGeometryCreator : public IReferenceCounted
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! Creates a simple cube mesh.
|
||
|
/**
|
||
|
\param size Dimensions of the cube.
|
||
|
\param type One of ECUBE_MESH_TYPE. So you can chose between cubes with single material or independent materials per side.
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createCubeMesh(const core::vector3df& size=core::vector3df(5.f,5.f,5.f), ECUBE_MESH_TYPE type = ECMT_1BUF_12VTX_NA) const =0;
|
||
|
|
||
|
//! Create a pseudo-random mesh representing a hilly terrain.
|
||
|
/**
|
||
|
\param tileSize The size of each tile.
|
||
|
\param tileCount The number of tiles in each dimension.
|
||
|
\param material The material to apply to the mesh.
|
||
|
\param hillHeight The maximum height of the hills.
|
||
|
\param countHills The number of hills along each dimension.
|
||
|
\param textureRepeatCount The number of times to repeat the material texture along each dimension.
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createHillPlaneMesh(
|
||
|
const core::dimension2d<f32>& tileSize,
|
||
|
const core::dimension2d<u32>& tileCount,
|
||
|
video::SMaterial* material, f32 hillHeight,
|
||
|
const core::dimension2d<f32>& countHills,
|
||
|
const core::dimension2d<f32>& textureRepeatCount) const =0;
|
||
|
|
||
|
//! Create a simple rectangular textured plane mesh.
|
||
|
/**
|
||
|
\param tileSize The size of each tile.
|
||
|
\param tileCount The number of tiles in each dimension.
|
||
|
\param material The material to apply to the mesh.
|
||
|
\param textureRepeatCount The number of times to repeat the material texture along each dimension.
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
IMesh* createPlaneMesh(
|
||
|
const core::dimension2d<f32>& tileSize,
|
||
|
const core::dimension2d<u32>& tileCount=core::dimension2du(1,1),
|
||
|
video::SMaterial* material=0,
|
||
|
const core::dimension2df& textureRepeatCount=core::dimension2df(1.f,1.f)) const
|
||
|
{
|
||
|
return createHillPlaneMesh(tileSize, tileCount, material, 0.f, core::dimension2df(), textureRepeatCount);
|
||
|
}
|
||
|
|
||
|
//! Create a geoplane.
|
||
|
/**
|
||
|
\param radius Radius of the plane
|
||
|
\param rows How many rows to place
|
||
|
\param columns How many columns to place
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createGeoplaneMesh(f32 radius = 5.f,
|
||
|
u32 rows = 16, u32 columns = 16) const =0;
|
||
|
|
||
|
//! Create a terrain mesh from an image representing a heightfield.
|
||
|
/**
|
||
|
\param texture The texture to apply to the terrain.
|
||
|
\param heightmap An image that will be interpreted as a heightmap. The
|
||
|
brightness (average color) of each pixel is interpreted as a height,
|
||
|
with a 255 brightness pixel producing the maximum height.
|
||
|
\param stretchSize The size that each pixel will produce, i.e. a
|
||
|
512x512 heightmap
|
||
|
and a stretchSize of (10.f, 20.f) will produce a mesh of size
|
||
|
5120.f x 10240.f
|
||
|
\param maxHeight The maximum height of the terrain.
|
||
|
\param driver The current video driver.
|
||
|
\param defaultVertexBlockSize (to be documented)
|
||
|
\param debugBorders (to be documented)
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createTerrainMesh(video::IImage* texture,
|
||
|
video::IImage* heightmap,
|
||
|
const core::dimension2d<f32>& stretchSize,
|
||
|
f32 maxHeight, video::IVideoDriver* driver,
|
||
|
const core::dimension2d<u32>& defaultVertexBlockSize,
|
||
|
bool debugBorders=false) const =0;
|
||
|
|
||
|
//! Create an arrow mesh, composed of a cylinder and a cone.
|
||
|
/**
|
||
|
\param tesselationCylinder Number of quads composing the cylinder.
|
||
|
\param tesselationCone Number of triangles composing the cone's roof.
|
||
|
\param height Total height of the arrow
|
||
|
\param cylinderHeight Total height of the cylinder, should be lesser
|
||
|
than total height
|
||
|
\param widthCylinder Diameter of the cylinder
|
||
|
\param widthCone Diameter of the cone's base, should be not smaller
|
||
|
than the cylinder's diameter
|
||
|
\param colorCylinder color of the cylinder
|
||
|
\param colorCone color of the cone
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createArrowMesh(const u32 tesselationCylinder = 4,
|
||
|
const u32 tesselationCone = 8, const f32 height = 1.f,
|
||
|
const f32 cylinderHeight = 0.6f, const f32 widthCylinder = 0.05f,
|
||
|
const f32 widthCone = 0.3f, const video::SColor colorCylinder = 0xFFFFFFFF,
|
||
|
const video::SColor colorCone = 0xFFFFFFFF) const =0;
|
||
|
|
||
|
|
||
|
//! Create a sphere mesh.
|
||
|
/**
|
||
|
\param radius Radius of the sphere
|
||
|
\param polyCountX Number of quads used for the horizontal tiling
|
||
|
\param polyCountY Number of quads used for the vertical tiling
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createSphereMesh(f32 radius = 5.f,
|
||
|
u32 polyCountX = 16, u32 polyCountY = 16) const =0;
|
||
|
|
||
|
//! Create a cylinder mesh.
|
||
|
/**
|
||
|
\param radius Radius of the cylinder.
|
||
|
\param length Length of the cylinder.
|
||
|
\param tesselation Number of quads around the circumference of the cylinder.
|
||
|
\param color The color of the cylinder.
|
||
|
\param closeTop If true, close the ends of the cylinder, otherwise leave them open.
|
||
|
\param oblique X-offset (shear) of top compared to bottom.
|
||
|
\param normalType When 0 side normals are radial from origin. Note that origin is at the bottom.
|
||
|
When 1 side normals are flat along top/bottom polygons.
|
||
|
NOTE: To get normals which are perpendicular to the side of an oblique
|
||
|
cylinder, don't use the oblique parameter. Instead set normalType to 1
|
||
|
and create a cylinder with oblique set to 0. Then use
|
||
|
IMeshManipulator::transform with a shear matrix on the returned mesh.
|
||
|
You get a shear matrix for an identical effect of this oblique parameter when you
|
||
|
set the 4th element of an identity matrix to (oblique/length).
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createCylinderMesh(f32 radius, f32 length,
|
||
|
u32 tesselation,
|
||
|
const video::SColor& color=video::SColor(0xffffffff),
|
||
|
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const =0;
|
||
|
|
||
|
//! Create a cone mesh.
|
||
|
/**
|
||
|
\param radius Radius of the cone.
|
||
|
\param length Length of the cone.
|
||
|
\param tesselation Number of quads around the circumference of the cone.
|
||
|
\param colorTop The color of the top of the cone.
|
||
|
\param colorBottom The color of the bottom of the cone.
|
||
|
\param oblique (to be documented)
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
|
||
|
const video::SColor& colorTop=video::SColor(0xffffffff),
|
||
|
const video::SColor& colorBottom=video::SColor(0xffffffff),
|
||
|
f32 oblique=0.f) const =0;
|
||
|
|
||
|
//! Create a volume light mesh.
|
||
|
/**
|
||
|
\param subdivideU Horizontal patch count.
|
||
|
\param subdivideV Vertical patch count.
|
||
|
\param footColor Color at the bottom of the light.
|
||
|
\param tailColor Color at the mid of the light.
|
||
|
\param lpDistance Virtual distance of the light point for normals.
|
||
|
\param lightDim Dimensions of the light.
|
||
|
\return Generated mesh.
|
||
|
*/
|
||
|
virtual IMesh* createVolumeLightMesh(
|
||
|
const u32 subdivideU=32, const u32 subdivideV=32,
|
||
|
const video::SColor footColor = 0xffffffff,
|
||
|
const video::SColor tailColor = 0xffffffff,
|
||
|
const f32 lpDistance = 8.f,
|
||
|
const core::vector3df& lightDim = core::vector3df(1.f,1.2f,1.f)) const =0;
|
||
|
};
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // __I_GEOMETRY_CREATOR_H_INCLUDED__
|
||
|
|