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Add createTorusMesh function to IGeometryCreator
Mmmm .... Donuts! git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6222 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,6 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Add IGeometryCreator::createTorusMesh to create donuts.
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- Don't try loading broken image files twice with same loader anymore.
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- Make CImageLoaderJPG thread safe. Thanks @ Edoardo Lolletti for report and patch (patch #324)
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- Add ETCF_SUPPORT_VERTEXT_TEXTURE flag which can be used to enable vertex texture sampling support in Direct3D 9.
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@ -183,6 +183,16 @@ public:
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const video::SColor& colorBottom=video::SColor(0xffffffff),
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f32 oblique=0.f) const =0;
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//! Create a torus mesh
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/** Note: Segments might get reduced to ensure it fits into 16-bit meshbuffer.
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With 256 segments for minor and major circle you'll hit the maximum.
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\param majorRadius Starting from mesh center
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\param minorRadius Starting from a circle at majorRadius distance around center
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\param majorSegments Segments for major circle. Will use at least 3.
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\param minorSegments Segments for minor circle. Will use at least 3
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*/
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virtual IMesh* createTorusMesh(f32 majorRadius, f32 minorRadius, u32 majorSegments = 32, u32 minorSegments = 16) const = 0;
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//! Create a volume light mesh.
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/**
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\param subdivideU Horizontal patch count.
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@ -378,7 +378,7 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
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blockSize.Height = hMapSize.Height - processed.Y;
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SMeshBuffer* buffer = new SMeshBuffer();
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buffer->setHardwareMappingHint(scene::EHM_STATIC);
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buffer->setHardwareMappingHint(EHM_STATIC);
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buffer->Vertices.reallocate(blockSize.getArea());
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// add vertices of vertex block
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u32 y;
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@ -500,7 +500,7 @@ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
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IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
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for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
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IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
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for (u32 j=0; j<buffer->getVertexCount(); ++j)
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buffer->getPosition(j).Y += cylinderHeight;
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buffer->setDirty(EBT_VERTEX);
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@ -925,6 +925,101 @@ IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
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return mesh;
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}
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irr::scene::IMesh* CGeometryCreator::createTorusMesh(irr::f32 majorRadius, irr::f32 minorRadius, irr::u32 majorSegments, irr::u32 minorSegments) const
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{
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if ( majorRadius == 0.f || minorRadius == 0.f )
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return 0;
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if ( majorSegments < 3 )
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majorSegments = 3;
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if ( minorSegments < 3 )
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minorSegments = 3;
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// Note: first/last vertices of major and minor lines are on same position, but not shared to allow for independent uv's.
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// prevent 16-bit vertex buffer overflow
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u32 numVertices = (majorSegments+1)*(minorSegments+1);
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while (numVertices > 65536)
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{
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if ( majorSegments > 2*minorSegments )
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majorSegments /= 2;
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else if ( minorSegments > 2*majorSegments )
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minorSegments /= 2;
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else
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{
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majorSegments /= 2;
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minorSegments /= 2;
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}
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numVertices = (majorSegments+1)*(minorSegments+1);
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}
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const u32 majorLines = majorSegments+1;
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const u32 minorLines = minorSegments+1;
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const video::SColor color(255,255,255,255);
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SMeshBuffer* buffer = new SMeshBuffer();
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buffer->Indices.reallocate(majorSegments*minorSegments*6);
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buffer->Vertices.reallocate(numVertices);
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const f32 TWO_PI = 2.f*core::PI;
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const f32 angleStepMajor = TWO_PI / majorSegments;
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const f32 angleStepMinor = TWO_PI / minorSegments;
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// vertices
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for ( irr::u32 major = 0; major < majorLines; ++major)
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{
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const f32 angleMajor = major*angleStepMajor;
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const f32 cosMajor = cos(angleMajor);
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const f32 sinMajor = sin(angleMajor);
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// points of major circle
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const core::vector3df pm(majorRadius*cosMajor, 0.f, majorRadius * sinMajor);
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for ( irr::u32 minor = 0; minor < minorLines; ++minor)
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{
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const f32 angleMinor = minor*angleStepMinor;
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const f32 cosMinor = cos(angleMinor);
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core::vector3df p;
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p.X = pm.X + minorRadius * cosMinor * cosMajor;
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p.Z = pm.Z + minorRadius * cosMinor * sinMajor;
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p.Y = minorRadius * sin(angleMinor);
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const core::vector3df n((p-pm)/minorRadius);
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const core::vector2df uv(angleMajor/TWO_PI, angleMinor/TWO_PI);
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buffer->Vertices.push_back( video::S3DVertex(p, n, color, uv) );
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}
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}
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// indices
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for ( irr::u32 major = 0; major < majorSegments; ++major)
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{
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for ( irr::u32 minor = 0; minor < minorSegments; ++minor)
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{
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irr::u16 i = major*minorLines+minor;
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buffer->Indices.push_back(i+1);
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buffer->Indices.push_back(i+minorLines);
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buffer->Indices.push_back(i);
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buffer->Indices.push_back(i+1);
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buffer->Indices.push_back(i+minorLines+1);
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buffer->Indices.push_back(i+minorLines);
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}
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}
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// recalculate bounding box
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buffer->BoundingBox.MaxEdge.X = core::abs_(majorRadius)+core::abs_(minorRadius);
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buffer->BoundingBox.MaxEdge.Z = buffer->BoundingBox.MaxEdge.X;
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buffer->BoundingBox.MaxEdge.Y = core::abs_(minorRadius);
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buffer->BoundingBox.MinEdge = buffer->BoundingBox.MaxEdge*-1.f;
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SMesh* mesh = new SMesh();
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mesh->addMeshBuffer(buffer);
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buffer->drop();
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mesh->setHardwareMappingHint(EHM_STATIC);
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mesh->recalculateBoundingBox();
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return mesh;
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}
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void CGeometryCreator::addToBuffer(const video::S3DVertex& v, SMeshBuffer* Buffer) const
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{
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@ -51,6 +51,9 @@ public:
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const video::SColor& colorBottom=0xffffffff,
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f32 oblique=0.f) const _IRR_OVERRIDE_;
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virtual IMesh* createTorusMesh(f32 majorRadius, f32 minorRadius,
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u32 majorSegments, u32 minorSegments) const _IRR_OVERRIDE_;
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virtual IMesh* createVolumeLightMesh(
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const u32 subdivideU=32, const u32 subdivideV=32,
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const video::SColor footColor=0xffffffff,
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