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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
171 lines
6.2 KiB
C++
171 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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#pragma once
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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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namespace irr
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{
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namespace scene
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{
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struct SMesh;
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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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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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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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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core::aabbox3df bufferbox;
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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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} // end namespace scene
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} // end namespace irr
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