irrlicht/source/Irrlicht/CGeometryCreator.cpp
cutealien 38e2aa1338 createTorusMesh can now create a partial torus
Capping the torus also supported.
Bit arguably if caps belong in this function, but default for caps is off and they can be useful.
(one could also code partial minor circles ... but I'm stopping there)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6225 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-06-28 14:33:08 +00:00

1217 lines
37 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
#include "CGeometryCreator.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "SMesh.h"
#include "IMesh.h"
#include "IVideoDriver.h"
#include "os.h"
namespace irr
{
namespace scene
{
IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_TYPE type) const
{
SMesh* mesh = new SMesh;
const video::SColor clr(255,255,255,255);
if ( type == ECMT_1BUF_12VTX_NA )
{
SMeshBuffer* buffer = new SMeshBuffer();
// Create indices (pos, neg describes normal direction of front-face)
const u16 u[36] = { 0,2,1, 0,3,2, // NEG_Z
1,5,4, 1,2,5, // POS_X
4,6,7, 4,5,6, // POS_Z
7,3,0, 7,6,3, // NEG_X
9,5,2, 9,8,5, // POS_Y
0,11,10, 0,10,7}; // NEG_Y
buffer->Indices.set_used(36);
for (u32 i=0; i<36; ++i)
buffer->Indices[i] = u[i];
// Create vertices
buffer->Vertices.reallocate(12);
buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1)); // 0
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1)); // 1
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0)); // 2
buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0)); // 3
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1)); // 4
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0)); // 5
buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0)); // 6
buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1)); // 7
buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1)); // 8
buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1)); // 9
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0)); // 10
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0)); // 11
// Recalculate bounding box and set cube size
buffer->BoundingBox.reset(0,0,0);
for (u32 i=0; i<12; ++i)
{
buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buffer->Vertices[i].Pos *= size;
buffer->Vertices[i].Normal.normalize();
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
}
mesh->addMeshBuffer(buffer);
buffer->drop();
}
else if ( type == ECMT_6BUF_4VTX_NP )
{
for ( int b=0; b<6; ++b )
{
SMeshBuffer* buffer = new SMeshBuffer();
// Create indices
const u16 u[6] = { 0,2,1,0,3,2};
buffer->Indices.set_used(6);
for ( int i=0; i<6; ++i )
buffer->Indices[i] = u[i];
// Create vertices
buffer->Vertices.reallocate(4);
switch ( b )
{
case 0:
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, 0,-1, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, 0,-1, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 0,-1, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 0,-1, clr, 0, 0));
break;
case 1:
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1, 0, 0, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1, 0, 0, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 0, 0, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 0, 0, clr, 0, 0));
break;
case 2:
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, 0, 1, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, 0, 1, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 0, 1, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 0, 1, clr, 0, 0));
break;
case 3:
buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1, 0, 0, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1, 0, 0, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 0, 0, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 0, 0, clr, 0, 0));
break;
case 4:
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 1, 0, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 1, 0, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 1, 0, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 1, 0, clr, 0, 0));
break;
case 5:
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, -1, 0, clr, 0, 1));
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, -1, 0, clr, 1, 1));
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, -1, 0, clr, 1, 0));
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, -1, 0, clr, 0, 0));
break;
}
// Recalculate bounding box and set cube size
for (u32 i=0; i<4; ++i)
{
buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buffer->Vertices[i].Pos *= size;
if ( i == 0 )
buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
else
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
}
mesh->addMeshBuffer(buffer);
buffer->drop();
}
}
mesh->recalculateBoundingBox();
return mesh;
}
// creates a hill plane
IMesh* CGeometryCreator::createHillPlaneMesh(
const core::dimension2d<f32>& tileSize,
const core::dimension2d<u32>& tc, video::SMaterial* material,
f32 hillHeight, const core::dimension2d<f32>& ch,
const core::dimension2d<f32>& textureRepeatCount) const
{
core::dimension2d<u32> tileCount = tc;
core::dimension2d<f32> countHills = ch;
if (countHills.Width < 0.01f)
countHills.Width = 1.f;
if (countHills.Height < 0.01f)
countHills.Height = 1.f;
// center
const core::position2d<f32> center((tileSize.Width * tileCount.Width) * 0.5f, (tileSize.Height * tileCount.Height) * 0.5f);
// texture coord step
const core::dimension2d<f32> tx(
textureRepeatCount.Width / tileCount.Width,
textureRepeatCount.Height / tileCount.Height);
// add one more point in each direction for proper tile count
++tileCount.Height;
++tileCount.Width;
SMeshBuffer* buffer = new SMeshBuffer();
video::S3DVertex vtx;
vtx.Color.set(255,255,255,255);
// create vertices from left-front to right-back
u32 x;
f32 sx=0.f, tsx=0.f;
for (x=0; x<tileCount.Width; ++x)
{
f32 sy=0.f, tsy=0.f;
for (u32 y=0; y<tileCount.Height; ++y)
{
vtx.Pos.set(sx - center.X, 0, sy - center.Y);
vtx.TCoords.set(tsx, 1.0f - tsy);
if (core::isnotzero(hillHeight))
vtx.Pos.Y = sinf(vtx.Pos.X * countHills.Width * core::PI / center.X) *
cosf(vtx.Pos.Z * countHills.Height * core::PI / center.Y) *
hillHeight;
buffer->Vertices.push_back(vtx);
sy += tileSize.Height;
tsy += tx.Height;
}
sx += tileSize.Width;
tsx += tx.Width;
}
// create indices
for (x=0; x<tileCount.Width-1; ++x)
{
for (u32 y=0; y<tileCount.Height-1; ++y)
{
const s32 current = x*tileCount.Height + y;
buffer->Indices.push_back(current);
buffer->Indices.push_back(current + 1);
buffer->Indices.push_back(current + tileCount.Height);
buffer->Indices.push_back(current + 1);
buffer->Indices.push_back(current + 1 + tileCount.Height);
buffer->Indices.push_back(current + tileCount.Height);
}
}
// recalculate normals
for (u32 i=0; i<buffer->Indices.size(); i+=3)
{
const core::vector3df normal = core::plane3d<f32>(
buffer->Vertices[buffer->Indices[i+0]].Pos,
buffer->Vertices[buffer->Indices[i+1]].Pos,
buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
}
if (material)
buffer->Material = *material;
buffer->recalculateBoundingBox();
buffer->setHardwareMappingHint(EHM_STATIC);
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(buffer);
mesh->recalculateBoundingBox();
buffer->drop();
return mesh;
}
namespace
{
// Return the position on an exponential curve. Input from 0 to 1.
float geopos(float pos)
{
pos = core::clamp<float>(pos, 0, 1);
pos *= 5;
const float out = powf(2.5f, pos - 5);
return out;
}
}
//! Create a geoplane.
IMesh* CGeometryCreator::createGeoplaneMesh(f32 radius, u32 rows, u32 columns) const
{
using namespace core;
using namespace video;
rows = clamp<u32>(rows, 3, 2048);
columns = clamp<u32>(columns, 3, 2048);
SMeshBuffer * const mb = new SMeshBuffer();
S3DVertex v(0, 0, 0, 0, 1, 0, SColor(255, 255, 255, 255), 0, 0);
const float anglestep = (2 * PI) / columns;
mb->Vertices.reallocate((rows * columns) + 1);
mb->Indices.reallocate((((rows - 2) * columns * 2) + columns) * 3);
u32 i, j;
mb->Vertices.push_back(v);
for (j = 1; j < rows; j++)
{
const float len = radius * geopos((float) j/(rows-1));
for (i = 0; i < columns; i++)
{
const float angle = anglestep * i;
v.Pos = vector3df(len * sinf(angle), 0, len * cosf(angle));
mb->Vertices.push_back(v);
}
}
// Indices
// First the inner fan
for (i = 0; i < columns; i++)
{
mb->Indices.push_back(0);
mb->Indices.push_back(1 + i);
if (i == columns - 1)
mb->Indices.push_back(1);
else
mb->Indices.push_back(2 + i);
}
// Then the surrounding quads
for (j = 0; j < rows - 2; j++)
{
for (i = 0; i < columns; i++)
{
u32 start = ((j * columns) + i) + 1;
u32 next = start + 1;
u32 far = (((j + 1) * columns) + i) + 1;
u32 farnext = far + 1;
if (i == columns - 1)
{
next = ((j * columns)) + 1;
farnext = (((j + 1) * columns)) + 1;
}
mb->Indices.push_back(start);
mb->Indices.push_back(far);
mb->Indices.push_back(next);
mb->Indices.push_back(next);
mb->Indices.push_back(far);
mb->Indices.push_back(farnext);
}
}
// Done
SMesh * const mesh = new SMesh();
mesh->addMeshBuffer(mb);
mb->recalculateBoundingBox();
mb->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
mb->drop();
return mesh;
}
IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
f32 maxHeight, video::IVideoDriver* driver,
const core::dimension2d<u32>& maxVtxBlockSize,
bool debugBorders) const
{
if (!texture || !heightmap)
return 0;
// debug border
const s32 borderSkip = debugBorders ? 0 : 1;
video::S3DVertex vtx;
vtx.Color.set(255,255,255,255);
SMesh* mesh = new SMesh();
const u32 tm = os::Timer::getRealTime()/1000;
const core::dimension2d<u32> hMapSize= heightmap->getDimension();
const core::dimension2d<u32> tMapSize= texture->getDimension();
const core::position2d<f32> thRel(static_cast<f32>(tMapSize.Width) / hMapSize.Width, static_cast<f32>(tMapSize.Height) / hMapSize.Height);
maxHeight /= 255.0f; // height step per color value
core::position2d<u32> processed(0,0);
while (processed.Y<hMapSize.Height)
{
while(processed.X<hMapSize.Width)
{
core::dimension2d<u32> blockSize = maxVtxBlockSize;
if (processed.X + blockSize.Width > hMapSize.Width)
blockSize.Width = hMapSize.Width - processed.X;
if (processed.Y + blockSize.Height > hMapSize.Height)
blockSize.Height = hMapSize.Height - processed.Y;
SMeshBuffer* buffer = new SMeshBuffer();
buffer->setHardwareMappingHint(EHM_STATIC);
buffer->Vertices.reallocate(blockSize.getArea());
// add vertices of vertex block
u32 y;
core::vector2df pos(0.f, processed.Y*stretchSize.Height);
const core::vector2df bs(1.f/blockSize.Width, 1.f/blockSize.Height);
core::vector2df tc(0.f, 0.5f*bs.Y);
for (y=0; y<blockSize.Height; ++y)
{
pos.X=processed.X*stretchSize.Width;
tc.X=0.5f*bs.X;
for (u32 x=0; x<blockSize.Width; ++x)
{
const f32 height = heightmap->getPixel(x+processed.X, y+processed.Y).getAverage() * maxHeight;
vtx.Pos.set(pos.X, height, pos.Y);
vtx.TCoords.set(tc);
buffer->Vertices.push_back(vtx);
pos.X += stretchSize.Width;
tc.X += bs.X;
}
pos.Y += stretchSize.Height;
tc.Y += bs.Y;
}
buffer->Indices.reallocate((blockSize.Height-1)*(blockSize.Width-1)*6);
// add indices of vertex block
s32 c1 = 0;
for (y=0; y<blockSize.Height-1; ++y)
{
for (u32 x=0; x<blockSize.Width-1; ++x)
{
const s32 c = c1 + x;
buffer->Indices.push_back(c);
buffer->Indices.push_back(c + blockSize.Width);
buffer->Indices.push_back(c + 1);
buffer->Indices.push_back(c + 1);
buffer->Indices.push_back(c + blockSize.Width);
buffer->Indices.push_back(c + 1 + blockSize.Width);
}
c1 += blockSize.Width;
}
// recalculate normals
for (u32 i=0; i<buffer->Indices.size(); i+=3)
{
const core::vector3df normal = core::plane3d<f32>(
buffer->Vertices[buffer->Indices[i+0]].Pos,
buffer->Vertices[buffer->Indices[i+1]].Pos,
buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
}
if (buffer->Vertices.size())
{
c8 textureName[64];
// create texture for this block
video::IImage* img = driver->createImage(texture->getColorFormat(), core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y)));
texture->copyTo(img, core::position2di(0,0), core::recti(
core::position2d<s32>(core::floor32(processed.X*thRel.X), core::floor32(processed.Y*thRel.Y)),
core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y))), 0);
sprintf(textureName, "terrain%u_%u", tm, mesh->getMeshBufferCount());
buffer->Material.setTexture(0, driver->addTexture(textureName, img));
if (buffer->Material.getTexture(0))
{
c8 tmp[255];
sprintf(tmp, "Generated terrain texture (%ux%u): %s",
buffer->Material.getTexture(0)->getSize().Width,
buffer->Material.getTexture(0)->getSize().Height,
textureName);
os::Printer::log(tmp);
}
else
os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);
img->drop();
}
buffer->recalculateBoundingBox();
mesh->addMeshBuffer(buffer);
buffer->drop();
// keep on processing
processed.X += maxVtxBlockSize.Width - borderSkip;
}
// keep on processing
processed.X = 0;
processed.Y += maxVtxBlockSize.Height - borderSkip;
}
mesh->recalculateBoundingBox();
return mesh;
}
/*
a cylinder, a cone and a cross
point up on (0,1.f, 0.f )
*/
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone,
const f32 height,
const f32 cylinderHeight,
const f32 width0,
const f32 width1,
const video::SColor vtxColor0,
const video::SColor vtxColor1) const
{
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
{
IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
for (u32 j=0; j<buffer->getVertexCount(); ++j)
buffer->getPosition(j).Y += cylinderHeight;
buffer->setDirty(EBT_VERTEX);
buffer->recalculateBoundingBox();
mesh->addMeshBuffer(buffer);
}
mesh2->drop();
mesh->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
return mesh;
}
/* A sphere with proper normals and texture coords */
IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const
{
// thanks to Alfaz93 who made his code available for Irrlicht on which
// this one is based!
// we are creating the sphere mesh here.
if (polyCountX < 2)
polyCountX = 2;
if (polyCountY < 2)
polyCountY = 2;
while (polyCountX * polyCountY > 32767) // prevent u16 overflow
{
polyCountX /= 2;
polyCountY /= 2;
}
const u32 polyCountXPitch = polyCountX+1; // get to same vertex on next level
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Indices.reallocate((polyCountX * polyCountY) * 6);
const video::SColor clr(255, 255,255,255);
u32 level = 0;
for (u32 p1 = 0; p1 < polyCountY-1; ++p1)
{
//main quads, top to bottom
for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
{
const u32 curr = level + p2;
buffer->Indices.push_back(curr + polyCountXPitch);
buffer->Indices.push_back(curr);
buffer->Indices.push_back(curr + 1);
buffer->Indices.push_back(curr + polyCountXPitch);
buffer->Indices.push_back(curr+1);
buffer->Indices.push_back(curr + 1 + polyCountXPitch);
}
// the connectors from front to end
buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
buffer->Indices.push_back(level + polyCountX - 1);
buffer->Indices.push_back(level + polyCountX);
buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
buffer->Indices.push_back(level + polyCountX);
buffer->Indices.push_back(level + polyCountX + polyCountXPitch);
level += polyCountXPitch;
}
const u32 polyCountSq = polyCountXPitch * polyCountY; // top point
const u32 polyCountSq1 = polyCountSq + 1; // bottom point
const u32 polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
{
// create triangles which are at the top of the sphere
buffer->Indices.push_back(polyCountSq);
buffer->Indices.push_back(p2 + 1);
buffer->Indices.push_back(p2);
// create triangles which are at the bottom of the sphere
buffer->Indices.push_back(polyCountSqM1 + p2);
buffer->Indices.push_back(polyCountSqM1 + p2 + 1);
buffer->Indices.push_back(polyCountSq1);
}
// create final triangle which is at the top of the sphere
buffer->Indices.push_back(polyCountSq);
buffer->Indices.push_back(polyCountX);
buffer->Indices.push_back(polyCountX-1);
// create final triangle which is at the bottom of the sphere
buffer->Indices.push_back(polyCountSqM1 + polyCountX - 1);
buffer->Indices.push_back(polyCountSqM1);
buffer->Indices.push_back(polyCountSq1);
// calculate the angle which separates all points in a circle
const f64 AngleX = 2 * core::PI / polyCountX;
const f64 AngleY = core::PI / polyCountY;
u32 i=0;
f64 axz;
// we don't start at 0.
f64 ay = 0;//AngleY / 2;
buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2);
for (u32 y = 0; y < polyCountY; ++y)
{
ay += AngleY;
const f64 sinay = sin(ay);
axz = 0;
// calculate the necessary vertices without the doubled one
for (u32 xz = 0;xz < polyCountX; ++xz)
{
// calculate points position
const core::vector3df pos(static_cast<f32>(radius * cos(axz) * sinay),
static_cast<f32>(radius * cos(ay)),
static_cast<f32>(radius * sin(axz) * sinay));
// for spheres the normal is the position
core::vector3df normal(pos);
normal.normalize();
// calculate texture coordinates via sphere mapping
// tu is the same on each level, so only calculate once
f32 tu = 0.5f;
if (y==0)
{
if (normal.Y != -1.0f && normal.Y != 1.0f)
tu = static_cast<f32>(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64);
if (normal.Z < 0.0f)
tu=1-tu;
}
else
tu = buffer->Vertices[i-polyCountXPitch].TCoords.X;
buffer->Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z,
normal.X, normal.Y, normal.Z,
clr, tu,
static_cast<f32>(ay*core::RECIPROCAL_PI64));
++i;
axz += AngleX;
}
// This is the doubled vertex on the initial position
buffer->Vertices[i] = video::S3DVertex(buffer->Vertices[i-polyCountX]);
buffer->Vertices[i].TCoords.X=1.0f;
++i;
}
// the vertex at the top of the sphere
buffer->Vertices[i] = video::S3DVertex(0.0f,radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f);
// the vertex at the bottom of the sphere
++i;
buffer->Vertices[i] = video::S3DVertex(0.0f,-radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f);
// recalculate bounding box
buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i-1].Pos);
buffer->BoundingBox.addInternalPoint(radius,0.0f,0.0f);
buffer->BoundingBox.addInternalPoint(-radius,0.0f,0.0f);
buffer->BoundingBox.addInternalPoint(0.0f,0.0f,radius);
buffer->BoundingBox.addInternalPoint(0.0f,0.0f,-radius);
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(buffer);
buffer->drop();
mesh->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
return mesh;
}
/* A cylinder with proper normals and texture coords */
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
u32 tesselation, const video::SColor& color,
bool closeTop, f32 oblique, u32 normalType) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 recTesselation = core::reciprocal((f32)tesselation);
const f32 recTesselationHalf = recTesselation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
const f32 angleStepHalf = angleStep*0.5f;
u32 i;
video::S3DVertex v;
v.Color = color;
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
f32 tcx = 0.f;
for ( i = 0; i <= tesselation; ++i )
{
const f32 angle = angleStep * i;
v.Pos.X = radius * cosf(angle);
v.Pos.Y = 0.f;
v.Pos.Z = radius * sinf(angle);
switch (normalType)
{
case 0: v.Normal = v.Pos; break;
case 1: v.Normal = v.Pos; break;
}
v.Normal.normalize();
v.TCoords.X=tcx;
v.TCoords.Y=0.f;
buffer->Vertices.push_back(v);
v.Pos.X += oblique;
v.Pos.Y = length;
switch (normalType)
{
case 0: v.Normal = v.Pos; break;
case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
}
v.Normal.normalize();
v.TCoords.Y=1.f;
buffer->Vertices.push_back(v);
v.Pos.X = radius * cosf(angle + angleStepHalf);
v.Pos.Y = 0.f;
v.Pos.Z = radius * sinf(angle + angleStepHalf);
switch (normalType)
{
case 0: v.Normal = v.Pos; break;
case 1: v.Normal = v.Pos; break;
}
v.Normal.normalize();
v.TCoords.X=tcx+recTesselationHalf;
v.TCoords.Y=0.f;
buffer->Vertices.push_back(v);
v.Pos.X += oblique;
v.Pos.Y = length;
switch (normalType)
{
case 0: v.Normal = v.Pos; break;
case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
}
v.Normal.normalize();
v.TCoords.Y=1.f;
buffer->Vertices.push_back(v);
tcx += recTesselation;
}
// indices for the main hull part
const u32 nonWrappedSize = tesselation* 4;
for (i=0; i != nonWrappedSize; i += 2)
{
buffer->Indices.push_back(i + 2);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(i + 2);
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(i + 3);
}
// two closing quads between end and start
buffer->Indices.push_back(0);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(0);
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(1);
// close down
v.Pos.X = 0.f;
v.Pos.Y = 0.f;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = -1.f;
v.Normal.Z = 0.f;
v.TCoords.X = 1.f;
v.TCoords.Y = 1.f;
buffer->Vertices.push_back(v);
u32 index = buffer->Vertices.size() - 1;
for ( i = 0; i != nonWrappedSize; i += 2 )
{
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(i + 2);
}
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(0);
if (closeTop)
{
// close top
v.Pos.X = oblique;
v.Pos.Y = length;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = 1.f;
v.Normal.Z = 0.f;
v.TCoords.X = 0.f;
v.TCoords.Y = 0.f;
buffer->Vertices.push_back(v);
index = buffer->Vertices.size() - 1;
for ( i = 0; i != nonWrappedSize; i += 2 )
{
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 3);
}
buffer->Indices.push_back(i + 1);
buffer->Indices.push_back(index);
buffer->Indices.push_back(1);
}
buffer->recalculateBoundingBox();
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(buffer);
mesh->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
buffer->drop();
return mesh;
}
/* A cone with proper normals and texture coords */
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
const video::SColor& colorTop,
const video::SColor& colorBottom,
f32 oblique) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 angleStep = (core::PI * 2.f ) / tesselation;
const f32 angleStepHalf = angleStep*0.5f;
video::S3DVertex v;
u32 i;
v.Color = colorTop;
for ( i = 0; i != tesselation; ++i )
{
f32 angle = angleStep * f32(i);
v.Pos.X = radius * cosf(angle);
v.Pos.Y = 0.f;
v.Pos.Z = radius * sinf(angle);
v.Normal = v.Pos;
v.Normal.normalize();
buffer->Vertices.push_back(v);
angle += angleStepHalf;
v.Pos.X = radius * cosf(angle);
v.Pos.Y = 0.f;
v.Pos.Z = radius * sinf(angle);
v.Normal = v.Pos;
v.Normal.normalize();
buffer->Vertices.push_back(v);
}
const u32 nonWrappedSize = buffer->Vertices.size() - 1;
// close top
v.Pos.X = oblique;
v.Pos.Y = length;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = 1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back(v);
u32 index = buffer->Vertices.size() - 1;
for ( i = 0; i != nonWrappedSize; i += 1 )
{
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 1);
}
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(index);
buffer->Indices.push_back(0);
// close down
v.Color = colorBottom;
v.Pos.X = 0.f;
v.Pos.Y = 0.f;
v.Pos.Z = 0.f;
v.Normal.X = 0.f;
v.Normal.Y = -1.f;
v.Normal.Z = 0.f;
buffer->Vertices.push_back(v);
index = buffer->Vertices.size() - 1;
for ( i = 0; i != nonWrappedSize; i += 1 )
{
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(i + 1);
}
buffer->Indices.push_back(index);
buffer->Indices.push_back(i + 0);
buffer->Indices.push_back(0);
buffer->recalculateBoundingBox();
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(buffer);
buffer->drop();
mesh->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
return mesh;
}
irr::scene::IMesh* CGeometryCreator::createTorusMesh(irr::f32 majorRadius, irr::f32 minorRadius, irr::u32 majorSegments, irr::u32 minorSegments, f32 angleStart, f32 angleEnd, int capEnds) const
{
if ( majorRadius == 0.f || minorRadius == 0.f )
return 0;
if ( majorSegments < 3 )
majorSegments = 3;
if ( minorSegments < 3 )
minorSegments = 3;
// Note: first/last vertices of major and minor lines are on same position, but not shared to allow for independent uv's.
// prevent 16-bit vertex buffer overflow
const u32 numCapVertices = (capEnds & 1 ? 1 : 0) + (capEnds & 2 ? 1 : 0);
u32 numVertices = (majorSegments+1)*(minorSegments+1)+numCapVertices;
while (numVertices > 65536)
{
if ( majorSegments > 2*minorSegments )
majorSegments /= 2;
else if ( minorSegments > 2*majorSegments )
minorSegments /= 2;
else
{
majorSegments /= 2;
minorSegments /= 2;
}
numVertices = (majorSegments+1)*(minorSegments+1)+numCapVertices;
}
const u32 majorLines = majorSegments+1;
const u32 minorLines = minorSegments+1;
const video::SColor color(255,255,255,255);
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Indices.reallocate(majorSegments*minorSegments*6);
buffer->Vertices.reallocate(numVertices);
if ( angleStart > angleEnd )
core::swap(angleStart, angleEnd);
const f32 radStart = angleStart * core::DEGTORAD;
const f32 radEnd = angleEnd * core::DEGTORAD;
const f32 radMajor = radEnd-radStart;
const f32 radStepMajor = radMajor / majorSegments;
const f32 TWO_PI = 2.f*core::PI;
const f32 radStepMinor = TWO_PI / minorSegments;
// vertices
for ( irr::u32 major = 0; major < majorLines; ++major)
{
const f32 radMajor = radStart + major*radStepMajor;
const f32 cosMajor = cosf(radMajor);
const f32 sinMajor = sinf(radMajor);
// points of major circle
const core::vector3df pm(majorRadius*cosMajor, 0.f, majorRadius * sinMajor);
for ( irr::u32 minor = 0; minor < minorLines; ++minor)
{
const f32 radMinor = minor*radStepMinor;
const f32 cosMinor = cosf(radMinor);
const core::vector3df n(cosMinor * cosMajor, sinf(radMinor), cosMinor * sinMajor);
const core::vector2df uv(radMajor/TWO_PI, radMinor/TWO_PI);
buffer->Vertices.push_back( video::S3DVertex(pm+n*minorRadius, n, color, uv) );
}
}
// indices
for ( irr::u32 major = 0; major < majorSegments; ++major)
{
for ( irr::u32 minor = 0; minor < minorSegments; ++minor)
{
const irr::u16 i = major*minorLines+minor;
buffer->Indices.push_back(i+1);
buffer->Indices.push_back(i+minorLines);
buffer->Indices.push_back(i);
buffer->Indices.push_back(i+1);
buffer->Indices.push_back(i+minorLines+1);
buffer->Indices.push_back(i+minorLines);
}
}
// add start caps
if ( capEnds & 1 )
{
const core::vector3df p(cosf(radStart), 0.f, sinf(radStart));
const core::vector3df n( p.crossProduct(core::vector3df(0,-1,0)) );
const core::vector2df uv(radStart/TWO_PI, 0.5f);
buffer->Vertices.push_back( video::S3DVertex(p*majorRadius, n, color, uv) );
const irr::u16 i=buffer->Vertices.size()-1;
for ( irr::u32 minor = 0; minor < minorSegments; ++minor)
{
buffer->Indices.push_back(minor+1);
buffer->Indices.push_back(minor);
buffer->Indices.push_back(i);
}
}
// add end caps
if ( capEnds & 2 )
{
const core::vector3df p(cosf(radEnd), 0.f, sinf(radEnd));
const core::vector3df n( p.crossProduct(core::vector3df(0,1,0)) );
const core::vector2df uv(radEnd/TWO_PI, 0.5f);
buffer->Vertices.push_back( video::S3DVertex(p*majorRadius, n, color, uv) );
const irr::u16 i=buffer->Vertices.size()-1;
const irr::u16 k=i-numCapVertices;
for ( irr::u32 minor = 0; minor < minorSegments; ++minor)
{
buffer->Indices.push_back(k-minor-1);
buffer->Indices.push_back(k-minor);
buffer->Indices.push_back(i);
}
}
// recalculate bounding box
buffer->BoundingBox.MaxEdge.X = core::abs_(majorRadius)+core::abs_(minorRadius);
buffer->BoundingBox.MaxEdge.Z = buffer->BoundingBox.MaxEdge.X;
buffer->BoundingBox.MaxEdge.Y = core::abs_(minorRadius);
buffer->BoundingBox.MinEdge = buffer->BoundingBox.MaxEdge*-1.f;
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(buffer);
buffer->drop();
mesh->setHardwareMappingHint(EHM_STATIC);
mesh->recalculateBoundingBox();
return mesh;
}
void CGeometryCreator::addToBuffer(const video::S3DVertex& v, SMeshBuffer* Buffer) const
{
const s32 tnidx = Buffer->Vertices.linear_reverse_search(v);
const bool alreadyIn = (tnidx != -1);
u16 nidx = (u16)tnidx;
if (!alreadyIn)
{
nidx = (u16)Buffer->Vertices.size();
Buffer->Indices.push_back(nidx);
Buffer->Vertices.push_back(v);
}
else
Buffer->Indices.push_back(nidx);
}
IMesh* CGeometryCreator::createVolumeLightMesh(
const u32 subdivideU, const u32 subdivideV,
const video::SColor footColor, const video::SColor tailColor,
const f32 lpDistance, const core::vector3df& lightDim) const
{
SMeshBuffer* Buffer = new SMeshBuffer();
Buffer->setHardwareMappingHint(EHM_STATIC);
const core::vector3df lightPoint(0, -(lpDistance*lightDim.Y), 0);
const f32 ax = lightDim.X * 0.5f; // X Axis
const f32 az = lightDim.Z * 0.5f; // Z Axis
Buffer->Vertices.clear();
Buffer->Vertices.reallocate(6+12*(subdivideU+subdivideV));
Buffer->Indices.clear();
Buffer->Indices.reallocate(6+12*(subdivideU+subdivideV));
//draw the bottom foot.. the glowing region
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, footColor, 0, 1),Buffer);
addToBuffer(video::S3DVertex( ax, 0, az, 0,0,0, footColor, 1, 1),Buffer);
addToBuffer(video::S3DVertex( ax, 0,-az, 0,0,0, footColor, 1, 0),Buffer);
addToBuffer(video::S3DVertex( ax, 0,-az, 0,0,0, footColor, 1, 0),Buffer);
addToBuffer(video::S3DVertex(-ax, 0,-az, 0,0,0, footColor, 0, 0),Buffer);
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, footColor, 0, 1),Buffer);
f32 tu = 0.f;
const f32 tuStep = 1.f/subdivideU;
f32 bx = -ax;
const f32 bxStep = lightDim.X * tuStep;
// Slices in X/U space
for (u32 i = 0; i <= subdivideU; ++i)
{
// These are the two endpoints for a slice at the foot
core::vector3df end1(bx, 0.0f, -az);
core::vector3df end2(bx, 0.0f, az);
end1 -= lightPoint; // get a vector from point to lightsource
end1.normalize(); // normalize vector
end1 *= lightDim.Y; // multiply it out by shootlength
end1.X += bx; // Add the original point location to the vector
end1.Z -= az;
// Do it again for the other point.
end2 -= lightPoint;
end2.normalize();
end2 *= lightDim.Y;
end2.X += bx;
end2.Z += az;
addToBuffer(video::S3DVertex(bx , 0, az, 0,0,0, footColor, tu, 1),Buffer);
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, footColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, footColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, tailColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
//back side
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
addToBuffer(video::S3DVertex(-bx , 0, -az, 0,0,0, footColor, tu, 1),Buffer);
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, footColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, footColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, tailColor, tu, 0),Buffer);
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
tu += tuStep;
bx += bxStep;
}
f32 tv = 0.f;
const f32 tvStep = 1.f/subdivideV;
f32 bz = -az;
const f32 bzStep = lightDim.Z * tvStep;
// Slices in Z/V space
for(u32 i = 0; i <= subdivideV; ++i)
{
// These are the two endpoints for a slice at the foot
core::vector3df end1(-ax, 0.0f, bz);
core::vector3df end2(ax, 0.0f, bz);
end1 -= lightPoint; // get a vector from point to lightsource
end1.normalize(); // normalize vector
end1 *= lightDim.Y; // multiply it out by shootlength
end1.X -= ax; // Add the original point location to the vector
end1.Z += bz;
// Do it again for the other point.
end2 -= lightPoint;
end2.normalize();
end2 *= lightDim.Y;
end2.X += ax;
end2.Z += bz;
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, footColor, 0, tv),Buffer);
addToBuffer(video::S3DVertex(ax , 0, bz, 0,0,0, footColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, tailColor, 0, tv),Buffer);
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, footColor, 0, tv),Buffer);
//back side
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, footColor, 0, tv),Buffer);
addToBuffer(video::S3DVertex(-ax , 0, -bz, 0,0,0, footColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, tailColor, 0, tv),Buffer);
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, footColor, 0, tv),Buffer);
tv += tvStep;
bz += bzStep;
}
Buffer->recalculateBoundingBox();
Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
Buffer->Material.MaterialTypeParam = pack_textureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
Buffer->Material.Lighting = false;
Buffer->Material.ZWriteEnable = video::EZW_OFF;
Buffer->setDirty(EBT_VERTEX_AND_INDEX);
Buffer->recalculateBoundingBox();
SMesh* mesh = new SMesh();
mesh->addMeshBuffer(Buffer);
Buffer->drop();
mesh->recalculateBoundingBox();
return mesh;
}
} // end namespace scene
} // end namespace irr