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- // 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 IRR_I_GEOMETRY_CREATOR_H_INCLUDED
- #define IRR_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
- //! This was the only available type before Irrlicht 1.9, so it's still the default in some functions.
- //! It has the least vertices, but is pretty much unusable if you have dynamic light
- ECMT_1BUF_12VTX_NA,
- //! One buffer per side, each with 4 vertices, normals are perpendicular to sides
- //! You can use this one if you need different texture on each cube side
- ECMT_6BUF_4VTX_NP,
- //! Single buffer with 24 different vertices, normals are perpendicular to sides
- ECMT_1BUF_24VTX_NP,
- //! not used, counts the number of enumerated types
- ECMT_COUNT
- };
- //! Names for ECUBE_MESH_TYPE
- const c8* const CubeMeshTypeNames[ECMT_COUNT+1] =
- {
- "1BUF_12VTX_NA",
- "ECMT_6BUF_4VTX_NP",
- "1BUF_24VTX_NP",
- 0
- };
- //! 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.
- Note: UV's go always from 0 to 1. Which can produce wrong colors at edges with texture filtering.
- Fixing UV's depends on texture-size (have to be moved half a pixel towards the inside, so 0.5f/texure_size as then the pixel center is exactly on the border)
- Easier solution is usually to set TextureWrapU and TextureWrapV to ETC_CLAMP_TO_EDGE in the Material.
- */
- 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 tessellationCylinder Number of quads composing the cylinder.
- \param tessellationCone 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 tessellationCylinder = 16,
- const u32 tessellationCone = 16, 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 tessellation 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 tessellation,
- 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 tessellation Number of triangles 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 tessellation,
- const video::SColor& colorTop=video::SColor(0xffffffff),
- const video::SColor& colorBottom=video::SColor(0xffffffff),
- f32 oblique=0.f) const =0;
- //! Create a torus mesh
- /** Note: Segments might get reduced to ensure it fits into 16-bit meshbuffer.
- With 255 segments for minor and major circle you'll hit the maximum.
- When using caps 2 more vertices are added.
- Note: UV's for caps are probably not useful
- \param majorRadius Starting from mesh center
- \param minorRadius Starting from a circle at majorRadius distance around center
- \param majorSegments Segments for major circle. Will use at least 3 segments.
- \param minorSegments Segments for minor circle. Will use at least 3 segments.
- \param angleStart Start major circle between 0 and 360° and < angleEnd
- \param angleEnd End major circle between 0 and 360° and > angleStart
- \param capEnds When you don't create a full major circle you might want caps
- 0 = no caps (default)
- Bit 1: add cap at angleStart
- Bit 2: add cap at angleEnd
- */
- virtual IMesh* createTorusMesh(f32 majorRadius, f32 minorRadius,
- u32 majorSegments = 32, u32 minorSegments = 16,
- f32 angleStart=0.f, f32 angleEnd=360.f, int capEnds=0) 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 // IRR_I_GEOMETRY_CREATOR_H_INCLUDED
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