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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
6#define __I_MESH_MANIPULATOR_H_INCLUDED__
7
8#include "IReferenceCounted.h"
9#include "vector3d.h"
10#include "aabbox3d.h"
11#include "matrix4.h"
12#include "IAnimatedMesh.h"
13#include "IMeshBuffer.h"
14#include "SVertexManipulator.h"
15
16namespace irr
17{
18namespace scene
19{
20
21 struct SMesh;
22
23 //! An interface for easy manipulation of meshes.
24 /** Scale, set alpha value, flip surfaces, and so on. This exists for
25 fixing problems with wrong imported or exported meshes quickly after
26 loading. It is not intended for doing mesh modifications and/or
27 animations during runtime.
28 */
29 class IMeshManipulator : public virtual IReferenceCounted
30 {
31 public:
32
33 //! Flips the direction of surfaces.
34 /** Changes backfacing triangles to frontfacing
35 triangles and vice versa.
36 \param mesh Mesh on which the operation is performed. */
37 virtual void flipSurfaces(IMesh* mesh) const = 0;
38
39 //! Sets the alpha vertex color value of the whole mesh to a new value.
40 /** \param mesh Mesh on which the operation is performed.
41 \param alpha New alpha value. Must be a value between 0 and 255. */
42 void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
43 {
44 apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
45 }
46
47 //! Sets the alpha vertex color value of the whole mesh to a new value.
48 /** \param buffer Meshbuffer on which the operation is performed.
49 \param alpha New alpha value. Must be a value between 0 and 255. */
50 void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
51 {
52 apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
53 }
54
55 //! Sets the colors of all vertices to one color
56 /** \param mesh Mesh on which the operation is performed.
57 \param color New color. */
58 void setVertexColors(IMesh* mesh, video::SColor color) const
59 {
60 apply(scene::SVertexColorSetManipulator(color), mesh);
61 }
62
63 //! Sets the colors of all vertices to one color
64 /** \param buffer Meshbuffer on which the operation is performed.
65 \param color New color. */
66 void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
67 {
68 apply(scene::SVertexColorSetManipulator(color), buffer);
69 }
70
71 //! Recalculates all normals of the mesh.
72 /** \param mesh: Mesh on which the operation is performed.
73 \param smooth: If the normals shall be smoothed.
74 \param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
75 virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
76 bool angleWeighted = false) const=0;
77
78 //! Recalculates all normals of the mesh buffer.
79 /** \param buffer: Mesh buffer on which the operation is performed.
80 \param smooth: If the normals shall be smoothed.
81 \param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
82 virtual void recalculateNormals(IMeshBuffer* buffer,
83 bool smooth = false, bool angleWeighted = false) const=0;
84
85 //! Recalculates tangents, requires a tangent mesh
86 /** \param mesh Mesh on which the operation is performed.
87 \param recalculateNormals If the normals shall be recalculated, otherwise original normals of the mesh are used unchanged.
88 \param smooth If the normals shall be smoothed.
89 \param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
90 */
91 virtual void recalculateTangents(IMesh* mesh,
92 bool recalculateNormals=false, bool smooth=false,
93 bool angleWeighted=false) const=0;
94
95 //! Recalculates tangents, requires a tangent mesh buffer
96 /** \param buffer Meshbuffer on which the operation is performed.
97 \param recalculateNormals If the normals shall be recalculated, otherwise original normals of the buffer are used unchanged.
98 \param smooth If the normals shall be smoothed.
99 \param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
100 */
101 virtual void recalculateTangents(IMeshBuffer* buffer,
102 bool recalculateNormals=false, bool smooth=false,
103 bool angleWeighted=false) const=0;
104
105 //! Scales the actual mesh, not a scene node.
106 /** \param mesh Mesh on which the operation is performed.
107 \param factor Scale factor for each axis. */
108 void scale(IMesh* mesh, const core::vector3df& factor) const
109 {
110 apply(SVertexPositionScaleManipulator(factor), mesh, true);
111 }
112
113 //! Scales the actual meshbuffer, not a scene node.
114 /** \param buffer Meshbuffer on which the operation is performed.
115 \param factor Scale factor for each axis. */
116 void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
117 {
118 apply(SVertexPositionScaleManipulator(factor), buffer, true);
119 }
120
121 //! Scales the actual mesh, not a scene node.
122 /** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
123 \param mesh Mesh on which the operation is performed.
124 \param factor Scale factor for each axis. */
125 _IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
126
127 //! Scale the texture coords of a mesh.
128 /** \param mesh Mesh on which the operation is performed.
129 \param factor Vector which defines the scale for each axis.
130 \param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
131 void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
132 {
133 apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
134 }
135
136 //! Scale the texture coords of a meshbuffer.
137 /** \param buffer Meshbuffer on which the operation is performed.
138 \param factor Vector which defines the scale for each axis.
139 \param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
140 void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
141 {
142 apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
143 }
144
145 //! Applies a transformation to a mesh
146 /** \param mesh Mesh on which the operation is performed.
147 \param m transformation matrix. */
148 void transform(IMesh* mesh, const core::matrix4& m) const
149 {
150 apply(SVertexPositionTransformManipulator(m), mesh, true);
151 }
152
153 //! Applies a transformation to a meshbuffer
154 /** \param buffer Meshbuffer on which the operation is performed.
155 \param m transformation matrix. */
156 void transform(IMeshBuffer* buffer, const core::matrix4& m) const
157 {
158 apply(SVertexPositionTransformManipulator(m), buffer, true);
159 }
160
161 //! Applies a transformation to a mesh
162 /** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
163 \param mesh Mesh on which the operation is performed.
164 \param m transformation matrix. */
165 _IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
166
167 //! Creates a planar texture mapping on the mesh
168 /** \param mesh: Mesh on which the operation is performed.
169 \param resolution: resolution of the planar mapping. This is
170 the value specifying which is the relation between world space
171 and texture coordinate space. */
172 virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
173
174 //! Creates a planar texture mapping on the meshbuffer
175 /** \param meshbuffer: Buffer on which the operation is performed.
176 \param resolution: resolution of the planar mapping. This is
177 the value specifying which is the relation between world space
178 and texture coordinate space. */
179 virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
180
181 //! Creates a planar texture mapping on the buffer
182 /** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
183 \param mesh Mesh on which the operation is performed.
184 \param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
185 \param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
186 \param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
187 \param offset Vector added to the vertex positions (in object coordinates).
188 */
189 virtual void makePlanarTextureMapping(scene::IMesh* mesh,
190 f32 resolutionS, f32 resolutionT,
191 u8 axis, const core::vector3df& offset) const=0;
192
193 //! Creates a planar texture mapping on the meshbuffer
194 /** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
195 \param buffer Buffer on which the operation is performed.
196 \param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
197 \param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
198 \param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
199 \param offset Vector added to the vertex positions (in object coordinates).
200 */
201 virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
202 f32 resolutionS, f32 resolutionT,
203 u8 axis, const core::vector3df& offset) const=0;
204
205 //! Clones a static IMesh into a modifiable SMesh.
206 /** All meshbuffers in the returned SMesh
207 are of type SMeshBuffer or SMeshBufferLightMap.
208 \param mesh Mesh to copy.
209 \return Cloned mesh. If you no longer need the
210 cloned mesh, you should call SMesh::drop(). See
211 IReferenceCounted::drop() for more information. */
212 virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
213
214 //! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
215 /** This is useful if you want to draw tangent space normal
216 mapped geometry because it calculates the tangent and binormal
217 data which is needed there.
218 \param mesh Input mesh
219 \param recalculateNormals The normals are recalculated if set,
220 otherwise the original ones are kept. Note that keeping the
221 normals may introduce inaccurate tangents if the normals are
222 very different to those calculated from the faces.
223 \param smooth The normals/tangents are smoothed across the
224 meshbuffer's faces if this flag is set.
225 \param angleWeighted Improved smoothing calculation used
226 \param recalculateTangents Whether are actually calculated, or just the mesh with proper type is created.
227 \return Mesh consisting only of S3DVertexTangents vertices. If
228 you no longer need the cloned mesh, you should call
229 IMesh::drop(). See IReferenceCounted::drop() for more
230 information. */
231 virtual IMesh* createMeshWithTangents(IMesh* mesh,
232 bool recalculateNormals=false, bool smooth=false,
233 bool angleWeighted=false, bool recalculateTangents=true) const=0;
234
235 //! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
236 /** \param mesh Input mesh
237 \return Mesh consisting only of S3DVertex2TCoord vertices. If
238 you no longer need the cloned mesh, you should call
239 IMesh::drop(). See IReferenceCounted::drop() for more
240 information. */
241 virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
242
243 //! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
244 /** \param mesh Input mesh
245 \return Mesh consisting only of S3DVertex vertices. If
246 you no longer need the cloned mesh, you should call
247 IMesh::drop(). See IReferenceCounted::drop() for more
248 information. */
249 virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
250
251 //! Creates a copy of a mesh with all vertices unwelded
252 /** \param mesh Input mesh
253 \return Mesh consisting only of unique faces. All vertices
254 which were previously shared are now duplicated. If you no
255 longer need the cloned mesh, you should call IMesh::drop(). See
256 IReferenceCounted::drop() for more information. */
257 virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
258
259 //! Creates a copy of a mesh with vertices welded
260 /** \param mesh Input mesh
261 \param tolerance The threshold for vertex comparisons.
262 \return Mesh without redundant vertices. If you no longer need
263 the cloned mesh, you should call IMesh::drop(). See
264 IReferenceCounted::drop() for more information. */
265 virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
266
267 //! Get amount of polygons in mesh.
268 /** \param mesh Input mesh
269 \return Number of polygons in mesh. */
270 virtual s32 getPolyCount(IMesh* mesh) const = 0;
271
272 //! Get amount of polygons in mesh.
273 /** \param mesh Input mesh
274 \return Number of polygons in mesh. */
275 virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
276
277 //! Create a new AnimatedMesh and adds the mesh to it
278 /** \param mesh Input mesh
279 \param type The type of the animated mesh to create.
280 \return Newly created animated mesh with mesh as its only
281 content. When you don't need the animated mesh anymore, you
282 should call IAnimatedMesh::drop(). See
283 IReferenceCounted::drop() for more information. */
284 virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
285 scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
286
287 //! Vertex cache optimization according to the Forsyth paper
288 /** More information can be found at
289 http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
290
291 The function is thread-safe (read: you can optimize several
292 meshes in different threads).
293
294 \param mesh Source mesh for the operation.
295 \return A new mesh optimized for the vertex cache. */
296 virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
297
298 //! Apply a manipulator on the Meshbuffer
299 /** \param func A functor defining the mesh manipulation.
300 \param buffer The Meshbuffer to apply the manipulator to.
301 \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
302 \return True if the functor was successfully applied, else false. */
303 template <typename Functor>
304 bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
305 {
306 return apply_(func, buffer, boundingBoxUpdate, func);
307 }
308
309
310 //! Apply a manipulator on the Mesh
311 /** \param func A functor defining the mesh manipulation.
312 \param mesh The Mesh to apply the manipulator to.
313 \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
314 \return True if the functor was successfully applied, else false. */
315 template <typename Functor>
316 bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
317 {
318 if (!mesh)
319 return true;
320 bool result = true;
321 core::aabbox3df bufferbox;
322 for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
323 {
324 result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
325 if (boundingBoxUpdate)
326 {
327 if (0==i)
328 bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
329 else
330 bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
331 }
332 }
333 if (boundingBoxUpdate)
334 mesh->setBoundingBox(bufferbox);
335 return result;
336 }
337
338protected:
339 //! Apply a manipulator based on the type of the functor
340 /** \param func A functor defining the mesh manipulation.
341 \param buffer The Meshbuffer to apply the manipulator to.
342 \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
343 \param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
344 \return True if the functor was successfully applied, else false. */
345 template <typename Functor>
346 bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
347 {
348 if (!buffer)
349 return true;
350
351 core::aabbox3df bufferbox;
352 for (u32 i=0; i<buffer->getVertexCount(); ++i)
353 {
354 switch (buffer->getVertexType())
355 {
356 case video::EVT_STANDARD:
357 {
358 video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
359 func(verts[i]);
360 }
361 break;
362 case video::EVT_2TCOORDS:
363 {
364 video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
365 func(verts[i]);
366 }
367 break;
368 case video::EVT_TANGENTS:
369 {
370 video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
371 func(verts[i]);
372 }
373 break;
374 }
375 if (boundingBoxUpdate)
376 {
377 if (0==i)
378 bufferbox.reset(buffer->getPosition(0));
379 else
380 bufferbox.addInternalPoint(buffer->getPosition(i));
381 }
382 }
383 if (boundingBoxUpdate)
384 buffer->setBoundingBox(bufferbox);
385 return true;
386 }
387};
388
389} // end namespace scene
390} // end namespace irr
391
392
393#endif