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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_GEOMETRY_CREATOR_H_INCLUDED__
6#define __I_GEOMETRY_CREATOR_H_INCLUDED__
7
8#include "IReferenceCounted.h"
9#include "IMesh.h"
10#include "IImage.h"
11
12namespace irr
13{
14namespace video
15{
16 class IVideoDriver;
17 class SMaterial;
18}
19
20namespace scene
21{
22
23//! Helper class for creating geometry on the fly.
24/** You can get an instance of this class through ISceneManager::getGeometryCreator() */
25class IGeometryCreator : public IReferenceCounted
26{
27public:
28
29 //! Creates a simple cube mesh.
30 /**
31 \param size Dimensions of the cube.
32 \return Generated mesh.
33 */
34 virtual IMesh* createCubeMesh(const core::vector3df& size=core::vector3df(5.f,5.f,5.f)) const =0;
35
36 //! Create a pseudo-random mesh representing a hilly terrain.
37 /**
38 \param tileSize The size of each tile.
39 \param tileCount The number of tiles in each dimension.
40 \param material The material to apply to the mesh.
41 \param hillHeight The maximum height of the hills.
42 \param countHills The number of hills along each dimension.
43 \param textureRepeatCount The number of times to repeat the material texture along each dimension.
44 \return Generated mesh.
45 */
46 virtual IMesh* createHillPlaneMesh(
47 const core::dimension2d<f32>& tileSize,
48 const core::dimension2d<u32>& tileCount,
49 video::SMaterial* material, f32 hillHeight,
50 const core::dimension2d<f32>& countHills,
51 const core::dimension2d<f32>& textureRepeatCount) const =0;
52
53 //! Create a simple rectangular textured plane mesh.
54 /**
55 \param tileSize The size of each tile.
56 \param tileCount The number of tiles in each dimension.
57 \param material The material to apply to the mesh.
58 \param textureRepeatCount The number of times to repeat the material texture along each dimension.
59 \return Generated mesh.
60 */
61 IMesh* createPlaneMesh(
62 const core::dimension2d<f32>& tileSize,
63 const core::dimension2d<u32>& tileCount=core::dimension2du(1,1),
64 video::SMaterial* material=0,
65 const core::dimension2df& textureRepeatCount=core::dimension2df(1.f,1.f)) const
66 {
67 return createHillPlaneMesh(tileSize, tileCount, material, 0.f, core::dimension2df(), textureRepeatCount);
68 }
69
70 //! Create a terrain mesh from an image representing a heightfield.
71 /**
72 \param texture The texture to apply to the terrain.
73 \param heightmap An image that will be interpreted as a heightmap. The
74 brightness (average color) of each pixel is interpreted as a height,
75 with a 255 brightness pixel producing the maximum height.
76 \param stretchSize The size that each pixel will produce, i.e. a
77 512x512 heightmap
78 and a stretchSize of (10.f, 20.f) will produce a mesh of size
79 5120.f x 10240.f
80 \param maxHeight The maximum height of the terrain.
81 \param driver The current video driver.
82 \param defaultVertexBlockSize (to be documented)
83 \param debugBorders (to be documented)
84 \return Generated mesh.
85 */
86 virtual IMesh* createTerrainMesh(video::IImage* texture,
87 video::IImage* heightmap,
88 const core::dimension2d<f32>& stretchSize,
89 f32 maxHeight, video::IVideoDriver* driver,
90 const core::dimension2d<u32>& defaultVertexBlockSize,
91 bool debugBorders=false) const =0;
92
93 //! Create an arrow mesh, composed of a cylinder and a cone.
94 /**
95 \param tesselationCylinder Number of quads composing the cylinder.
96 \param tesselationCone Number of triangles composing the cone's roof.
97 \param height Total height of the arrow
98 \param cylinderHeight Total height of the cylinder, should be lesser
99 than total height
100 \param widthCylinder Diameter of the cylinder
101 \param widthCone Diameter of the cone's base, should be not smaller
102 than the cylinder's diameter
103 \param colorCylinder color of the cylinder
104 \param colorCone color of the cone
105 \return Generated mesh.
106 */
107 virtual IMesh* createArrowMesh(const u32 tesselationCylinder = 4,
108 const u32 tesselationCone = 8, const f32 height = 1.f,
109 const f32 cylinderHeight = 0.6f, const f32 widthCylinder = 0.05f,
110 const f32 widthCone = 0.3f, const video::SColor colorCylinder = 0xFFFFFFFF,
111 const video::SColor colorCone = 0xFFFFFFFF) const =0;
112
113
114 //! Create a sphere mesh.
115 /**
116 \param radius Radius of the sphere
117 \param polyCountX Number of quads used for the horizontal tiling
118 \param polyCountY Number of quads used for the vertical tiling
119 \return Generated mesh.
120 */
121 virtual IMesh* createSphereMesh(f32 radius = 5.f,
122 u32 polyCountX = 16, u32 polyCountY = 16) const =0;
123
124 //! Create a cylinder mesh.
125 /**
126 \param radius Radius of the cylinder.
127 \param length Length of the cylinder.
128 \param tesselation Number of quads around the circumference of the cylinder.
129 \param color The color of the cylinder.
130 \param closeTop If true, close the ends of the cylinder, otherwise leave them open.
131 \param oblique (to be documented)
132 \return Generated mesh.
133 */
134 virtual IMesh* createCylinderMesh(f32 radius, f32 length,
135 u32 tesselation,
136 const video::SColor& color=video::SColor(0xffffffff),
137 bool closeTop=true, f32 oblique=0.f) const =0;
138
139 //! Create a cone mesh.
140 /**
141 \param radius Radius of the cone.
142 \param length Length of the cone.
143 \param tesselation Number of quads around the circumference of the cone.
144 \param colorTop The color of the top of the cone.
145 \param colorBottom The color of the bottom of the cone.
146 \param oblique (to be documented)
147 \return Generated mesh.
148 */
149 virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
150 const video::SColor& colorTop=video::SColor(0xffffffff),
151 const video::SColor& colorBottom=video::SColor(0xffffffff),
152 f32 oblique=0.f) const =0;
153
154 //! Create a volume light mesh.
155 /**
156 \param subdivideU Horizontal patch count.
157 \param subdivideV Vertical patch count.
158 \param footColor Color at the bottom of the light.
159 \param tailColor Color at the mid of the light.
160 \param lpDistance Virtual distance of the light point for normals.
161 \param lightDim Dimensions of the light.
162 \return Generated mesh.
163 */
164 virtual IMesh* createVolumeLightMesh(
165 const u32 subdivideU=32, const u32 subdivideV=32,
166 const video::SColor footColor = 0xffffffff,
167 const video::SColor tailColor = 0xffffffff,
168 const f32 lpDistance = 8.f,
169 const core::vector3df& lightDim = core::vector3df(1.f,1.2f,1.f)) const =0;
170};
171
172
173} // end namespace scene
174} // end namespace irr
175
176#endif // __I_GEOMETRY_CREATOR_H_INCLUDED__
177