Irrlicht 3D Engine
IMeshManipulator.h
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00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt
00002 // This file is part of the "Irrlicht Engine".
00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
00004 
00005 #ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
00006 #define __I_MESH_MANIPULATOR_H_INCLUDED__
00007 
00008 #include "IReferenceCounted.h"
00009 #include "vector3d.h"
00010 #include "aabbox3d.h"
00011 #include "matrix4.h"
00012 #include "IAnimatedMesh.h"
00013 #include "IMeshBuffer.h"
00014 #include "SVertexManipulator.h"
00015 
00016 namespace irr
00017 {
00018 namespace scene
00019 {
00020 
00021     struct SMesh;
00022 
00024 
00029     class IMeshManipulator : public virtual IReferenceCounted
00030     {
00031     public:
00032 
00034 
00037         virtual void flipSurfaces(IMesh* mesh) const = 0;
00038 
00040 
00042         void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
00043         {
00044             apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
00045         }
00046 
00048 
00050         void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
00051         {
00052             apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
00053         }
00054 
00056 
00058         void setVertexColors(IMesh* mesh, video::SColor color) const
00059         {
00060             apply(scene::SVertexColorSetManipulator(color), mesh);
00061         }
00062 
00064 
00066         void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
00067         {
00068             apply(scene::SVertexColorSetManipulator(color), buffer);
00069         }
00070 
00072 
00075         virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
00076                 bool angleWeighted = false) const=0;
00077 
00079 
00082         virtual void recalculateNormals(IMeshBuffer* buffer,
00083                 bool smooth = false, bool angleWeighted = false) const=0;
00084 
00086 
00091         virtual void recalculateTangents(IMesh* mesh,
00092                 bool recalculateNormals=false, bool smooth=false,
00093                 bool angleWeighted=false) const=0;
00094 
00096 
00101         virtual void recalculateTangents(IMeshBuffer* buffer,
00102                 bool recalculateNormals=false, bool smooth=false,
00103                 bool angleWeighted=false) const=0;
00104 
00106 
00108         void scale(IMesh* mesh, const core::vector3df& factor) const
00109         {
00110             apply(SVertexPositionScaleManipulator(factor), mesh, true);
00111         }
00112 
00114 
00116         void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
00117         {
00118             apply(SVertexPositionScaleManipulator(factor), buffer, true);
00119         }
00120 
00122 
00125         _IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
00126 
00128 
00131         void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
00132         {
00133             apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
00134         }
00135 
00137 
00140         void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
00141         {
00142             apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
00143         }
00144 
00146 
00148         void transform(IMesh* mesh, const core::matrix4& m) const
00149         {
00150             apply(SVertexPositionTransformManipulator(m), mesh, true);
00151         }
00152 
00154 
00156         void transform(IMeshBuffer* buffer, const core::matrix4& m) const
00157         {
00158             apply(SVertexPositionTransformManipulator(m), buffer, true);
00159         }
00160 
00162 
00165         _IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
00166 
00168 
00172         virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
00173 
00175 
00179         virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
00180 
00182 
00189         virtual void makePlanarTextureMapping(scene::IMesh* mesh,
00190                 f32 resolutionS, f32 resolutionT,
00191                 u8 axis, const core::vector3df& offset) const=0;
00192 
00194 
00201         virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
00202                 f32 resolutionS, f32 resolutionT,
00203                 u8 axis, const core::vector3df& offset) const=0;
00204 
00206 
00212         virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
00213 
00215 
00231         virtual IMesh* createMeshWithTangents(IMesh* mesh,
00232                 bool recalculateNormals=false, bool smooth=false,
00233                 bool angleWeighted=false, bool recalculateTangents=true) const=0;
00234 
00236 
00241         virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
00242 
00244 
00249         virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
00250 
00252 
00257         virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
00258 
00260 
00265         virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
00266 
00268 
00270         virtual s32 getPolyCount(IMesh* mesh) const = 0;
00271 
00273 
00275         virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
00276 
00278 
00284         virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
00285             scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
00286 
00288 
00296         virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
00297 
00299 
00303         template <typename Functor>
00304         bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
00305         {
00306             return apply_(func, buffer, boundingBoxUpdate, func);
00307         }
00308 
00309 
00311 
00315         template <typename Functor>
00316         bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
00317         {
00318             if (!mesh)
00319                 return true;
00320             bool result = true;
00321             core::aabbox3df bufferbox;
00322             for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
00323             {
00324                 result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
00325                 if (boundingBoxUpdate)
00326                 {
00327                     if (0==i)
00328                         bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
00329                     else
00330                         bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
00331                 }
00332             }
00333             if (boundingBoxUpdate)
00334                 mesh->setBoundingBox(bufferbox);
00335             return result;
00336         }
00337 
00338 protected:
00340 
00345         template <typename Functor>
00346         bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
00347         {
00348             if (!buffer)
00349                 return true;
00350 
00351             core::aabbox3df bufferbox;
00352             for (u32 i=0; i<buffer->getVertexCount(); ++i)
00353             {
00354                 switch (buffer->getVertexType())
00355                 {
00356                 case video::EVT_STANDARD:
00357                     {
00358                         video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
00359                         func(verts[i]);
00360                     }
00361                     break;
00362                 case video::EVT_2TCOORDS:
00363                     {
00364                         video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
00365                         func(verts[i]);
00366                     }
00367                     break;
00368                 case video::EVT_TANGENTS:
00369                     {
00370                         video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
00371                         func(verts[i]);
00372                     }
00373                     break;
00374                 }
00375                 if (boundingBoxUpdate)
00376                 {
00377                     if (0==i)
00378                         bufferbox.reset(buffer->getPosition(0));
00379                     else
00380                         bufferbox.addInternalPoint(buffer->getPosition(i));
00381                 }
00382             }
00383             if (boundingBoxUpdate)
00384                 buffer->setBoundingBox(bufferbox);
00385             return true;
00386         }
00387 };
00388 
00389 } // end namespace scene
00390 } // end namespace irr
00391 
00392 
00393 #endif