stk-code_catmod/lib/irrlicht/include/S3DVertex.h

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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 __S_3D_VERTEX_H_INCLUDED__
#define __S_3D_VERTEX_H_INCLUDED__
#include "vector3d.h"
#include "vector2d.h"
#include "SColor.h"
namespace irr
{
namespace video
{
//! Enumeration for all vertex types there are.
enum E_VERTEX_TYPE
{
//! Standard vertex type used by the Irrlicht engine, video::S3DVertex.
EVT_STANDARD = 0,
//! Vertex with two texture coordinates, video::S3DVertex2TCoords.
/** Usually used for geometry with lightmaps or other special materials. */
EVT_2TCOORDS,
//! Vertex with a tangent and binormal vector, video::S3DVertexTangents.
/** Usually used for tangent space normal mapping. */
EVT_TANGENTS,
EVT_SKINNED_MESH
};
//! Array holding the built in vertex type names
const char* const sBuiltInVertexTypeNames[] =
{
"standard",
"2tcoords",
"tangents",
0
};
//! standard vertex used by the Irrlicht engine.
struct S3DVertex
{
//! default constructor
S3DVertex() {}
//! constructor
S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
: Pos(x,y,z), Normal(nx,ny,nz), Color(c), TCoords(tu,tv) {}
//! constructor
S3DVertex(const core::vector3df& pos, const core::vector3df& normal,
SColor color, const core::vector2d<f32>& tcoords)
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords) {}
//! Position
core::vector3df Pos;
//! Normal vector
core::vector3df Normal;
//! Color
SColor Color;
//! Texture coordinates
core::vector2d<f32> TCoords;
bool operator==(const S3DVertex& other) const
{
return ((Pos == other.Pos) && (Normal == other.Normal) &&
(Color == other.Color) && (TCoords == other.TCoords));
}
bool operator!=(const S3DVertex& other) const
{
return ((Pos != other.Pos) || (Normal != other.Normal) ||
(Color != other.Color) || (TCoords != other.TCoords));
}
bool operator<(const S3DVertex& other) const
{
return ((Pos < other.Pos) ||
((Pos == other.Pos) && (Normal < other.Normal)) ||
((Pos == other.Pos) && (Normal == other.Normal) && (Color < other.Color)) ||
((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords < other.TCoords)));
}
E_VERTEX_TYPE getType() const
{
return EVT_STANDARD;
}
S3DVertex getInterpolated(const S3DVertex& other, f32 d)
{
d = core::clamp(d, 0.0f, 1.0f);
return S3DVertex(Pos.getInterpolated(other.Pos, d),
Normal.getInterpolated(other.Normal, d),
Color.getInterpolated(other.Color, d),
TCoords.getInterpolated(other.TCoords, d));
}
};
//! Vertex with two texture coordinates.
/** Usually used for geometry with lightmaps
or other special materials.
*/
struct S3DVertex2TCoords : public S3DVertex
{
//! default constructor
S3DVertex2TCoords() : S3DVertex() {}
//! constructor with two different texture coords, but no normal
S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
: S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), TCoords2(tu2,tv2) {}
//! constructor with two different texture coords, but no normal
S3DVertex2TCoords(const core::vector3df& pos, SColor color,
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
//! constructor with all values
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
//! constructor with all values
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
//! constructor with the same texture coords and normal
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
//! constructor with the same texture coords and normal
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal,
SColor color, const core::vector2d<f32>& tcoords)
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
//! constructor from S3DVertex
S3DVertex2TCoords(S3DVertex& o) : S3DVertex(o) {}
//! Second set of texture coordinates
core::vector2d<f32> TCoords2;
//! Equality operator
bool operator==(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
(TCoords2 == other.TCoords2));
}
//! Inequality operator
bool operator!=(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
(TCoords2 != other.TCoords2));
}
bool operator<(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (TCoords2 < other.TCoords2)));
}
E_VERTEX_TYPE getType() const
{
return EVT_2TCOORDS;
}
S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords& other, f32 d)
{
d = core::clamp(d, 0.0f, 1.0f);
return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d),
Normal.getInterpolated(other.Normal, d),
Color.getInterpolated(other.Color, d),
TCoords.getInterpolated(other.TCoords, d),
TCoords2.getInterpolated(other.TCoords2, d));
}
};
//! Vertex with a tangent and binormal vector.
/** Usually used for tangent space normal mapping. */
struct S3DVertexTangents : public S3DVertex
{
//! default constructor
S3DVertexTangents() : S3DVertex() { }
//! constructor
S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx=0.0f, f32 ny=0.0f, f32 nz=0.0f,
SColor c = 0xFFFFFFFF, f32 tu=0.0f, f32 tv=0.0f,
f32 tanx=0.0f, f32 tany=0.0f, f32 tanz=0.0f,
f32 bx=0.0f, f32 by=0.0f, f32 bz=0.0f)
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { }
//! constructor
S3DVertexTangents(const core::vector3df& pos, SColor c,
const core::vector2df& tcoords)
: S3DVertex(pos, core::vector3df(), c, tcoords) { }
//! constructor
S3DVertexTangents(const core::vector3df& pos,
const core::vector3df& normal, SColor c,
const core::vector2df& tcoords,
const core::vector3df& tangent=core::vector3df(),
const core::vector3df& binormal=core::vector3df())
: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
//! Tangent vector along the x-axis of the texture
core::vector3df Tangent;
//! Binormal vector (tangent x normal)
core::vector3df Binormal;
bool operator==(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
(Tangent == other.Tangent) &&
(Binormal == other.Binormal));
}
bool operator!=(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
(Tangent != other.Tangent) ||
(Binormal != other.Binormal));
}
bool operator<(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent < other.Tangent)) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
}
E_VERTEX_TYPE getType() const
{
return EVT_TANGENTS;
}
S3DVertexTangents getInterpolated(const S3DVertexTangents& other, f32 d)
{
d = core::clamp(d, 0.0f, 1.0f);
return S3DVertexTangents(Pos.getInterpolated(other.Pos, d),
Normal.getInterpolated(other.Normal, d),
Color.getInterpolated(other.Color, d),
TCoords.getInterpolated(other.TCoords, d),
Tangent.getInterpolated(other.Tangent, d),
Binormal.getInterpolated(other.Binormal, d));
}
};
struct S3DVertexSkinnedMesh : public S3DVertexTangents
{
s32 m_joint_idx1;
s32 m_joint_idx2;
s32 m_joint_idx3;
s32 m_joint_idx4;
f32 m_weight1;
f32 m_weight2;
f32 m_weight3;
f32 m_weight4;
E_VERTEX_TYPE getType() const
{
return EVT_SKINNED_MESH;
}
};
inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
{
switch (vertexType)
{
case video::EVT_2TCOORDS:
return sizeof(video::S3DVertex2TCoords);
case video::EVT_TANGENTS:
return sizeof(video::S3DVertexTangents);
case video::EVT_SKINNED_MESH:
return sizeof(video::S3DVertexSkinnedMesh);
default:
return sizeof(video::S3DVertex);
}
}
} // end namespace video
} // end namespace irr
#endif