974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
96 lines
4.3 KiB
C++
96 lines
4.3 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_MESH_MANIPULATOR_H_INCLUDED__
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#define __C_MESH_MANIPULATOR_H_INCLUDED__
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#include "IMeshManipulator.h"
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namespace irr
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{
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namespace scene
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{
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//! An interface for easy manipulation of meshes.
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/** Scale, set alpha value, flip surfaces, and so on. This exists for fixing
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problems with wrong imported or exported meshes quickly after loading. It is
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not intended for doing mesh modifications and/or animations during runtime.
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*/
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class CMeshManipulator : public IMeshManipulator
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{
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public:
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//! Flips the direction of surfaces.
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/** Changes backfacing triangles to frontfacing triangles and vice versa.
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\param mesh: Mesh on which the operation is performed. */
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virtual void flipSurfaces(scene::IMesh* mesh) const;
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//! Recalculates all normals of the mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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virtual void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const;
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const;
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//! Clones a static IMesh into a modifiable SMesh.
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virtual SMesh* createMeshCopy(scene::IMesh* mesh) const;
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//! Creates a planar texture mapping on the mesh
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/** \param mesh: Mesh on which the operation is performed.
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\param resolution: resolution of the planar mapping. This is the value
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specifying which is the relation between world space and
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texture coordinate space. */
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virtual void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution=0.001f) const;
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//! Creates a planar texture mapping on the meshbuffer
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virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const;
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//! Creates a planar texture mapping on the meshbuffer
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void makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const;
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//! Creates a planar texture mapping on the mesh
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void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const;
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//! Recalculates tangents, requires a tangent mesh buffer
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virtual void recalculateTangents(IMeshBuffer* buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const;
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//! Recalculates tangents, requires a tangent mesh
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virtual void recalculateTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const;
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//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
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virtual IMesh* createMeshWithTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const;
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//! Creates a copy of the mesh, which will only consist of S3D2TCoords vertices.
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const;
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//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
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virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const;
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//! Creates a copy of the mesh, which will only consist of unique triangles, i.e. no vertices are shared.
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const;
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//! Creates a copy of the mesh, which will have all duplicated vertices removed, i.e. maximal amount of vertices are shared via indexing.
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virtual IMesh* createMeshWelded(IMesh *mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IMesh* mesh) const;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IAnimatedMesh* mesh) const;
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//! create a new AnimatedMesh and adds the mesh to it
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virtual IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const;
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//! create a mesh optimized for the vertex cache
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virtual IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh) const;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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