/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __Ogre_Volume_MeshBuilder_H__ #define __Ogre_Volume_MeshBuilder_H__ #include #include "OgreManualObject.h" #include "OgreVector.h" #include "OgreAxisAlignedBox.h" #include "OgreVolumePrerequisites.h" namespace Ogre { namespace Volume { /** \addtogroup Optional * @{ */ /** \addtogroup Volume * @{ */ /** Lightweight struct to represent a mesh vertex. */ typedef struct _OgreVolumeExport Vertex { /// X coordinate of the position Real x; /// Y coordinate of the position Real y; /// Z coordinate of the position Real z; /// X component of the normal Real nX; /// Y component of the normal Real nY; /// Z component of the normal Real nZ; /** Convenience constructor. @param v The vertex position. @param n The vertex normal. */ Vertex(const Vector3 &v, const Vector3 &n) : x(v.x), y(v.y), z(v.z), nX(n.x), nY(n.y), nZ(n.z) { } Vertex() { } } Vertex; /** == operator for two vertices. @param a The first vertex to test. @param b The second vertex to test. */ bool _OgreVolumeExport operator==(Vertex const& a, Vertex const& b); /** A less operator. @note This operator is needed so that Vertex can serve as the key in a map structrue @param a The first vertex to test. @param b The second vertex to test. */ bool _OgreVolumeExport operator<(const Vertex& a, const Vertex& b); /** To hold vertices. */ typedef std::vector VecVertex; /** To hold indices. */ typedef std::vector VecIndices; /** Callback class when the user needs information about the triangles of chunks of a LOD level. */ class _OgreVolumeExport MeshBuilderCallback { public: virtual ~MeshBuilderCallback() {} /** To be called with the callback function of a MeshBuilder. @param simpleRenderable Contains the SimpleRenderable for which the triangles were built. @param vertices Contains the vertices of the triangles. @param indices Contains the indices of the triangles. @param level The LOD level of this mesh. @param inProcess The amount of other meshes/LOD-Chunks still to be loaded. */ virtual void ready(const SimpleRenderable *simpleRenderable, const VecVertex &vertices, const VecIndices &indices, size_t level, int inProcess) = 0; }; /** Class to build up a mesh with vertices and indices. */ class _OgreVolumeExport MeshBuilder : public UtilityAlloc { protected: /// The buffer binding. static const unsigned short MAIN_BINDING; /// Map to get a vertex index. typedef std::map UMapVertexIndex; UMapVertexIndex mIndexMap; /// Holds the vertices of the mesh. VecVertex mVertices; /// Holds the indices of the mesh. VecIndices mIndices; /// Holds the bounding box. AxisAlignedBox mBox; /// Holds whether the initial bounding box has been set bool mBoxInit; /** Adds a vertex to the data structure, reusing the index if it is already known. @param v The vertex. */ inline void addVertex(const Vertex &v) { uint32 i = 0; if (mIndexMap.find(v) == mIndexMap.end()) { i = mVertices.size(); mIndexMap[v] = i; mVertices.push_back(v); // Update bounding box mBox.merge(Vector3(v.x, v.y, v.z)); } else { i = mIndexMap[v]; } mIndices.push_back(i); } public: /** Adds a cube to a manual object rendering lines. Corner numeration: 4 5 7 6 0 1 3 2 @param manual The manual for the cube lines. @param c0 The corner 0. @param c1 The corner 1. @param c2 The corner 2. @param c3 The corner 3. @param c4 The corner 4. @param c5 The corner 5. @param c6 The corner 6. @param c7 The corner 7. @param baseIndex The next free index of this manual object. Is incremented by 8 in this function. */ static inline void addCubeToManualObject( ManualObject *manual, const Vector3 &c0, const Vector3 &c1, const Vector3 &c2, const Vector3 &c3, const Vector3 &c4, const Vector3 &c5, const Vector3 &c6, const Vector3 &c7, uint32 &baseIndex ) { manual->position(c0); manual->position(c1); manual->position(c2); manual->position(c3); manual->position(c4); manual->position(c5); manual->position(c6); manual->position(c7); manual->index(baseIndex + 0); manual->index(baseIndex + 1); manual->index(baseIndex + 1); manual->index(baseIndex + 2); manual->index(baseIndex + 2); manual->index(baseIndex + 3); manual->index(baseIndex + 3); manual->index(baseIndex + 0); manual->index(baseIndex + 4); manual->index(baseIndex + 5); manual->index(baseIndex + 5); manual->index(baseIndex + 6); manual->index(baseIndex + 6); manual->index(baseIndex + 7); manual->index(baseIndex + 7); manual->index(baseIndex + 4); manual->index(baseIndex + 0); manual->index(baseIndex + 4); manual->index(baseIndex + 1); manual->index(baseIndex + 5); manual->index(baseIndex + 2); manual->index(baseIndex + 6); manual->index(baseIndex + 3); manual->index(baseIndex + 7); baseIndex += 8; } /** Constructor. */ MeshBuilder(void); /** Adds a triangle to the mesh with reusing already existent vertices via their index. @param v0 The first vertex of the triangle. @param n0 The normal of the first vertex. @param v1 The second vertex of the triangle. @param n1 The normal of the second vertex. @param v2 The third vertex of the triangle. @param n2 The normal of the third vertex. */ inline void addTriangle(const Vector3 &v0, const Vector3 &n0, const Vector3 &v1, const Vector3 &n1, const Vector3 &v2, const Vector3 &n2) { addVertex(Vertex(v0, n0)); addVertex(Vertex(v1, n1)); addVertex(Vertex(v2, n2)); } /** Generates the vertex- and indexbuffer of this mesh on the given RenderOperation. @param operation The RenderOperation for the buffers. @return The amount of generated triangles. */ size_t generateBuffers(RenderOperation &operation); /** Generates an entity via a ManualObject. @param sceneManager The creating sceneManager. @param name The name for the entity. @param material The material to use. @return The created entity. */ Entity* generateWithManualObject(SceneManager *sceneManager, const String &name, const String &material); /** Gets the bounding box of the mesh. @return The bounding box. */ AxisAlignedBox getBoundingBox(void); /** Executes a MeshBuilderCallback on this instance. @param callback The callback to execute. @param simpleRenderable Contains the SimpleRenderable for which the triangles were built. @param level The LOD level of this mesh. @param inProcess The amount of other meshes/LOD-Chunks still to be loaded. */ void executeCallback(MeshBuilderCallback *callback, const SimpleRenderable *simpleRenderable, size_t level, int inProcess) const; }; /** @} */ /** @} */ } } #endif