/usr/include/crystalspace-2.0/cstool/primitives.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2005 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_PRIMITIVES_H__
#define __CS_PRIMITIVES_H__
/**\file
* Primitive Mesh Generator
*/
#include "csextern.h"
#include "csgeom/vector3.h"
#include "csgeom/vector2.h"
#include "csgeom/tri.h"
#include "csutil/cscolor.h"
#include "csutil/dirtyaccessarray.h"
class csBox3;
class csEllipsoid;
namespace CS
{
namespace Geometry
{
/**
* Class for controlling texture mapping on the generated meshes.
* Implement this class and pass it to one of the csPrimitives
* functions to create a mesh with specific texture mapping requirements.
*/
struct TextureMapper
{
virtual ~TextureMapper() {}
/**
* Map a 3D coordinate and a triangle plane to 2D UV space.
* \param point is the point in 3D space.
* \param normal is the normal of the point that we're mapping.
* \param idx is the index in the model.
* \return the resulting uv mapping.
*/
virtual csVector2 Map (const csVector3& point, const csVector3& normal,
size_t idx) = 0;
};
/**
* Table texture mapper. This one just maps based on a table and
* vertex index given at construction time.
*/
class TableTextureMapper : public TextureMapper
{
private:
const csVector2* table;
public:
TableTextureMapper (const csVector2* table) : table (table) { }
virtual ~TableTextureMapper () { }
virtual csVector2 Map (const csVector3&, const csVector3&, size_t idx)
{
return table[idx];
}
};
/**
* Density based texture mapper. This mapper tries to achieve
* a constant texture density on the surface. This texture mapper
* is really only useful on non-smoothed surfaces. So for GenerateBox(),
* GenerateQuad(), and GenerateTesselatedQuad().
*/
class CS_CRYSTALSPACE_EXPORT DensityTextureMapper : public TextureMapper
{
private:
float density;
public:
/**
* Create a density texture mapper with the given density. This
* density value represents the number of times the texture is
* repeated in a 1x1 unit block. So a density of 10 will repeat the
* texture exactly 10x10 times.
*/
DensityTextureMapper (float density) : density (density) { }
virtual ~DensityTextureMapper () { }
virtual csVector2 Map (const csVector3&, const csVector3&, size_t idx);
};
/**
* A primitive mesh generator.
*/
class CS_CRYSTALSPACE_EXPORT Primitives
{
public:
static csVector2 boxTable[];
static csVector2 quadTable[];
enum BoxFlags
{
CS_PRIMBOX_INSIDE = 1,
CS_PRIMBOX_SMOOTH = 2
};
/**
* Generate a box with 24 vertices and 12 triangles so that
* the normals of every face point in or outwards (the normals of the
* vertices belonging to a face will point with the correct
* normal of the face).
* \param flags is a combination of BoxFlags enumeration values. Default
* is CS_PRIMBOX_SMOOTH.
* \param mapper is an optional texture mapper. If not given the default
* TableTextureMapper is used with boxTable.
*/
static void GenerateBox (
const csBox3& box,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
uint32 flags = CS_PRIMBOX_SMOOTH,
TextureMapper* mapper = 0);
/**
* Generate a double-sided quad.
* \param mapper is an optional texture mapper. If not given the default
* TableTextureMapper is used with quadTable.
*/
static void GenerateQuad (
const csVector3 &v1, const csVector3 &v2,
const csVector3 &v3, const csVector3 &v4,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
TextureMapper* mapper = 0);
/**
* Generate a single-sided tesselations quad. v0-v1 and v0-v2 should
* be oriented clockwise from the visible side.
* \param v0 is the origin of the quad.
* \param v1 is the first axis.
* \param v2 is the second axis.
* \param tesselations is the number of tesselations.
* \param mapper is an optional texture mapper. If not given the default
* DensityTextureMapper is used with density 1.
*/
static void GenerateTesselatedQuad (
const csVector3 &v0,
const csVector3 &v1, const csVector3 &v2,
int tesselations,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
TextureMapper* mapper = 0);
/**
* Generate a cylinder of given length and radius.
* \param l Cylinder length.
* \param r Cylinder radius.
* \param sides Number of sides.
* \param mapper is an optional texture mapper. If not given the
* default cylinder texture mapping will be used (currently not
* implemented, you have to specify a mapper).
*/
static void GenerateCylinder (float l, float r, uint sides,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
TextureMapper* mapper = 0);
/**
* Generate a capsule of given length and radius.
* \param l Capsule length.
* \param r Capsule radius.
* \param sides Number of sides.
* \param mapper is an optional texture mapper. If not given the
* default capsule texture mapping will be used (currently not
* implemented, you have to specify a mapper).
*/
static void GenerateCapsule (float l, float r, uint sides,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
TextureMapper* mapper = 0);
/**
* Generate a sphere with 'num' vertices on the rim.
* \param ellips Properties of the ellipsoid to create.
* \param num Number of vertices in the generated mesh.
* \param mesh_vertices Returns the generated vertices.
* \param mesh_texels Returns the generated texture coordinates.
* \param mesh_normals Returns the generated normals.
* \param mesh_triangles Returns the generated triangles.
* \param cyl_mapping if true then use cylindrical texture mapping.
* \param toponly if true then only generate the top half of the sphere.
* \param reversed if true then generate the sphere so it is visible
* from the inside.
* \param mapper is an optional texture mapper. If not given the
* mapping as defined by the 'cyl_mapping' flag will be used.
*/
static void GenerateSphere (const csEllipsoid& ellips, int num,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
bool cyl_mapping = false,
bool toponly = false,
bool reversed = false,
TextureMapper* mapper = 0);
/**
* Generate a cone of given length and radius.
* \param l Cone length.
* \param r Cone radius.
* \param sides Number of sides.
* \param mapper is an optional texture mapper. If not given the
* default Cone texture mapping will be used (currently not
* implemented, you have to specify a mapper).
*/
static void GenerateCone (float l, float r, uint sides,
csDirtyAccessArray<csVector3>& mesh_vertices,
csDirtyAccessArray<csVector2>& mesh_texels,
csDirtyAccessArray<csVector3>& mesh_normals,
csDirtyAccessArray<csTriangle>& mesh_triangles,
TextureMapper* mapper = 0);
};
} // namespace Geometry
} // namespace CS
/**
* A primitive mesh generator.
* \deprecated Deprecated in 1.3. csPrimitives is deprecated. Use
* CS::Geometry::Primitives instead.
*/
class CS_CRYSTALSPACE_EXPORT
CS_DEPRECATED_TYPE_MSG ("csPrimitives is deprecated. Use CS::Geometry::Primitives instead")
csPrimitives : public CS::Geometry::Primitives
{
};
/** @} */
#endif // __CS_PRIMITIVES_H__
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