/usr/include/crystalspace-2.0/imesh/furmesh.h is in libcrystalspace-dev 2.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 | /*
Copyright (C) 2010 Alexandru - Teodor Voicu
Faculty of Automatic Control and Computer Science of the "Politehnica"
University of Bucharest
http://csite.cs.pub.ro/index.php/en/
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 __FUR_INTERF_H__
#define __FUR_INTERF_H__
#include "csutil/scf.h"
#include "ivideo/rendermesh.h"
class csVector3;
struct iRigidBody;
struct iSector;
struct iTextureWrapper;
struct iView;
namespace CS {
namespace Physics {
namespace Bullet {
struct iDynamicSystem;
} // namespace Bullet
} // namespace Physics
} // namespace CS
/**\file
* Fur mesh interface files
*/
namespace CS
{
namespace Mesh
{
struct iAnimatedMesh;
struct iAnimatedMeshFactory;
struct iAnimatedMeshSubMeshFactory;
} // namespace Mesh
namespace Animation {
/**
* Simple Animation Controller
*/
struct iFurAnimationControl : public virtual iBase
{
public:
SCF_INTERFACE (CS::Animation::iFurAnimationControl, 1, 0, 0);
/**
* Initialize the fur strand with the given ID
* \param strandID unique ID for the fur strand
* \param coordinates C/C++ array of Vector3 representing the initial
* positions of the control points
* \param coordinatesCount the number of control points
*/
virtual void InitializeStrand (size_t strandID, csVector3* coordinates,
size_t coordinatesCount) = 0;
/**
* Animate the fur strand with the given ID
* \param strandID unique ID for the fur strand
* \param coordinates C/C++ array of Vector3 representing the initial
* positions of the control points
* \param coordinatesCount the number of control points
*/
virtual void AnimateStrand (size_t strandID, csVector3* coordinates, size_t
coordinatesCount) const = 0;
/**
* Remove the fur strand with the given ID
* \param strandID unique ID for the fur strand
*/
virtual void RemoveStrand (size_t strandID) = 0;
/**
* Remove all fur strands
*/
virtual void RemoveAllStrands () = 0;
};
/**
* Controller that updates the iFurMesh's geometry
*/
struct iFurPhysicsControl : public virtual iFurAnimationControl
{
public:
SCF_INTERFACE (CS::Animation::iFurPhysicsControl, 1, 0, 0);
/**
* Set the animesh on which the iFurMesh is attached
*/
virtual void SetAnimatedMesh (CS::Mesh::iAnimatedMesh* animesh) = 0;
/**
* Set the rigid body on which the iFurMesh is attached
*/
virtual void SetRigidBody (iRigidBody* rigidBody) = 0;
/**
* Set the iDynamicSystem (optional)
*/
virtual void SetBulletDynamicSystem (CS::Physics::Bullet::iDynamicSystem*
bulletDynamicSystem) = 0;
};
/**
* Animation controller for animated mesh
*/
struct iFurAnimatedMeshControl : public virtual iFurAnimationControl
{
public:
SCF_INTERFACE (CS::Animation::iFurAnimatedMeshControl, 1, 0, 0);
/**
* Set the animesh on which the iFurMesh is attached
*/
virtual void SetAnimatedMesh (CS::Mesh::iAnimatedMesh* animesh) = 0;
/**
* Set displacement between fur and base mesh
*/
virtual void SetDisplacement (float displacement) = 0;
};
} // namespace Animation
} // namespace CS
namespace CS {
namespace Mesh {
struct iFurMeshMaterialProperties;
struct iFurMeshFactory;
struct iFurMeshType;
struct iFurMesh;
/**
* Access to the properties used for the iFurMesh.
*/
struct iFurMeshState : public virtual iBase
{
public:
SCF_INTERFACE (CS::Mesh::iFurMeshState, 1, 0, 0);
/**
* Get the width of a strand
*/
virtual float GetStrandWidth () const = 0;
/**
* Set the width of a strand
*/
virtual void SetStrandWidth (float strandWidth) = 0;
/**
* Get the displacement between the fur mesh and the base mesh
*/
virtual float GetDisplacement () const = 0;
/**
* Set the displacement between the fur mesh and the base mesh
*/
virtual void SetDisplacement (float displacement) = 0;
/**
* Get the density map texture
*/
virtual iTextureWrapper* GetDensityMap () const = 0;
/**
* Set the density map texture
*/
virtual void SetDensityMap (iTextureWrapper* densityMap) = 0;
/**
* Get the density factor for guide furs
*/
virtual float GetDensityFactorGuideFurs () const = 0;
/**
* Set the density factor for guide furs
*/
virtual void SetDensityFactorGuideFurs (float densityFactorGuideFurs) = 0;
/**
* Get the density factor for fur strands
*/
virtual float GetDensityFactorFurStrands () const = 0;
/**
* Set the density factor for fur strands
*/
virtual void SetDensityFactorFurStrands (float densityFactorFurStrands) = 0;
/**
* Get the heightmap map texture
*/
virtual iTextureWrapper* GetHeightMap () const = 0;
/**
* Set the heightmap map texture
*/
virtual void SetHeightMap (iTextureWrapper* heightMap) = 0;
/**
* Get the height factor (for guide furs)
*/
virtual float GetHeightFactor () const = 0;
/**
* Set the height factor (for guide furs)
*/
virtual void SetHeightFactor (float heightFactor) = 0;
/**
* Get the average number of control points per fur strand
*/
virtual uint GetAverageControlPointsCount () const = 0;
/**
* Set the average number of control points per fur strand
*/
virtual void SetAverageControlPointsCount (uint averageControlPointsCount) = 0;
/**
* Get the distance between control points on a fur
*/
virtual float GetControlPointsDistance () const = 0;
/**
* Set the distance between control points on a fur
*/
virtual void SetControlPointsDistance (float controlPointsDistance) = 0;
/**
* Get the fur strand thickness variation
*/
virtual float GetThicknessVariation () const = 0;
/**
* Set the fur strand thickness variation
*/
virtual void SetThicknessVariation (float thicknessVariation) = 0;
/**
* Get the pointiness of a fur strand
*/
virtual float GetPointiness () const = 0;
/**
* Set the pointiness of a fur strand
*/
virtual void SetPointiness (float pointiness) = 0;
/**
* Get the fur strand position deviation
*/
virtual float GetFurStrandDeviation () const = 0;
/**
* Set the fur strand position deviation
*/
virtual void SetFurStrandDeviation (float furStrandDeviation) = 0;
/**
* Get the control points position deviation
*/
virtual float GetControlPointsDeviation () const = 0;
/**
* Set the control points position deviation
*/
virtual void SetControlPointsDeviation (float positionDeviation) = 0;
/**
* Check if fur grows based on tangent direction
*/
virtual bool GetGrowTangent () const = 0;
/**
* Set if fur grows based on tangent direction
*/
virtual void SetGrowTangent (bool growTangent) = 0;
/**
* Check if we grow small fur (tangents are reversed with normals)
*/
virtual bool GetSmallFur () const = 0;
/**
* Set if fur grows based on tangent direction
*/
virtual void SetSmallFur (bool smallFur) = 0;
/**
* Get mixmode
*/
virtual uint GetMixmode () const = 0;
/**
* Set mixmode
*/
virtual void SetMixmode (uint mode) = 0;
/**
* Get render priority
*/
virtual CS::Graphics::RenderPriority GetRenderPriority () const = 0;
/**
* Set render priority
*/
virtual void SetRenderPriority (CS::Graphics::RenderPriority priority) = 0;
/**
* Get Z-buffer
*/
virtual csZBufMode GetZBufMode () const = 0;
/**
* Set Z-buffer
*/
virtual void SetZBufMode (csZBufMode z_buf_mode) = 0;
};
/**
* Store the material used for the iFurMesh.
* Material variables can be updated each frame via the Update function.
*/
struct iFurMeshMaterialProperties : public virtual iBase
{
public:
SCF_INTERFACE (CS::Mesh::iFurMeshMaterialProperties, 1, 0, 0);
/**
* Get the material used
*/
virtual iMaterial* GetMaterial () const = 0;
/**
* Set the material used. Can be created externally from an XML
*/
virtual void SetMaterial (iMaterial* material) = 0;
/**
* Update the material data after modifying the material variables
*/
virtual void Invalidate () = 0;
/**
* Called each frame. New material variables values can be send to the shader
*/
virtual void Update () = 0;
};
/**\addtogroup meshplugins
* @{ */
/**\name Fur mesh
* @{ */
/**
* State of a fur mesh object factory
*/
struct iFurMeshFactory : public virtual iBase
{
public:
SCF_INTERFACE (CS::Mesh::iFurMeshFactory, 1, 0, 0);
};
/**
* This plugin describes a specific type of fur mesh objects.
* All methods are inherited from iMeshObjectType
*/
struct iFurMeshType : public virtual iBase
{
public:
SCF_INTERFACE (CS::Mesh::iFurMeshType, 1, 0, 0);
/**
* Create a FurMeshBasicProperties using a cons char * as unique ID.
* This iFurMeshMaterialProperties only defines set and get material
*/
virtual iFurMeshMaterialProperties*
CreateFurMeshBasicProperties (const char* name) = 0;
/**
* Create a HairMeshMarschnerProperties using a cons char * as unique ID
*/
virtual iFurMeshMaterialProperties*
CreateHairMeshMarschnerProperties (const char* name) = 0;
/**
* Find iFurMeshMaterialProperties with ID name or return 0 otherwise.
*/
virtual iFurMeshMaterialProperties*
FindFurMeshMaterialProperites (const char* name) const = 0;
/**
* Remove iFurMeshMaterialProperties with ID name if exists.
*/
virtual void RemoveFurMeshMaterialProperites (const char* name) = 0;
/**
* Remove all iFurMeshMaterialProperties.
*/
virtual void ClearFurMeshMaterialProperites () = 0;
/**
* Create a CS::Animation::FurPhysicsControl using a cons char * as unique ID
*/
virtual CS::Animation::iFurAnimationControl* CreateFurPhysicsControl
(const char* name) = 0;
/**
* Create a FurAnimatedMeshControl using a cons char * as unique ID
*/
virtual CS::Animation::iFurAnimationControl* CreateFurAnimatedMeshControl
(const char* name) = 0;
/**
* Find iFurAnimationControl with ID name or return 0 otherwise.
*/
virtual CS::Animation::iFurAnimationControl* FindFurAnimationControl
(const char* name) const = 0;
/**
* Remove iFurAnimationControl with ID name if exists.
*/
virtual void RemoveFurAnimationControl (const char* name) = 0;
/**
* Remove all iFurAnimationControls.
*/
virtual void ClearFurAnimationControls () = 0;
};
/**
* State and setting for an instance of a fur mesh
*/
struct iFurMesh : public virtual iBase
{
SCF_INTERFACE (CS::Mesh::iFurMesh, 1, 0, 0);
/**
* Generates the geometry for the current instance of a fur mesh.
* The associated iFurMeshFactory is created by this function
*/
virtual void GenerateGeometry (iView* view, iSector* room) = 0;
/**
* Set the LOD for the guide fur.
* Pure guide fur is updated via the associated iFurPhysicsControl
*/
virtual void SetGuideLOD (float guideLOD) = 0;
/**
* Set the LOD for the fur strands.
* Fur strands are the rendered geometry.
*/
virtual void SetStrandLOD (float strandLOD) = 0;
/**
* Set the LOD for the control points.
* It only has three level from 0 to 1.
*/
virtual void SetControlPointsLOD(float controlPointsLOD) = 0;
/**
* Set the overall LOD. Equivalent to calling SetGuidLOD and SetStrandLOD
* with the same parameter.
*/
virtual void SetLOD (float lod) = 0;
/**
* Set the animesh
*/
virtual void SetAnimatedMesh (CS::Mesh::iAnimatedMesh* animesh) = 0;
/**
* Set the associated CS::Animation::iFurAnimationControl
*/
virtual void SetAnimationControl (CS::Animation::iFurAnimationControl* physicsControl) = 0;
/**
* Start the associated CS::Animation::iFurAnimationControl.
* Pure guide furs will be synchronized with the
* CS::Animation::iFurAnimationControl every frame
*/
virtual void StartAnimationControl () = 0;
/**
* Stop the associated iFurAnimationControl.
* Pure guide furs will stop being synchronized with the
* CS::Animation::iFurAnimationControl
*/
virtual void StopAnimationControl () = 0;
/**
* Enable the fur mesh (by default the fur mesh is enabled)
*/
virtual void EnableMesh () = 0;
/**
* Reset the position of the mesh on the base mesh.
* Pure guide furs will stop and start being synchronized with
* CS::Animation::iFurAnimationControl
*/
virtual void ResetMesh () = 0;
/**
* Disable the fur mesh (used for small fur when camera is at a certain distance)
*/
virtual void DisableMesh () = 0;
/**
* Set the associated iFurMeshMaterialProperties
*/
virtual void SetFurMeshProperties (iFurMeshMaterialProperties* furMeshProperties) = 0;
/**
* Get the associated iFurMeshMaterialProperties.
* Shader variables can be obtained via the material of the iFurMeshMaterialProperties
*/
virtual iFurMeshMaterialProperties* GetFurMeshProperties () const = 0;
/**
* Set an iAnimatedMeshFactory corresponding to the iAnimatedMeshSubMeshFactory
*/
virtual void SetMeshFactory (CS::Mesh::iAnimatedMeshFactory* meshFactory) = 0;
/**
* Set iAnimatedMeshSubMeshFactory on which fur will grow
*/
virtual void SetMeshFactorySubMesh (CS::Mesh::iAnimatedMeshSubMeshFactory*
meshFactorySubMesh) = 0;
};
/** @} */
/** @} */
} // namespace Mesh
} // namespace CS
#endif // __FUR_INTERF_H__
|