1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org/ 6 7 Copyright (c) 2000-2014 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 #ifndef __Ogre_Volume_MeshBuilder_H__ 29 #define __Ogre_Volume_MeshBuilder_H__ 30 31 #include <vector> 32 #include "OgreManualObject.h" 33 #include "OgreVector3.h" 34 #include "OgreAxisAlignedBox.h" 35 #include "OgreVolumePrerequisites.h" 36 37 namespace Ogre { 38 namespace Volume { 39 /** \addtogroup Optional 40 * @{ 41 */ 42 /** \addtogroup Volume 43 * @{ 44 */ 45 /** Lightweight struct to represent a mesh vertex. 46 */ 47 typedef struct _OgreVolumeExport Vertex 48 { 49 /// X coordinate of the position 50 Real x; 51 52 /// Y coordinate of the position 53 Real y; 54 55 /// Z coordinate of the position 56 Real z; 57 58 /// X component of the normal 59 Real nX; 60 61 /// Y component of the normal 62 Real nY; 63 64 /// Z component of the normal 65 Real nZ; 66 67 /** Convenience constructor. 68 @param v 69 The vertex position. 70 @param n 71 The vertex normal. 72 */ VertexVertex73 Vertex(const Vector3 &v, const Vector3 &n) : 74 x(v.x), y(v.y), z(v.z), 75 nX(n.x), nY(n.y), nZ(n.z) 76 { 77 } VertexVertex78 Vertex() 79 { 80 } 81 } Vertex; 82 83 /** == operator for two vertices. 84 @param a 85 The first vertex to test. 86 @param b 87 The second vertex to test. 88 */ 89 bool _OgreVolumeExport operator==(Vertex const& a, Vertex const& b); 90 91 /** A less operator. 92 @note 93 This operator is needed so that Vertex can serve as the key in a map structrue 94 @param a 95 The first vertex to test. 96 @param b 97 The second vertex to test. 98 */ 99 bool _OgreVolumeExport operator<(const Vertex& a, const Vertex& b); 100 101 /** To hold vertices. 102 */ 103 typedef std::vector<Vertex> VecVertex; 104 105 /** To hold indices. 106 */ 107 typedef std::vector<size_t> VecIndices; 108 109 /** Callback class when the user needs information about the triangles of 110 chunks of a LOD level. 111 */ 112 class _OgreVolumeExport MeshBuilderCallback 113 { 114 public: ~MeshBuilderCallback()115 virtual ~MeshBuilderCallback() {} 116 117 /** To be called with the callback function of a MeshBuilder. 118 @param simpleRenderable 119 Contains the SimpleRenderable for which the triangles were built. 120 @param vertices 121 Contains the vertices of the triangles. 122 @param indices 123 Contains the indices of the triangles. 124 @param level 125 The LOD level of this mesh. 126 @param inProcess 127 The amount of other meshes/LOD-Chunks still to be loaded. 128 */ 129 virtual void ready(const SimpleRenderable *simpleRenderable, const VecVertex &vertices, const VecIndices &indices, size_t level, int inProcess) = 0; 130 }; 131 132 /** Class to build up a mesh with vertices and indices. 133 */ 134 class _OgreVolumeExport MeshBuilder : public UtilityAlloc 135 { 136 protected: 137 138 /// The buffer binding. 139 static const unsigned short MAIN_BINDING; 140 141 /// Map to get a vertex index. 142 typedef std::map<Vertex, size_t> UMapVertexIndex; 143 UMapVertexIndex mIndexMap; 144 145 /// Holds the vertices of the mesh. 146 VecVertex mVertices; 147 148 /// Holds the indices of the mesh. 149 VecIndices mIndices; 150 151 /// Holds the bounding box. 152 AxisAlignedBox mBox; 153 154 /// Holds whether the initial bounding box has been set 155 bool mBoxInit; 156 157 /** Adds a vertex to the data structure, reusing the index if it is already known. 158 @param v 159 The vertex. 160 */ addVertex(const Vertex & v)161 inline void addVertex(const Vertex &v) 162 { 163 size_t i = 0; 164 if (mIndexMap.find(v) == mIndexMap.end()) 165 { 166 i = mVertices.size(); 167 mIndexMap[v] = i; 168 mVertices.push_back(v); 169 170 // Update bounding box 171 if (!mBoxInit) 172 { 173 mBox.setExtents(v.x, v.y, v.z, v.x, v.y, v.z); 174 mBoxInit = true; 175 } 176 else 177 { 178 if (v.x < mBox.getMinimum().x) 179 { 180 mBox.setMinimumX(v.x); 181 } 182 if (v.y < mBox.getMinimum().y) 183 { 184 mBox.setMinimumY(v.y); 185 } 186 if (v.z < mBox.getMinimum().z) 187 { 188 mBox.setMinimumZ(v.z); 189 } 190 if (v.x > mBox.getMaximum().x) 191 { 192 mBox.setMaximumX(v.x); 193 } 194 if (v.y > mBox.getMaximum().y) 195 { 196 mBox.setMaximumY(v.y); 197 } 198 if (v.z > mBox.getMaximum().z) 199 { 200 mBox.setMaximumZ(v.z); 201 } 202 } 203 } 204 else 205 { 206 i = mIndexMap[v]; 207 } 208 mIndices.push_back(i); 209 } 210 211 public: 212 213 /** Adds a cube to a manual object rendering lines. Corner numeration: 214 4 5 215 7 6 216 0 1 217 3 2 218 @param manual 219 The manual for the cube lines. 220 @param c0 221 The corner 0. 222 @param c1 223 The corner 1. 224 @param c2 225 The corner 2. 226 @param c3 227 The corner 3. 228 @param c4 229 The corner 4. 230 @param c5 231 The corner 5. 232 @param c6 233 The corner 6. 234 @param c7 235 The corner 7. 236 @param baseIndex 237 The next free index of this manual object. 238 Is incremented by 8 in this function. 239 */ 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)240 static inline void addCubeToManualObject( 241 ManualObject *manual, 242 const Vector3 &c0, 243 const Vector3 &c1, 244 const Vector3 &c2, 245 const Vector3 &c3, 246 const Vector3 &c4, 247 const Vector3 &c5, 248 const Vector3 &c6, 249 const Vector3 &c7, 250 uint32 &baseIndex 251 ) 252 { 253 manual->position(c0); 254 manual->position(c1); 255 manual->position(c2); 256 manual->position(c3); 257 manual->position(c4); 258 manual->position(c5); 259 manual->position(c6); 260 manual->position(c7); 261 262 manual->index(baseIndex + 0); manual->index(baseIndex + 1); 263 manual->index(baseIndex + 1); manual->index(baseIndex + 2); 264 manual->index(baseIndex + 2); manual->index(baseIndex + 3); 265 manual->index(baseIndex + 3); manual->index(baseIndex + 0); 266 267 manual->index(baseIndex + 4); manual->index(baseIndex + 5); 268 manual->index(baseIndex + 5); manual->index(baseIndex + 6); 269 manual->index(baseIndex + 6); manual->index(baseIndex + 7); 270 manual->index(baseIndex + 7); manual->index(baseIndex + 4); 271 272 manual->index(baseIndex + 0); manual->index(baseIndex + 4); 273 manual->index(baseIndex + 1); manual->index(baseIndex + 5); 274 manual->index(baseIndex + 2); manual->index(baseIndex + 6); 275 manual->index(baseIndex + 3); manual->index(baseIndex + 7); 276 baseIndex += 8; 277 } 278 279 /** Constructor. 280 */ 281 MeshBuilder(void); 282 283 /** Adds a triangle to the mesh with reusing already existent vertices via their index. 284 @param v0 285 The first vertex of the triangle. 286 @param n0 287 The normal of the first vertex. 288 @param v1 289 The second vertex of the triangle. 290 @param n1 291 The normal of the second vertex. 292 @param v2 293 The third vertex of the triangle. 294 @param n2 295 The normal of the third vertex. 296 */ addTriangle(const Vector3 & v0,const Vector3 & n0,const Vector3 & v1,const Vector3 & n1,const Vector3 & v2,const Vector3 & n2)297 inline void addTriangle(const Vector3 &v0, const Vector3 &n0, const Vector3 &v1, const Vector3 &n1, const Vector3 &v2, const Vector3 &n2) 298 { 299 addVertex(Vertex(v0, n0)); 300 addVertex(Vertex(v1, n1)); 301 addVertex(Vertex(v2, n2)); 302 } 303 304 /** Generates the vertex- and indexbuffer of this mesh on the given 305 RenderOperation. 306 @param operation 307 The RenderOperation for the buffers. 308 @return 309 The amount of generated triangles. 310 */ 311 size_t generateBuffers(RenderOperation &operation); 312 313 /** Generates an entity via a ManualObject. 314 @param sceneManager 315 The creating sceneManager. 316 @param name 317 The name for the entity. 318 @param material 319 The material to use. 320 @return 321 The created entity. 322 */ 323 Entity* generateWithManualObject(SceneManager *sceneManager, const String &name, const String &material); 324 325 /** Gets the bounding box of the mesh. 326 @return 327 The bounding box. 328 */ 329 AxisAlignedBox getBoundingBox(void); 330 331 /** Executes a MeshBuilderCallback on this instance. 332 @param callback 333 The callback to execute. 334 @param simpleRenderable 335 Contains the SimpleRenderable for which the triangles were built. 336 @param level 337 The LOD level of this mesh. 338 @param inProcess 339 The amount of other meshes/LOD-Chunks still to be loaded. 340 */ 341 void executeCallback(MeshBuilderCallback *callback, const SimpleRenderable *simpleRenderable, size_t level, int inProcess) const; 342 343 }; 344 /** @} */ 345 /** @} */ 346 } 347 } 348 349 #endif 350