// // Copyright (c) 2008-2020 the Urho3D project. // // 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. // #pragma once #include "../Graphics/Drawable.h" namespace Urho3D { /// Custom geometry vertex. /// @fakeref struct CustomGeometryVertex { /// Position. Vector3 position_; /// Normal. Vector3 normal_; /// Color. unsigned color_; /// Texture coordinates. Vector2 texCoord_; /// Tangent. Vector4 tangent_; }; class VertexBuffer; /// Custom geometry component. class URHO3D_API CustomGeometry : public Drawable { URHO3D_OBJECT(CustomGeometry, Drawable); public: /// Construct. explicit CustomGeometry(Context* context); /// Destruct. ~CustomGeometry() override; /// Register object factory. Drawable must be registered first. static void RegisterObject(Context* context); /// Process octree raycast. May be called from a worker thread. void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results) override; /// Return the geometry for a specific LOD level. Geometry* GetLodGeometry(unsigned batchIndex, unsigned level) override; /// Return number of occlusion geometry triangles. unsigned GetNumOccluderTriangles() override; /// Draw to occlusion buffer. Return true if did not run out of triangles. bool DrawOcclusion(OcclusionBuffer* buffer) override; // TODO: Extract this code from CustomGeometry // { /// Geometry Shape Helper Functions (normal defaults to (0,1,0) /// Shape Creation Functions, can be used as input into protrude shape static Vector GetCircleShape(float radius = 1, size_t iterations = 100, float startTheta = 0, float endTheta = 2 * M_PI); static Vector GetSquareShape(float size); /// Make the custom geometry into a circle, change start and stop to make a segment instead /// Set clear=false and geomNum for making multiple circle segments void MakeCircle(float radius = 1, size_t iterations = 300, float startTheta = 0, float endTheta = 2 * M_PI, bool clear = true, int geomNum = 0); /// Draws a shape generated by connecting the points in the input vector (the end point will connect to the start) void MakeShape(const Vector& pointList, bool connectTail = true); /// Makes this custom geometry into a square shape void MakeSquare(float size); /// Produces a circle graph given a vector of paired (weights and materials) void MakeCircleGraph(const Vector > >& parts, int radius = 1, int iterations = 300); void MakeSphere(float radius = 1, size_t iterations = 200); /// Protrode a shape along a line (note: the input vector must be a complete shape with the tail connecting to head) /// This function makes this object into the newly generated 3D mesh (works best if the line (point list) is also complete) void ProtrudeShape(const Vector &mShapeList, const Vector &mPointList, bool connectTail = false); /// Helper Function Creating 3D Meshes (connectTail = true), connect the endLinePoint to the start) void CreateQuadsFromBuffer(const Vector& pointList, size_t zIterations, size_t thetaIterations, bool connectTail = false); /// Fills a point List shape with triangles void FillShape(const Vector& shapeList, bool connectTail = true, bool clear = true, int geomNum = 0); /// End Shape Generation Helper Functions // } /// Clear all geometries. void Clear(); /// Set number of geometries. /// @property void SetNumGeometries(unsigned num); /// Set vertex buffer dynamic mode. A dynamic buffer should be faster to update frequently. Effective at the next Commit() call. /// @property void SetDynamic(bool enable); /// Begin defining a geometry. Clears existing vertices in that index. void BeginGeometry(unsigned index, PrimitiveType type); /// Define a vertex position. This begins a new vertex. void DefineVertex(const Vector3& position); /// Define a vertex normal. void DefineNormal(const Vector3& normal); /// Define a vertex color. void DefineColor(const Color& color); /// Define a vertex UV coordinate. void DefineTexCoord(const Vector2& texCoord); /// Define a vertex tangent. void DefineTangent(const Vector4& tangent); /// Set the primitive type, number of vertices and elements in a geometry, after which the vertices can be edited with GetVertex(). An alternative to BeginGeometry() / DefineVertex(). void DefineGeometry (unsigned index, PrimitiveType type, unsigned numVertices, bool hasNormals, bool hasColors, bool hasTexCoords, bool hasTangents); /// Update vertex buffer and calculate the bounding box. Call after finishing defining geometry. void Commit(); /// Set material on all geometries. /// @property void SetMaterial(Material* material); /// Set material on one geometry. Return true if successful. /// @property{set_materials} bool SetMaterial(unsigned index, Material* material); /// Return number of geometries. /// @property unsigned GetNumGeometries() const { return geometries_.Size(); } /// Return number of vertices in a geometry. /// @property unsigned GetNumVertices(unsigned index) const; /// Return whether vertex buffer dynamic mode is enabled. /// @property bool IsDynamic() const { return dynamic_; } /// Return material by geometry index. /// @property{get_materials} Material* GetMaterial(unsigned index = 0) const; /// Return all vertices. These can be edited; calling Commit() updates the vertex buffer. Vector >& GetVertices() { return vertices_; } /// Return a vertex in a geometry for editing, or null if out of bounds. After the edits are finished, calling Commit() updates the vertex buffer. CustomGeometryVertex* GetVertex(unsigned geometryIndex, unsigned vertexNum); /// Set geometry data attribute. void SetGeometryDataAttr(const PODVector& value); /// Set materials attribute. void SetMaterialsAttr(const ResourceRefList& value); /// Return geometry data attribute. PODVector GetGeometryDataAttr() const; /// Return materials attribute. const ResourceRefList& GetMaterialsAttr() const; protected: /// Recalculate the world-space bounding box. void OnWorldBoundingBoxUpdate() override; private: /// Primitive type per geometry. PODVector primitiveTypes_; /// Source vertices per geometry. Vector > vertices_; /// All geometries. Vector > geometries_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Element mask used so far. VertexMaskFlags elementMask_; /// Current geometry being updated. unsigned geometryIndex_; /// Material list attribute. mutable ResourceRefList materialsAttr_; /// Vertex buffer dynamic flag. bool dynamic_; }; }