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- //
- // 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<RayQueryResult>& 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<Vector3> GetCircleShape(float radius = 1, size_t iterations = 100, float startTheta = 0, float endTheta = 2 * M_PI);
- static Vector<Vector3> 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<Urho3D::Vector3>& 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<Pair<float, Urho3D::SharedPtr<Urho3D::Material> > >& 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<Vector3> &mShapeList, const Vector<Vector3> &mPointList, bool connectTail = false);
- /// Helper Function Creating 3D Meshes (connectTail = true), connect the endLinePoint to the start)
- void CreateQuadsFromBuffer(const Vector<Vector3>& pointList, size_t zIterations, size_t thetaIterations, bool connectTail = false);
- /// Fills a point List shape with triangles
- void FillShape(const Vector<Vector3>& 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<PODVector<CustomGeometryVertex> >& 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<unsigned char>& value);
- /// Set materials attribute.
- void SetMaterialsAttr(const ResourceRefList& value);
- /// Return geometry data attribute.
- PODVector<unsigned char> 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<PrimitiveType> primitiveTypes_;
- /// Source vertices per geometry.
- Vector<PODVector<CustomGeometryVertex> > vertices_;
- /// All geometries.
- Vector<SharedPtr<Geometry> > geometries_;
- /// Vertex buffer.
- SharedPtr<VertexBuffer> 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_;
- };
- }
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