// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __S_3D_VERTEX_H_INCLUDED__ #define __S_3D_VERTEX_H_INCLUDED__ #include "vector3d.h" #include "vector2d.h" #include "SColor.h" namespace irr { namespace video { //! Enumeration for all vertex types there are. enum E_VERTEX_TYPE { //! Standard vertex type used by the Irrlicht engine, video::S3DVertex. EVT_STANDARD = 0, //! Vertex with two texture coordinates, video::S3DVertex2TCoords. /** Usually used for geometry with lightmaps or other special materials. */ EVT_2TCOORDS, //! Vertex with a tangent and binormal vector, video::S3DVertexTangents. /** Usually used for tangent space normal mapping. */ EVT_TANGENTS }; //! Array holding the built in vertex type names const char* const sBuiltInVertexTypeNames[] = { "standard", "2tcoords", "tangents", 0 }; //! standard vertex used by the Irrlicht engine. struct S3DVertex { //! default constructor S3DVertex() {} //! constructor S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv) : Pos(x,y,z), Normal(nx,ny,nz), Color(c), TCoords(tu,tv) {} //! constructor S3DVertex(const core::vector3df& pos, const core::vector3df& normal, SColor color, const core::vector2d& tcoords) : Pos(pos), Normal(normal), Color(color), TCoords(tcoords) {} //! Position core::vector3df Pos; //! Normal vector core::vector3df Normal; //! Color SColor Color; //! Texture coordinates core::vector2d TCoords; bool operator==(const S3DVertex& other) const { return ((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords == other.TCoords)); } bool operator!=(const S3DVertex& other) const { return ((Pos != other.Pos) || (Normal != other.Normal) || (Color != other.Color) || (TCoords != other.TCoords)); } bool operator<(const S3DVertex& other) const { return ((Pos < other.Pos) || ((Pos == other.Pos) && (Normal < other.Normal)) || ((Pos == other.Pos) && (Normal == other.Normal) && (Color < other.Color)) || ((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords < other.TCoords))); } E_VERTEX_TYPE getType() const { return EVT_STANDARD; } S3DVertex getInterpolated(const S3DVertex& other, f32 d) { d = core::clamp(d, 0.0f, 1.0f); return S3DVertex(Pos.getInterpolated(other.Pos, d), Normal.getInterpolated(other.Normal, d), Color.getInterpolated(other.Color, d), TCoords.getInterpolated(other.TCoords, d)); } }; //! Vertex with two texture coordinates. /** Usually used for geometry with lightmaps or other special materials. */ struct S3DVertex2TCoords : public S3DVertex { //! default constructor S3DVertex2TCoords() : S3DVertex() {} //! constructor with two different texture coords, but no normal S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) : S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), TCoords2(tu2,tv2) {} //! constructor with two different texture coords, but no normal S3DVertex2TCoords(const core::vector3df& pos, SColor color, const core::vector2d& tcoords, const core::vector2d& tcoords2) : S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {} //! constructor with all values S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color, const core::vector2d& tcoords, const core::vector2d& tcoords2) : S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {} //! constructor with all values S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) : S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {} //! constructor with the same texture coords and normal S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv) : S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {} //! constructor with the same texture coords and normal S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, SColor color, const core::vector2d& tcoords) : S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {} //! constructor from S3DVertex S3DVertex2TCoords(S3DVertex& o) : S3DVertex(o) {} //! Second set of texture coordinates core::vector2d TCoords2; //! Equality operator bool operator==(const S3DVertex2TCoords& other) const { return ((static_cast(*this)==other) && (TCoords2 == other.TCoords2)); } //! Inequality operator bool operator!=(const S3DVertex2TCoords& other) const { return ((static_cast(*this)!=other) || (TCoords2 != other.TCoords2)); } bool operator<(const S3DVertex2TCoords& other) const { return ((static_cast(*this) < other) || ((static_cast(*this) == other) && (TCoords2 < other.TCoords2))); } E_VERTEX_TYPE getType() const { return EVT_2TCOORDS; } S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords& other, f32 d) { d = core::clamp(d, 0.0f, 1.0f); return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d), Normal.getInterpolated(other.Normal, d), Color.getInterpolated(other.Color, d), TCoords.getInterpolated(other.TCoords, d), TCoords2.getInterpolated(other.TCoords2, d)); } }; //! Vertex with a tangent and binormal vector. /** Usually used for tangent space normal mapping. */ struct S3DVertexTangents : public S3DVertex { //! default constructor S3DVertexTangents() : S3DVertex() { } //! constructor S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx=0.0f, f32 ny=0.0f, f32 nz=0.0f, SColor c = 0xFFFFFFFF, f32 tu=0.0f, f32 tv=0.0f, f32 tanx=0.0f, f32 tany=0.0f, f32 tanz=0.0f, f32 bx=0.0f, f32 by=0.0f, f32 bz=0.0f) : S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { } //! constructor S3DVertexTangents(const core::vector3df& pos, SColor c, const core::vector2df& tcoords) : S3DVertex(pos, core::vector3df(), c, tcoords) { } //! constructor S3DVertexTangents(const core::vector3df& pos, const core::vector3df& normal, SColor c, const core::vector2df& tcoords, const core::vector3df& tangent=core::vector3df(), const core::vector3df& binormal=core::vector3df()) : S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { } //! Tangent vector along the x-axis of the texture core::vector3df Tangent; //! Binormal vector (tangent x normal) core::vector3df Binormal; bool operator==(const S3DVertexTangents& other) const { return ((static_cast(*this)==other) && (Tangent == other.Tangent) && (Binormal == other.Binormal)); } bool operator!=(const S3DVertexTangents& other) const { return ((static_cast(*this)!=other) || (Tangent != other.Tangent) || (Binormal != other.Binormal)); } bool operator<(const S3DVertexTangents& other) const { return ((static_cast(*this) < other) || ((static_cast(*this) == other) && (Tangent < other.Tangent)) || ((static_cast(*this) == other) && (Tangent == other.Tangent) && (Binormal < other.Binormal))); } E_VERTEX_TYPE getType() const { return EVT_TANGENTS; } S3DVertexTangents getInterpolated(const S3DVertexTangents& other, f32 d) { d = core::clamp(d, 0.0f, 1.0f); return S3DVertexTangents(Pos.getInterpolated(other.Pos, d), Normal.getInterpolated(other.Normal, d), Color.getInterpolated(other.Color, d), TCoords.getInterpolated(other.TCoords, d), Tangent.getInterpolated(other.Tangent, d), Binormal.getInterpolated(other.Binormal, d)); } }; inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType) { switch (vertexType) { case video::EVT_2TCOORDS: return sizeof(video::S3DVertex2TCoords); case video::EVT_TANGENTS: return sizeof(video::S3DVertexTangents); default: return sizeof(video::S3DVertex); } } } // end namespace video } // end namespace irr #endif