Helper class for creating geometry on the fly. More...
#include <IGeometryCreator.h>
Public Member Functions | |
virtual IMesh * | createArrowMesh (const u32 tesselationCylinder=4, const u32 tesselationCone=8, const f32 height=1.f, const f32 cylinderHeight=0.6f, const f32 widthCylinder=0.05f, const f32 widthCone=0.3f, const video::SColor colorCylinder=0xFFFFFFFF, const video::SColor colorCone=0xFFFFFFFF) const =0 |
Create an arrow mesh, composed of a cylinder and a cone. More... | |
virtual IMesh * | createConeMesh (f32 radius, f32 length, u32 tesselation, const video::SColor &colorTop=video::SColor(0xffffffff), const video::SColor &colorBottom=video::SColor(0xffffffff), f32 oblique=0.f) const =0 |
Create a cone mesh. More... | |
virtual IMesh * | createCubeMesh (const core::vector3df &size=core::vector3df(5.f, 5.f, 5.f)) const =0 |
Creates a simple cube mesh. More... | |
virtual IMesh * | createCylinderMesh (f32 radius, f32 length, u32 tesselation, const video::SColor &color=video::SColor(0xffffffff), bool closeTop=true, f32 oblique=0.f) const =0 |
Create a cylinder mesh. More... | |
virtual IMesh * | createHillPlaneMesh (const core::dimension2d< f32 > &tileSize, const core::dimension2d< u32 > &tileCount, video::SMaterial *material, f32 hillHeight, const core::dimension2d< f32 > &countHills, const core::dimension2d< f32 > &textureRepeatCount) const =0 |
Create a pseudo-random mesh representing a hilly terrain. More... | |
IMesh * | createPlaneMesh (const core::dimension2d< f32 > &tileSize, const core::dimension2d< u32 > &tileCount=core::dimension2du(1, 1), video::SMaterial *material=0, const core::dimension2df &textureRepeatCount=core::dimension2df(1.f, 1.f)) const |
Create a simple rectangular textured plane mesh. More... | |
virtual IMesh * | createSphereMesh (f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16) const =0 |
Create a sphere mesh. More... | |
virtual IMesh * | createTerrainMesh (video::IImage *texture, video::IImage *heightmap, const core::dimension2d< f32 > &stretchSize, f32 maxHeight, video::IVideoDriver *driver, const core::dimension2d< u32 > &defaultVertexBlockSize, bool debugBorders=false) const =0 |
Create a terrain mesh from an image representing a heightfield. More... | |
virtual IMesh * | createVolumeLightMesh (const u32 subdivideU=32, const u32 subdivideV=32, const video::SColor footColor=0xffffffff, const video::SColor tailColor=0xffffffff, const f32 lpDistance=8.f, const core::vector3df &lightDim=core::vector3df(1.f, 1.2f, 1.f)) const =0 |
Create a volume light mesh. More... | |
![]() | |
IReferenceCounted () | |
Constructor. More... | |
virtual | ~IReferenceCounted () |
Destructor. More... | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. More... | |
const c8 * | getDebugName () const |
Returns the debug name of the object. More... | |
s32 | getReferenceCount () const |
Get the reference count. More... | |
void | grab () const |
Grabs the object. Increments the reference counter by one. More... | |
Additional Inherited Members | |
![]() | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. More... | |
Helper class for creating geometry on the fly.
You can get an instance of this class through ISceneManager::getGeometryCreator()
Definition at line 25 of file IGeometryCreator.h.
|
pure virtual |
Create an arrow mesh, composed of a cylinder and a cone.
tesselationCylinder | Number of quads composing the cylinder. |
tesselationCone | Number of triangles composing the cone's roof. |
height | Total height of the arrow |
cylinderHeight | Total height of the cylinder, should be lesser than total height |
widthCylinder | Diameter of the cylinder |
widthCone | Diameter of the cone's base, should be not smaller than the cylinder's diameter |
colorCylinder | color of the cylinder |
colorCone | color of the cone |
|
pure virtual |
Create a cone mesh.
radius | Radius of the cone. |
length | Length of the cone. |
tesselation | Number of quads around the circumference of the cone. |
colorTop | The color of the top of the cone. |
colorBottom | The color of the bottom of the cone. |
oblique | (to be documented) |
|
pure virtual |
Creates a simple cube mesh.
size | Dimensions of the cube. |
|
pure virtual |
Create a cylinder mesh.
radius | Radius of the cylinder. |
length | Length of the cylinder. |
tesselation | Number of quads around the circumference of the cylinder. |
color | The color of the cylinder. |
closeTop | If true, close the ends of the cylinder, otherwise leave them open. |
oblique | (to be documented) |
|
pure virtual |
Create a pseudo-random mesh representing a hilly terrain.
tileSize | The size of each tile. |
tileCount | The number of tiles in each dimension. |
material | The material to apply to the mesh. |
hillHeight | The maximum height of the hills. |
countHills | The number of hills along each dimension. |
textureRepeatCount | The number of times to repeat the material texture along each dimension. |
|
inline |
Create a simple rectangular textured plane mesh.
tileSize | The size of each tile. |
tileCount | The number of tiles in each dimension. |
material | The material to apply to the mesh. |
textureRepeatCount | The number of times to repeat the material texture along each dimension. |
Definition at line 61 of file IGeometryCreator.h.
|
pure virtual |
Create a sphere mesh.
radius | Radius of the sphere |
polyCountX | Number of quads used for the horizontal tiling |
polyCountY | Number of quads used for the vertical tiling |
|
pure virtual |
Create a terrain mesh from an image representing a heightfield.
texture | The texture to apply to the terrain. |
heightmap | An image that will be interpreted as a heightmap. The brightness (average color) of each pixel is interpreted as a height, with a 255 brightness pixel producing the maximum height. |
stretchSize | The size that each pixel will produce, i.e. a 512x512 heightmap and a stretchSize of (10.f, 20.f) will produce a mesh of size 5120.f x 10240.f |
maxHeight | The maximum height of the terrain. |
driver | The current video driver. |
defaultVertexBlockSize | (to be documented) |
debugBorders | (to be documented) |
|
pure virtual |
Create a volume light mesh.
subdivideU | Horizontal patch count. |
subdivideV | Vertical patch count. |
footColor | Color at the bottom of the light. |
tailColor | Color at the mid of the light. |
lpDistance | Virtual distance of the light point for normals. |
lightDim | Dimensions of the light. |