Spinning Topp Logo BlackTopp Studios
inc
boxuvmodifier.cpp
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
8 
9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
13 
14  You should have received a copy of the GNU General Public License
15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
22 
23  However there are some practical restrictions, so if your project involves
24  any of the following you should contact us and we will try to work something
25  out:
26  - DRM or Copy Protection of any kind(except Copyrights)
27  - Software Patents You Do Not Wish to Freely License
28  - Any Kind of Linking to Non-GPL licensed Works
29  - Are Currently In Violation of Another Copyright Holder's GPL License
30  - If You want to change our code and not add a few hundred MB of stuff to
31  your distribution
32 
33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
36 
37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 /*
41  -----------------------------------------------------------------------------
42  This source file is part of ogre-procedural
43 
44  For the latest info, see http://code.google.com/p/ogre-procedural/
45 
46  Copyright (c) 2010-2013 Michael Broutin
47 
48  Permission is hereby granted, free of charge, to any person obtaining a copy
49  of this software and associated documentation files (the "Software"), to deal
50  in the Software without restriction, including without limitation the rights
51  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
52  copies of the Software, and to permit persons to whom the Software is
53  furnished to do so, subject to the following conditions:
54 
55  The above copyright notice and this permission notice shall be included in
56  all copies or substantial portions of the Software.
57 
58  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
59  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
60  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
61  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
62  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
63  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
64  THE SOFTWARE.
65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralboxuvmodifier_cpp
68 #define _graphicsproceduralboxuvmodifier_cpp
69 
70 #include "Graphics/Procedural/Mesh/boxuvmodifier.h"
71 
72 namespace Mezzanine
73 {
74  namespace Graphics
75  {
76  namespace Procedural
77  {
79  BoxHalfExtents(1.0,1.0,1.0),
80  BoxPosition(0.0,0.0,0.0),
81  Mapping(BoxUVModifier::MT_Full)
82  { }
83 
85  { }
86 
87  ///////////////////////////////////////////////////////////////////////////////
88  // Utility
89 
91  {
93 
94  for( VertexIterator VertIt = Buffer.GetVertices().begin() ; VertIt != Buffer.GetVertices().end() ; ++VertIt )
95  {
96  Vector3 VertPos = VertIt->Position - this->BoxPosition;
97  if( !VertPos.IsZeroLength() ) {
98  //VertPos.Normalize();
99  VertPos.X /= ( this->BoxHalfExtents.X * 2.0 );
100  VertPos.Y /= ( this->BoxHalfExtents.Y * 2.0 );
101  VertPos.Z /= ( this->BoxHalfExtents.Z * 2.0 );
102  Vector3 VertNorm = VertIt->Normal;
103  Real MaxAxis = 0;
104  Integer PrincipalAxis = 0;
105  for( UInt8 AxisIndex = 0 ; AxisIndex < 6 ; ++AxisIndex )
106  {
107  if( Directions[AxisIndex].DotProduct(VertNorm) > MaxAxis ) {
108  MaxAxis = Directions[AxisIndex].DotProduct(VertNorm);
109  PrincipalAxis = AxisIndex;
110  }
111  }
112 
113  Vector3 vX, vY;
114  if( PrincipalAxis % 3 == 1 ) {
115  vY = Vector3::Unit_X();
116  }else{
117  vY = Vector3::Unit_Y();
118  }
119  vX = Directions[PrincipalAxis].CrossProduct(vY);
120 
121  Vector2 UVCoord( 0.5 - vX.DotProduct(VertPos), 0.5 - vY.DotProduct(VertPos) );
122  if( this->Mapping == BoxUVModifier::MT_Full ) {
123  VertIt->UV = UVCoord;
124  }else if( this->Mapping == BoxUVModifier::MT_Cross ) {
125  // Too lazy to think of a more elegant solution
126  switch( PrincipalAxis )
127  {
128  case 1: VertIt->UV = Vector2( ( UVCoord.X + 2 ) / 4, ( UVCoord.Y + 1 ) / 3 ); break; // 3,2
129  case 2: VertIt->UV = Vector2( ( UVCoord.X + 1 ) / 4, UVCoord.Y / 3 ); break; // 2,1
130  case 3: VertIt->UV = Vector2( ( UVCoord.X + 3 ) / 4, ( UVCoord.Y + 1 ) / 3 ); break; // 4,2
131  case 4: VertIt->UV = Vector2( UVCoord.X / 4, ( UVCoord.Y + 1 ) / 3 ); break; // 1,2
132  case 5: VertIt->UV = Vector2( ( UVCoord.X + 1 ) / 4, ( UVCoord.Y + 2 ) / 3 ); break; // 2,3
133  case 6: VertIt->UV = Vector2( ( UVCoord.X + 1 ) / 4, ( UVCoord.Y + 1 ) / 3 ); break; // 2,2
134  }
135  }else if( this->Mapping == BoxUVModifier::MT_Packed ) {
136  VertIt->UV = Vector2( ( UVCoord.X + PrincipalAxis % 3 ) / 3, ( UVCoord.Y + PrincipalAxis / 3 ) / 2 );
137  }
138  }
139  }
140  }
141 
143  { return "BoxUVModifier"; }
144 
145  ///////////////////////////////////////////////////////////////////////////////
146  // Configuration
147 
149  {
150  this->Mapping = Type;
151  return *this;
152  }
153 
155  {
156  this->BoxPosition = Position;
157  return *this;
158  }
159 
161  {
162  this->BoxPosition.SetValues(X,Y,Z);
163  return *this;
164  }
165 
167  {
168  this->BoxHalfExtents = HalfSize;
169  return *this;
170  }
171 
173  {
174  this->BoxHalfExtents.SetValues(X,Y,Z);
175  return *this;
176  }
177  }//Procedural
178  }//Graphics
179 }//Mezzanine
180 
181 #endif
There is only one texture to use for each face of the cube.
virtual void Modify(TriangleBuffer &Buffer)
Alters the generated pixels in a TriangleBuffer.
Vector3 CrossProduct(const Vector3 &Vec) const
This is used to calculate the crossproduct of this and another vector.
Definition: vector3.cpp:338
virtual String GetName() const
Gets the name of this modifier.
A modifier that will generate UV coordinates as they would need to be on a box model.
Definition: boxuvmodifier.h:94
BoxUVModifier & SetBoxPosition(const Vector3 &Position)
Sets the center position of the Box to project UV's onto.
VertexContainer::iterator VertexIterator
Iterator type for Vertex instances in a VertexContainer.
Real X
Coordinate on the X vector.
Definition: vector3.h:85
Real Z
Coordinate on the Z vector.
Definition: vector3.h:89
A convenience buffer that stores vertices and indices of a mesh to be generated.
int Integer
A datatype used to represent any integer close to.
Definition: datatypes.h:154
uint8_t UInt8
An 8-bit unsigned integer.
Definition: datatypes.h:118
VertexContainer & GetVertices()
Gets a modifiable reference to Vertices.
Each face of the cube is packed into a 3x2 texture atlas.
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
Each face of the cube is packed into a 4x3 texture atlas and is arranged into a cross shape...
MappingType
An enum describing how the quads for the cube are expected to be laid out on the texture.
Definition: boxuvmodifier.h:98
BoxUVModifier & SetBoxHalfSize(const Vector3 &HalfSize)
Sets the half-size of the Box to project UV's onto.
This is used to represent a point on a 2 dimentional area, such as a screen.
Definition: vector2.h:63
static Vector3 Unit_Y()
Gets a vector representing the Y unit of a Vector3.
Definition: vector3.cpp:134
MappingType Mapping
How the quads for the cube are expected to be laid out on the texture.
Real Y
Coordinate on the Y vector.
Definition: vector3.h:87
static Vector3 Neg_Unit_X()
Gets a vector representing the negative X unit of a Vector3.
Definition: vector3.cpp:140
void SetValues(const Real &X, const Real &Y, const Real &Z)
Manually sets all the members of this vector3.
Definition: vector3.cpp:524
static Vector3 Unit_X()
Gets a vector representing the X unit of a Vector3.
Definition: vector3.cpp:131
Real DotProduct(const Vector3 &Vec) const
This is used to calculate the dotproduct of this and another vector.
Definition: vector3.cpp:347
static Vector3 Unit_Z()
Gets a vector representing the Z unit of a Vector3.
Definition: vector3.cpp:137
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
Vector3 BoxPosition
The central position of the box.
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
Boole IsZeroLength() const
Checks to see if the length of this vector is zero.
Definition: vector3.cpp:469
Vector3 BoxHalfExtents
The half-size of the box on each dimension.
static Vector3 Neg_Unit_Z()
Gets a vector representing the negative Z unit of a Vector3.
Definition: vector3.cpp:146
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159
BoxUVModifier & SetMappingType(const MappingType Type)
Sets the UV mapping mode to be expected to be used with the mesh.
static Vector3 Neg_Unit_Y()
Gets a vector representing the negative Y unit of a Vector3.
Definition: vector3.cpp:143