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boxuvmodifier.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
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40 /*
41  -----------------------------------------------------------------------------
42  This source file is part of ogre-procedural
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44  For the latest info, see http://code.google.com/p/ogre-procedural/
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46  Copyright (c) 2010-2013 Michael Broutin
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65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralboxuvmodifier_h
68 #define _graphicsproceduralboxuvmodifier_h
69 
70 #include "Graphics/Procedural/Mesh/meshmodifier.h"
71 
72 #include "vector3.h"
73 
74 namespace Mezzanine
75 {
76  namespace Graphics
77  {
78  namespace Procedural
79  {
80  ///////////////////////////////////////////////////////////////////////////////
81  /// @brief A modifier that will generate UV coordinates as they would need to be on a box model.
82  /// @details The mapping type used here will not necessarily make or break the actual operation performed, it simple sets
83  /// the data for a particular expectation. All of the axes specified here are in local model space. @n @n
84  /// MT_Full is the simplest setup and is used for most if not all tutorial
85  /// setups and it is where it uses the full texture, stretches it to match the aspect ratio of the face, and copies it for
86  /// each face on the box. The other setups are a little more complicated. @n @n
87  /// MT_Cross is a more typical example of a professional cube map, where you place the quads for each face on a texture
88  /// partitioned in a 4x3 grid with the middle row occupied by the X and Z axis faces in the following order: (-X,-Z,+X,+Z),
89  /// and the top and bottom of the second column (from the left) occupied by the Y axis faces: +Y on top and -Y on bottom. @n @n
90  /// MT_Packed is where a texture is partitioned into a 3x2 grid, and unlike MT_Cross, will take up the entire texture. The
91  /// top row are the positive facing directions in alphabetical order (+X,+Y,+Z) from left to right. The bottom row are the
92  /// negative facing directions, also in alphabetical order (-X,-Y,-Z) from left to right.
93  ///////////////////////////////////////
95  {
96  public:
97  /// @brief An enum describing how the quads for the cube are expected to be laid out on the texture.
99  {
100  MT_Cross = 1, ///< Each face of the cube is packed into a 4x3 texture atlas and is arranged into a cross shape.
101  MT_Packed = 2, ///< Each face of the cube is packed into a 3x2 texture atlas.
102  MT_Full = 3 ///< There is only one texture to use for each face of the cube.
103  };
104  protected:
105  /// @internal
106  /// @brief The half-size of the box on each dimension.
108  /// @internal
109  /// @brief The central position of the box.
111  /// @internal
112  /// @brief How the quads for the cube are expected to be laid out on the texture.
114  public:
115  /// @brief Blank constructor.
116  BoxUVModifier();
117  /// @brief Class destructor.
118  virtual ~BoxUVModifier();
119 
120  ///////////////////////////////////////////////////////////////////////////////
121  // Utility
122 
123  /// @copydoc MeshModifier::Modify(TriangleBuffer&)
124  virtual void Modify(TriangleBuffer& Buffer);
125  /// @copydoc MeshModifier::GetName() const
126  virtual String GetName() const;
127 
128  ///////////////////////////////////////////////////////////////////////////////
129  // Configuration
130 
131  /// @brief Sets the UV mapping mode to be expected to be used with the mesh.
132  /// @param Type The type of mapping to expect when setting up the UV's.
133  /// @return Returns a reference to this.
134  BoxUVModifier& SetMappingType(const MappingType Type);
135  /// @brief Sets the center position of the Box to project UV's onto.
136  /// @param Position The central position of the Box.
137  /// @return Returns a reference to this.
138  BoxUVModifier& SetBoxPosition(const Vector3& Position);
139  /// @brief Sets the center position of the Box to project UV's onto.
140  /// @param X The central position of the Box on the X axis.
141  /// @param Y The central position of the Box on the Y axis.
142  /// @param Z The central position of the Box on the Z axis.
143  /// @return Returns a reference to this.
144  BoxUVModifier& SetBoxPosition(const Real X, const Real Y, const Real Z);
145  /// @brief Sets the half-size of the Box to project UV's onto.
146  /// @param HalfSize Half the size of the Box to generate UV's with.
147  /// @return Returns a reference to this.
148  BoxUVModifier& SetBoxHalfSize(const Vector3& HalfSize);
149  /// @brief Sets the half-size of the Box to project UV's onto.
150  /// @param X Half the size of the Box to generate UV's with on the X axis.
151  /// @param Y Half the size of the Box to generate UV's with on the Y axis.
152  /// @param Z Half the size of the Box to generate UV's with on the Z axis.
153  /// @return Returns a reference to this.
154  BoxUVModifier& SetBoxHalfSize(const Real X, const Real Y, const Real Z);
155  };//BoxUVModifier
156  }//Procedural
157  }//Graphics
158 }//Mezzanine
159 
160 #endif
A base class for modifying the contents of an already populated triangle buffer.
Definition: meshmodifier.h:82
A modifier that will generate UV coordinates as they would need to be on a box model.
Definition: boxuvmodifier.h:94
A convenience buffer that stores vertices and indices of a mesh to be generated.
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
MappingType
An enum describing how the quads for the cube are expected to be laid out on the texture.
Definition: boxuvmodifier.h:98
MappingType Mapping
How the quads for the cube are expected to be laid out on the texture.
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
Vector3 BoxPosition
The central position of the box.
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
Vector3 BoxHalfExtents
The half-size of the box on each dimension.
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159