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vertextransformmodifier.h
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
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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 
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49  of this software and associated documentation files (the "Software"), to deal
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64  THE SOFTWARE.
65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralvertextransformmodifier_h
68 #define _graphicsproceduralvertextransformmodifier_h
69 
70 #include "Graphics/Procedural/Mesh/meshmodifier.h"
71 
72 namespace Mezzanine
73 {
74  namespace Graphics
75  {
76  namespace Procedural
77  {
78  ///////////////////////////////////////////////////////////////////////////////
79  /// @brief A modifier that will update the transform of every vertex in a mesh.
80  /// @details
81  ///////////////////////////////////////
83  {
84  protected:
85  /// @internal
86  /// @brief The amount of rotation to apply to each vertex.
88  /// @internal
89  /// @brief The amount of linear movement to apply to each vertex.
91  /// @internal
92  /// @brief The amount to scale each vertex by.
94  public:
95  /// @brief Blank constructor.
97  /// @brief Class destructor.
98  virtual ~VertexTransformModifier();
99 
100  ///////////////////////////////////////////////////////////////////////////////
101  // Utility
102 
103  /// @copydoc MeshModifier::Modify(TriangleBuffer&)
104  virtual void Modify(TriangleBuffer& Buffer);
105  /// @copydoc MeshModifier::GetName() const
106  virtual String GetName() const;
107 
108  ///////////////////////////////////////////////////////////////////////////////
109  // Configuration
110 
111  /// @brief Sets how to rotate the mesh.
112  /// @param Rot The amount of rotation to apply.
113  /// @return Returns a reference to this.
114  VertexTransformModifier& SetRotation(const Quaternion& Rot);
115  /// @brief Sets how to rotate the mesh.
116  /// @param X The X component of the rotation(Quaternion) to apply.
117  /// @param Y The Y component of the rotation(Quaternion) to apply.
118  /// @param Z The Z component of the rotation(Quaternion) to apply.
119  /// @param W The W component of the rotation(Quaternion) to apply.
120  /// @return Returns a reference to this.
121  VertexTransformModifier& SetRotation(const Real X, const Real Y, const Real Z, const Real W);
122  /// @brief Sets the linear movement to apply.
123  /// @param Trans The amount of linear movement to apply to each vertex.
124  /// @return Returns a reference to this.
125  VertexTransformModifier& SetTranslation(const Vector3& Trans);
126  /// @brief Sets the linear movement to apply.
127  /// @param X The amount of linear movement to apply to each vertex on the X axis.
128  /// @param Y The amount of linear movement to apply to each vertex on the Y axis.
129  /// @param Z The amount of linear movement to apply to each vertex on the Z axis.
130  /// @return Returns a reference to this.
131  VertexTransformModifier& SetTranslation(const Real X, const Real Y, const Real Z);
132  /// @brief Sets the scaling to apply.
133  /// @param Scale The amount to scale each vertex by.
134  /// @return Returns a reference to this.
135  VertexTransformModifier& SetScaling(const Vector3& Scale);
136  /// @brief Sets the scaling to apply.
137  /// @param X The amount of scale to apply to each vertex on the X axis.
138  /// @param Y The amount of scale to apply to each vertex on the Y axis.
139  /// @param Z The amount of scale to apply to each vertex on the Z axis.
140  /// @return Returns a reference to this.
141  VertexTransformModifier& SetScaling(const Real X, const Real Y, const Real Z);
142  };//VertexTransformModifier
143  }//Procedural
144  }//Graphics
145 }//Mezzanine
146 
147 #endif
A base class for modifying the contents of an already populated triangle buffer.
Definition: meshmodifier.h:82
Vector3 Translation
The amount of linear movement to apply to each vertex.
A convenience buffer that stores vertices and indices of a mesh to be generated.
Quaternion Rotation
The amount of rotation to apply to each vertex.
Vector3 Scaling
The amount to scale each vertex by.
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
A modifier that will update the transform of every vertex in a mesh.
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...
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
This is used to store information about rotation in 3d space.
Definition: quaternion.h:68
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159