5 #ifndef __I_GEOMETRY_CREATOR_H_INCLUDED__
6 #define __I_GEOMETRY_CREATOR_H_INCLUDED__
91 bool debugBorders=
false)
const =0;
108 const u32 tesselationCone = 8,
const f32 height = 1.f,
109 const f32 cylinderHeight = 0.6f,
const f32 widthCylinder = 0.05f,
122 u32 polyCountX = 16,
u32 polyCountY = 16)
const =0;
137 bool closeTop=
true,
f32 oblique=0.f)
const =0;
152 f32 oblique=0.f)
const =0;
165 const u32 subdivideU=32,
const u32 subdivideV=32,
168 const f32 lpDistance = 8.f,
Base class of most objects of the Irrlicht Engine.
Specifies a 2 dimensional size.
3d vector template class with lots of operators and methods.
Helper class for creating geometry on the fly.
virtual IMesh * createCubeMesh(const core::vector3df &size=core::vector3df(5.f, 5.f, 5.f)) const =0
Creates a simple cube mesh.
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.
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.
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.
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.
virtual IMesh * createSphereMesh(f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16) const =0
Create a sphere mesh.
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.
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.
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.
Class which holds the geometry of an object.
Interface for software image data.
Interface to driver which is able to perform 2d and 3d graphics functions.
Class representing a 32 bit ARGB color.
Struct for holding parameters for a material renderer.
Everything in the Irrlicht Engine can be found in this namespace.
float f32
32 bit floating point variable.
unsigned int u32
32 bit unsigned variable.