2011-12-03 08:40:32 +01:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-12-03 08:40:32 +01:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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2011-12-03 08:40:32 +01:00
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2011-12-03 08:40:32 +01:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2011-12-03 08:40:32 +01:00
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mesh.h"
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2013-08-11 04:09:45 +02:00
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#include "debug.h"
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2012-01-12 06:10:39 +01:00
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#include "log.h"
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#include <iostream>
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2011-12-03 08:40:32 +01:00
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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// In Irrlicht 1.8 the signature of ITexture::lock was changed from
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// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
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#define MY_ETLM_READ_ONLY true
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#else
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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scene::IAnimatedMesh* createCubeMesh(v3f scale)
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh *mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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2012-01-12 06:10:39 +01:00
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// Set default material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add mesh buffer to mesh
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2011-12-03 08:40:32 +01:00
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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2012-01-12 06:10:39 +01:00
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2011-12-03 08:40:32 +01:00
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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scaleMesh(anim_mesh, scale); // also recalculates bounding box
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return anim_mesh;
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}
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static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
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{
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const s32 argb_wstep = 4 * twidth;
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const s32 alpha_threshold = 1;
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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// Front and back
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{
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// "Interior"
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// (add faces where a solid pixel is next to a transparent one)
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u8 *solidity = new u8[(twidth+2) * (theight+2)];
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u32 wstep = twidth + 2;
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for (u32 y = 0; y < theight + 2; ++y)
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{
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u8 *scanline = solidity + y * wstep;
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if (y == 0 || y == theight + 1)
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{
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for (u32 x = 0; x < twidth + 2; ++x)
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scanline[x] = 0;
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}
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else
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{
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scanline[0] = 0;
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u8 *argb_scanline = data + (y - 1) * argb_wstep;
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for (u32 x = 0; x < twidth; ++x)
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scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
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scanline[twidth + 1] = 0;
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}
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}
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// without this, there would be occasional "holes" in the mesh
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f32 eps = 0.01;
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for (u32 y = 0; y <= theight; ++y)
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{
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u8 *scanline = solidity + y * wstep + 1;
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for (u32 x = 0; x <= twidth; ++x)
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{
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if (scanline[x] && !scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (scanline[xx] && !scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y - eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y - 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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if (!scanline[x] && scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (!scanline[xx] && scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y + eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y + 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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}
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}
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for (u32 x = 0; x <= twidth; ++x)
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{
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u8 *scancol = solidity + x + wstep;
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for (u32 y = 0; y <= theight; ++y)
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{
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if (scancol[y * wstep] && !scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x - eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x - 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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if (!scancol[y * wstep] && scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x + eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x + 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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}
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}
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2013-04-07 22:27:27 +02:00
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delete[] solidity;
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2011-12-03 08:40:32 +01:00
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// Add to mesh
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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buf->drop();
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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return anim_mesh;
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}
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scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
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video::IVideoDriver *driver, v3f scale)
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{
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scene::IAnimatedMesh *mesh = NULL;
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2013-10-22 19:31:49 +02:00
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core::dimension2d<u32> size = texture->getOriginalSize();
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2011-12-03 08:40:32 +01:00
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video::ECOLOR_FORMAT format = texture->getColorFormat();
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if (format == video::ECF_A8R8G8B8)
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{
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// Texture is in the correct color format, we can pass it
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// to extrudeARGB right away.
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void *data = texture->lock(MY_ETLM_READ_ONLY);
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if (data == NULL)
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return NULL;
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mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
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texture->unlock();
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}
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else
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{
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video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
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if (img1 == NULL)
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return NULL;
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// img1 is in the texture's color format, convert to 8-bit ARGB
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video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size);
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2013-07-06 06:16:51 +02:00
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if (img2 == NULL)
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2011-12-03 08:40:32 +01:00
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{
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2013-07-06 06:16:51 +02:00
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img1->drop();
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return NULL;
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2011-12-03 08:40:32 +01:00
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}
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2013-07-06 06:16:51 +02:00
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img1->copyTo(img2);
|
2011-12-03 08:40:32 +01:00
|
|
|
img1->drop();
|
2013-07-06 06:16:51 +02:00
|
|
|
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
|
|
|
|
img2->unlock();
|
|
|
|
img2->drop();
|
2011-12-03 08:40:32 +01:00
|
|
|
}
|
2012-01-12 06:10:39 +01:00
|
|
|
|
|
|
|
// Set default material
|
|
|
|
mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
|
|
|
|
mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
|
|
|
mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
|
2011-12-03 08:40:32 +01:00
|
|
|
scaleMesh(mesh, scale); // also recalculates bounding box
|
|
|
|
return mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void scaleMesh(scene::IMesh *mesh, v3f scale)
|
|
|
|
{
|
|
|
|
if(mesh == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
core::aabbox3d<f32> bbox;
|
|
|
|
bbox.reset(0,0,0);
|
|
|
|
|
|
|
|
u16 mc = mesh->getMeshBufferCount();
|
|
|
|
for(u16 j=0; j<mc; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 vc = buf->getVertexCount();
|
|
|
|
for(u16 i=0; i<vc; i++)
|
|
|
|
{
|
|
|
|
vertices[i].Pos *= scale;
|
|
|
|
}
|
|
|
|
buf->recalculateBoundingBox();
|
|
|
|
|
|
|
|
// calculate total bounding box
|
|
|
|
if(j == 0)
|
|
|
|
bbox = buf->getBoundingBox();
|
|
|
|
else
|
|
|
|
bbox.addInternalBox(buf->getBoundingBox());
|
|
|
|
}
|
|
|
|
mesh->setBoundingBox(bbox);
|
|
|
|
}
|
|
|
|
|
2012-01-12 06:10:39 +01:00
|
|
|
void translateMesh(scene::IMesh *mesh, v3f vec)
|
|
|
|
{
|
|
|
|
if(mesh == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
core::aabbox3d<f32> bbox;
|
|
|
|
bbox.reset(0,0,0);
|
|
|
|
|
|
|
|
u16 mc = mesh->getMeshBufferCount();
|
|
|
|
for(u16 j=0; j<mc; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 vc = buf->getVertexCount();
|
|
|
|
for(u16 i=0; i<vc; i++)
|
|
|
|
{
|
|
|
|
vertices[i].Pos += vec;
|
|
|
|
}
|
|
|
|
buf->recalculateBoundingBox();
|
|
|
|
|
|
|
|
// calculate total bounding box
|
|
|
|
if(j == 0)
|
|
|
|
bbox = buf->getBoundingBox();
|
|
|
|
else
|
|
|
|
bbox.addInternalBox(buf->getBoundingBox());
|
|
|
|
}
|
|
|
|
mesh->setBoundingBox(bbox);
|
|
|
|
}
|
|
|
|
|
2011-12-03 08:40:32 +01:00
|
|
|
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
|
|
|
{
|
|
|
|
if(mesh == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
u16 mc = mesh->getMeshBufferCount();
|
|
|
|
for(u16 j=0; j<mc; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 vc = buf->getVertexCount();
|
|
|
|
for(u16 i=0; i<vc; i++)
|
|
|
|
{
|
|
|
|
vertices[i].Color = color;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
|
|
|
const video::SColor &colorX,
|
|
|
|
const video::SColor &colorY,
|
|
|
|
const video::SColor &colorZ)
|
|
|
|
{
|
|
|
|
if(mesh == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
u16 mc = mesh->getMeshBufferCount();
|
|
|
|
for(u16 j=0; j<mc; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 vc = buf->getVertexCount();
|
|
|
|
for(u16 i=0; i<vc; i++)
|
|
|
|
{
|
|
|
|
f32 x = fabs(vertices[i].Normal.X);
|
|
|
|
f32 y = fabs(vertices[i].Normal.Y);
|
|
|
|
f32 z = fabs(vertices[i].Normal.Z);
|
|
|
|
if(x >= y && x >= z)
|
|
|
|
vertices[i].Color = colorX;
|
|
|
|
else if(y >= z)
|
|
|
|
vertices[i].Color = colorY;
|
|
|
|
else
|
|
|
|
vertices[i].Color = colorZ;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2014-10-15 04:13:53 +02:00
|
|
|
|
|
|
|
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
|
|
|
|
{
|
|
|
|
int axisdir = facedir>>2;
|
|
|
|
facedir &= 0x03;
|
|
|
|
|
|
|
|
u16 mc = mesh->getMeshBufferCount();
|
|
|
|
for(u16 j = 0; j < mc; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 vc = buf->getVertexCount();
|
|
|
|
for(u16 i=0; i<vc; i++)
|
|
|
|
{
|
|
|
|
switch (axisdir)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
|
|
break;
|
|
|
|
case 1: // z+
|
|
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateXYBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
|
|
break;
|
|
|
|
case 2: //z-
|
|
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateXYBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
break;
|
|
|
|
case 3: //x+
|
|
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateYZBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
|
|
break;
|
|
|
|
case 4: //x-
|
|
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateYZBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
vertices[i].Pos.rotateXYBy(-180);
|
|
|
|
if(facedir == 1)
|
|
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
|
|
else if(facedir == 2)
|
|
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
|
|
else if(facedir == 3)
|
|
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void recalculateBoundingBox(scene::IMesh *src_mesh)
|
|
|
|
{
|
|
|
|
core::aabbox3d<f32> bbox;
|
|
|
|
bbox.reset(0,0,0);
|
|
|
|
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
|
|
|
|
buf->recalculateBoundingBox();
|
|
|
|
if(j == 0)
|
|
|
|
bbox = buf->getBoundingBox();
|
|
|
|
else
|
|
|
|
bbox.addInternalBox(buf->getBoundingBox());
|
|
|
|
}
|
|
|
|
src_mesh->setBoundingBox(bbox);
|
|
|
|
}
|
|
|
|
|
|
|
|
scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
|
|
|
|
{
|
|
|
|
scene::SMesh* dst_mesh = new scene::SMesh();
|
|
|
|
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
|
|
u16 *indices = (u16*)buf->getIndices();
|
|
|
|
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
|
|
|
|
temp_buf->append(vertices, buf->getVertexCount(),
|
|
|
|
indices, buf->getIndexCount());
|
|
|
|
dst_mesh->addMeshBuffer(temp_buf);
|
|
|
|
temp_buf->drop();
|
|
|
|
}
|
|
|
|
return dst_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
|
|
|
|
{
|
|
|
|
scene::SMesh* dst_mesh = new scene::SMesh();
|
|
|
|
for (u16 j = 0; j < 6; j++)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
|
|
dst_mesh->addMeshBuffer(buf);
|
|
|
|
buf->drop();
|
|
|
|
}
|
|
|
|
|
|
|
|
video::SColor c(255,255,255,255);
|
|
|
|
|
|
|
|
std::vector<aabb3f> boxes = f->node_box.fixed;
|
|
|
|
|
|
|
|
for(std::vector<aabb3f>::iterator
|
|
|
|
i = boxes.begin();
|
|
|
|
i != boxes.end(); i++)
|
|
|
|
{
|
|
|
|
aabb3f box = *i;
|
|
|
|
|
|
|
|
f32 temp;
|
|
|
|
if (box.MinEdge.X > box.MaxEdge.X)
|
|
|
|
{
|
|
|
|
temp=box.MinEdge.X;
|
|
|
|
box.MinEdge.X=box.MaxEdge.X;
|
|
|
|
box.MaxEdge.X=temp;
|
|
|
|
}
|
|
|
|
if (box.MinEdge.Y > box.MaxEdge.Y)
|
|
|
|
{
|
|
|
|
temp=box.MinEdge.Y;
|
|
|
|
box.MinEdge.Y=box.MaxEdge.Y;
|
|
|
|
box.MaxEdge.Y=temp;
|
|
|
|
}
|
|
|
|
if (box.MinEdge.Z > box.MaxEdge.Z)
|
|
|
|
{
|
|
|
|
temp=box.MinEdge.Z;
|
|
|
|
box.MinEdge.Z=box.MaxEdge.Z;
|
|
|
|
box.MaxEdge.Z=temp;
|
|
|
|
}
|
|
|
|
// Compute texture coords
|
|
|
|
f32 tx1 = (box.MinEdge.X/BS)+0.5;
|
|
|
|
f32 ty1 = (box.MinEdge.Y/BS)+0.5;
|
|
|
|
f32 tz1 = (box.MinEdge.Z/BS)+0.5;
|
|
|
|
f32 tx2 = (box.MaxEdge.X/BS)+0.5;
|
|
|
|
f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
|
|
|
|
f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
|
|
|
|
f32 txc[24] = {
|
|
|
|
// up
|
|
|
|
tx1, 1-tz2, tx2, 1-tz1,
|
|
|
|
// down
|
|
|
|
tx1, tz1, tx2, tz2,
|
|
|
|
// right
|
|
|
|
tz1, 1-ty2, tz2, 1-ty1,
|
|
|
|
// left
|
|
|
|
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
|
|
|
// back
|
|
|
|
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
|
|
|
// front
|
|
|
|
tx1, 1-ty2, tx2, 1-ty1,
|
|
|
|
};
|
|
|
|
v3f min = box.MinEdge;
|
|
|
|
v3f max = box.MaxEdge;
|
|
|
|
|
|
|
|
video::S3DVertex vertices[24] =
|
|
|
|
{
|
|
|
|
// up
|
|
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
|
|
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
|
|
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
|
|
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
|
|
|
|
// down
|
|
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
|
|
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
|
|
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
|
|
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
|
|
|
|
// right
|
|
|
|
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
|
|
|
|
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
|
|
|
|
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
|
|
|
|
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
|
|
|
|
// left
|
|
|
|
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
|
|
|
|
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
|
|
|
|
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
|
|
|
|
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
|
|
|
|
// back
|
|
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
|
|
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
|
|
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
|
|
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
|
|
|
|
// front
|
|
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
|
|
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
|
|
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
|
|
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
|
|
|
|
};
|
|
|
|
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
|
|
|
|
for(u16 j = 0; j < 24; j += 4)
|
|
|
|
{
|
|
|
|
scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
|
|
|
|
buf->append(vertices + j, 4, indices, 6);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return dst_mesh;
|
|
|
|
}
|