forked from Mirrorlandia_minetest/minetest
Halo: Highlight selected face
This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
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8a1a9fdc24
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68f5b877c7
@ -362,6 +362,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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min_distance = (selected_object->getPosition() - camera_position).getLength();
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hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
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result.type = POINTEDTHING_OBJECT;
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result.object_id = selected_object->getId();
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}
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@ -473,6 +474,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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if (!facebox.intersectsWithLine(shootline))
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continue;
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result.node_abovesurface = pointed_pos + facedir;
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hud->setSelectedFaceNormal(v3f(facedir.X, facedir.Y, facedir.Z));
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face_min_distance = distance;
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}
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}
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@ -544,6 +544,12 @@ void Hud::drawSelectionMesh()
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video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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setMeshColor(m_selection_mesh, m_selection_mesh_color);
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video::SColor face_color(0,
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MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
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MYMIN(255, m_selection_mesh_color.getGreen() * 1.5),
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MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
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setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
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face_color);
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scene::IMesh* mesh = cloneMesh(m_selection_mesh);
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translateMesh(mesh, m_selection_pos_with_offset);
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u32 mc = m_selection_mesh->getMeshBufferCount();
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@ -139,8 +139,11 @@ public:
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v3f getSelectionPos() const
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{ return m_selection_pos; }
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void setSelectionMeshColor(const video::SColor &c)
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{ m_selection_mesh_color = c; }
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void setSelectionMeshColor(const video::SColor &color)
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{ m_selection_mesh_color = color; }
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void setSelectedFaceNormal(const v3f &face_normal)
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{ m_selected_face_normal = face_normal; }
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void drawLuaElements(const v3s16 &camera_offset);
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@ -169,6 +172,8 @@ private:
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scene::IMesh* m_selection_mesh;
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video::SColor m_selection_mesh_color;
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v3f m_selected_face_normal;
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video::SMaterial m_selection_material;
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bool m_use_selection_mesh;
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};
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20
src/mesh.cpp
20
src/mesh.cpp
@ -226,7 +226,27 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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vertex->Color = colorY;
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else
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vertex->Color = colorZ;
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}
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}
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}
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void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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const video::SColor &color)
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{
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if (!mesh)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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if (normal == vertex->Normal) {
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vertex->Color = color;
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}
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}
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}
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}
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@ -64,6 +64,10 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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const video::SColor &colorZ);
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void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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const video::SColor &color);
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/*
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Rotate the mesh by 6d facedir value.
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Method only for meshnodes, not suitable for entities.
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