forked from Mirrorlandia_minetest/minetest
Use single box for halo mesh
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parent
c1044b9a4a
commit
9357294cfc
21
src/hud.cpp
21
src/hud.cpp
@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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m_selection_mesh = NULL;
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m_selection_mesh = NULL;
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m_selection_boxes.clear();
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m_selection_boxes.clear();
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m_halo_boxes.clear();
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m_selection_pos = v3f(0.0, 0.0, 0.0);
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m_selection_pos = v3f(0.0, 0.0, 0.0);
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std::string mode = g_settings->get("node_highlighting");
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std::string mode = g_settings->get("node_highlighting");
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m_selection_material.Lighting = false;
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m_selection_material.Lighting = false;
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@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
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0,0,1,1
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0,0,1,1
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};
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};
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m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
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// Use single halo box instead of multiple overlapping boxes.
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// Temporary solution - problem can be solved with multiple
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// rendering targets, or some method to remove inner surfaces.
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// Thats because of halo transparency.
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// scale final halo mesh
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aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
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scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
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m_halo_boxes.clear();
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for (std::vector<aabb3f>::iterator
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i = m_selection_boxes.begin();
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i != m_selection_boxes.end(); ++i) {
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halo_box.addInternalBox(*i);
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}
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m_halo_boxes.push_back(halo_box);
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m_selection_mesh = convertNodeboxesToMesh(
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m_halo_boxes, texture_uv, 0.5);
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}
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}
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void Hud::resizeHotbar() {
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void Hud::resizeHotbar() {
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@ -162,6 +162,7 @@ private:
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video::SColor hbar_colors[4];
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video::SColor hbar_colors[4];
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std::vector<aabb3f> m_selection_boxes;
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std::vector<aabb3f> m_selection_boxes;
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std::vector<aabb3f> m_halo_boxes;
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v3f m_selection_pos;
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v3f m_selection_pos;
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v3f m_selection_pos_with_offset;
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v3f m_selection_pos_with_offset;
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28
src/mesh.cpp
28
src/mesh.cpp
@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
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}
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}
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords)
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const f32 *uv_coords, float expand)
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{
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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scene::SMesh* dst_mesh = new scene::SMesh();
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@ -426,26 +426,14 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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i != boxes.end(); ++i)
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i != boxes.end(); ++i)
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{
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{
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aabb3f box = *i;
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aabb3f box = *i;
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box.repair();
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f32 temp;
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box.MinEdge.X -= expand;
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if (box.MinEdge.X > box.MaxEdge.X)
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box.MinEdge.Y -= expand;
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{
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box.MinEdge.Z -= expand;
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temp=box.MinEdge.X;
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box.MaxEdge.X += expand;
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box.MinEdge.X=box.MaxEdge.X;
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box.MaxEdge.Y += expand;
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box.MaxEdge.X=temp;
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box.MaxEdge.Z += expand;
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}
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if (box.MinEdge.Y > box.MaxEdge.Y)
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{
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temp=box.MinEdge.Y;
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box.MinEdge.Y=box.MaxEdge.Y;
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box.MaxEdge.Y=temp;
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}
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if (box.MinEdge.Z > box.MaxEdge.Z)
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{
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temp=box.MinEdge.Z;
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box.MinEdge.Z=box.MaxEdge.Z;
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box.MaxEdge.Z=temp;
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}
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// Compute texture UV coords
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// Compute texture UV coords
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f32 tx1 = (box.MinEdge.X / BS) + 0.5;
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f32 tx1 = (box.MinEdge.X / BS) + 0.5;
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@ -86,9 +86,10 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
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Convert nodeboxes to mesh.
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Convert nodeboxes to mesh.
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boxes - set of nodeboxes to be converted into cuboids
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boxes - set of nodeboxes to be converted into cuboids
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uv_coords[24] - table of texture uv coords for each cuboid face
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uv_coords[24] - table of texture uv coords for each cuboid face
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expand - factor by which cuboids will be resized
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*/
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*/
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords = NULL);
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const f32 *uv_coords = NULL, float expand = 0);
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/*
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/*
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Update bounding box for a mesh.
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Update bounding box for a mesh.
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