Use single box for halo mesh

This commit is contained in:
RealBadAngel 2016-02-11 04:57:01 +01:00 committed by Kahrl
parent c1044b9a4a
commit 9357294cfc
4 changed files with 30 additions and 25 deletions

@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
m_selection_mesh = NULL; m_selection_mesh = NULL;
m_selection_boxes.clear(); m_selection_boxes.clear();
m_halo_boxes.clear();
m_selection_pos = v3f(0.0, 0.0, 0.0); m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting"); std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false; m_selection_material.Lighting = false;
@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
0,0,1,1 0,0,1,1
}; };
m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv); // Use single halo box instead of multiple overlapping boxes.
// Temporary solution - problem can be solved with multiple
// rendering targets, or some method to remove inner surfaces.
// Thats because of halo transparency.
// scale final halo mesh aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08)); m_halo_boxes.clear();
for (std::vector<aabb3f>::iterator
i = m_selection_boxes.begin();
i != m_selection_boxes.end(); ++i) {
halo_box.addInternalBox(*i);
}
m_halo_boxes.push_back(halo_box);
m_selection_mesh = convertNodeboxesToMesh(
m_halo_boxes, texture_uv, 0.5);
} }
void Hud::resizeHotbar() { void Hud::resizeHotbar() {

@ -162,6 +162,7 @@ private:
video::SColor hbar_colors[4]; video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes; std::vector<aabb3f> m_selection_boxes;
std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos; v3f m_selection_pos;
v3f m_selection_pos_with_offset; v3f m_selection_pos_with_offset;

@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
} }
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes, scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords) const f32 *uv_coords, float expand)
{ {
scene::SMesh* dst_mesh = new scene::SMesh(); scene::SMesh* dst_mesh = new scene::SMesh();
@ -421,31 +421,19 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
video::SColor c(255,255,255,255); video::SColor c(255,255,255,255);
for(std::vector<aabb3f>::const_iterator for (std::vector<aabb3f>::const_iterator
i = boxes.begin(); i = boxes.begin();
i != boxes.end(); ++i) i != boxes.end(); ++i)
{ {
aabb3f box = *i; aabb3f box = *i;
box.repair();
f32 temp; box.MinEdge.X -= expand;
if (box.MinEdge.X > box.MaxEdge.X) box.MinEdge.Y -= expand;
{ box.MinEdge.Z -= expand;
temp=box.MinEdge.X; box.MaxEdge.X += expand;
box.MinEdge.X=box.MaxEdge.X; box.MaxEdge.Y += expand;
box.MaxEdge.X=temp; box.MaxEdge.Z += expand;
}
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 UV coords // Compute texture UV coords
f32 tx1 = (box.MinEdge.X / BS) + 0.5; f32 tx1 = (box.MinEdge.X / BS) + 0.5;

@ -86,9 +86,10 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
Convert nodeboxes to mesh. Convert nodeboxes to mesh.
boxes - set of nodeboxes to be converted into cuboids boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face uv_coords[24] - table of texture uv coords for each cuboid face
expand - factor by which cuboids will be resized
*/ */
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes, scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords = NULL); const f32 *uv_coords = NULL, float expand = 0);
/* /*
Update bounding box for a mesh. Update bounding box for a mesh.