forked from Mirrorlandia_minetest/minetest
Use plain IBillboardSceneNode instead of MyBillboardSceneNode (improves
Irrlicht 1.8 compat); also find dungeon master's fireball texture again; add /spawnentity command
This commit is contained in:
parent
520200d597
commit
ceaf8edade
@ -1472,6 +1472,28 @@ minetest.register_on_chat_message(function(name, message)
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end
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return true -- Handled chat message
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end
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local cmd = "/spawnentity"
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if message:sub(0, #cmd) == cmd then
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if not minetest.get_player_privs(name)["give"] then
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minetest.chat_send_player(name, "you don't have permission to spawn (give)")
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return true -- Handled chat message
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end
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local entityname = string.match(message, cmd.." (.*)")
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if entityname == nil then
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minetest.chat_send_player(name, 'usage: '..cmd..' entityname')
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return true -- Handled chat message
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end
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print(cmd..' invoked, entityname="'..entityname..'"')
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local player = minetest.env:get_player_by_name(name)
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if player == nil then
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print("Unable to spawn entity, player is nil")
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return true -- Handled chat message
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end
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minetest.env:add_luaentity(player:getpos(), entityname)
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minetest.chat_send_player(name, '"'..entityname
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..'" spawned.');
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return true -- Handled chat message
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end
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end)
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--
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Before Width: | Height: | Size: 603 B After Width: | Height: | Size: 603 B |
@ -158,7 +158,6 @@ endif()
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# Client sources
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set(minetest_SRCS
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${common_SRCS}
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MyBillboardSceneNode.cpp
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content_mapblock.cpp
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content_cao.cpp
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mesh.cpp
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@ -1,202 +0,0 @@
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// Copyright (C) 2002-2010 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "MyBillboardSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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MyBillboardSceneNode::MyBillboardSceneNode(ISceneNode* parent,
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ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::dimension2d<f32>& size)
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: IBillboardSceneNode(parent, mgr, id, position)
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{
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#ifdef _DEBUG
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setDebugName("MyBillboardSceneNode");
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#endif
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setSize(size);
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indices[0] = 0;
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indices[1] = 2;
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indices[2] = 1;
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indices[3] = 0;
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indices[4] = 3;
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indices[5] = 2;
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video::SColor colorTop = video::SColor(0xFFFFFFFF);
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video::SColor colorBottom = video::SColor(0xFFFFFFFF);
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vertices[0].TCoords.set(1.0f, 1.0f);
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vertices[0].Color = colorBottom;
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vertices[1].TCoords.set(1.0f, 0.0f);
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vertices[1].Color = colorTop;
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vertices[2].TCoords.set(0.0f, 0.0f);
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vertices[2].Color = colorTop;
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vertices[3].TCoords.set(0.0f, 1.0f);
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vertices[3].Color = colorBottom;
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}
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//! pre render event
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void MyBillboardSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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//! render
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void MyBillboardSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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// make billboard look to camera
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core::vector3df pos = getAbsolutePosition();
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core::vector3df campos = camera->getAbsolutePosition();
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core::vector3df target = camera->getTarget();
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core::vector3df up = camera->getUpVector();
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core::vector3df view = target - campos;
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view.normalize();
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core::vector3df horizontal = up.crossProduct(view);
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if ( horizontal.getLength() == 0 )
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{
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horizontal.set(up.Y,up.X,up.Z);
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}
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horizontal.normalize();
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horizontal *= 0.5f * Size.Width;
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core::vector3df vertical = horizontal.crossProduct(view);
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vertical.normalize();
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vertical *= 0.5f * Size.Height;
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view *= -1.0f;
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for (s32 i=0; i<4; ++i)
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vertices[i].Normal = view;
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vertices[0].Pos = pos + horizontal + vertical;
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vertices[1].Pos = pos + horizontal - vertical;
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vertices[2].Pos = pos - horizontal - vertical;
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vertices[3].Pos = pos - horizontal + vertical;
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// draw
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if ( DebugDataVisible & scene::EDS_BBOX )
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{
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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driver->draw3DBox(BBox, video::SColor(0,208,195,152));
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}
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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driver->setMaterial(Material);
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driver->drawIndexedTriangleList(vertices, 4, indices, 2);
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& MyBillboardSceneNode::getBoundingBox() const
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{
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return BBox;
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}
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//! sets the size of the billboard
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void MyBillboardSceneNode::setSize(const core::dimension2d<f32>& size)
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{
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Size = size;
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if (Size.Width == 0.0f)
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Size.Width = 1.0f;
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if (Size.Height == 0.0f )
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Size.Height = 1.0f;
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f32 avg = (size.Width + size.Height)/6;
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BBox.MinEdge.set(-avg,-avg,-avg);
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BBox.MaxEdge.set(avg,avg,avg);
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}
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video::SMaterial& MyBillboardSceneNode::getMaterial(u32 i)
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{
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return Material;
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}
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//! returns amount of materials used by this scene node.
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u32 MyBillboardSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! gets the size of the billboard
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const core::dimension2d<f32>& MyBillboardSceneNode::getSize() const
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{
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return Size;
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}
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//! Set the color of all vertices of the billboard
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//! \param overallColor: the color to set
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void MyBillboardSceneNode::setColor(const video::SColor & overallColor)
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{
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for(u32 vertex = 0; vertex < 4; ++vertex)
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vertices[vertex].Color = overallColor;
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}
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//! Set the color of the top and bottom vertices of the billboard
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//! \param topColor: the color to set the top vertices
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//! \param bottomColor: the color to set the bottom vertices
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void MyBillboardSceneNode::setColor(const video::SColor & topColor, const video::SColor & bottomColor)
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{
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vertices[0].Color = bottomColor;
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vertices[1].Color = topColor;
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vertices[2].Color = topColor;
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vertices[3].Color = bottomColor;
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}
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//! Gets the color of the top and bottom vertices of the billboard
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//! \param[out] topColor: stores the color of the top vertices
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//! \param[out] bottomColor: stores the color of the bottom vertices
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void MyBillboardSceneNode::getColor(video::SColor & topColor, video::SColor & bottomColor) const
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{
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bottomColor = vertices[0].Color;
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topColor = vertices[1].Color;
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}
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void MyBillboardSceneNode::setTCoords(u32 i, core::vector2d<f32> c)
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{
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vertices[i].TCoords = c;
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}
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} // end namespace scene
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} // end namespace irr
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@ -1,77 +0,0 @@
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// Copyright (C) 2002-2010 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_BILLBOARD_SCENE_NODE_H_INCLUDED__
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#define __C_BILLBOARD_SCENE_NODE_H_INCLUDED__
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#include "IBillboardSceneNode.h"
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#include "S3DVertex.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node which is a billboard. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera.
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class MyBillboardSceneNode : virtual public IBillboardSceneNode
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{
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public:
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//! constructor
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MyBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::dimension2d<f32>& size);
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//! pre render event
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virtual void OnRegisterSceneNode();
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//! render
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! sets the size of the billboard
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virtual void setSize(const core::dimension2d<f32>& size);
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//! gets the size of the billboard
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virtual const core::dimension2d<f32>& getSize() const;
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virtual video::SMaterial& getMaterial(u32 i);
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const;
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//! Set the color of all vertices of the billboard
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//! \param overallColor: the color to set
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virtual void setColor(const video::SColor & overallColor);
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//! Set the color of the top and bottom vertices of the billboard
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//! \param topColor: the color to set the top vertices
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//! \param bottomColor: the color to set the bottom vertices
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virtual void setColor(const video::SColor & topColor, const video::SColor & bottomColor);
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//! Gets the color of the top and bottom vertices of the billboard
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//! \param[out] topColor: stores the color of the top vertices
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//! \param[out] bottomColor: stores the color of the bottom vertices
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virtual void getColor(video::SColor& topColor, video::SColor& bottomColor) const;
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virtual void setTCoords(u32 i, core::vector2d<f32> c);
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private:
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core::dimension2d<f32> Size;
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core::aabbox3d<f32> BBox;
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video::SMaterial Material;
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video::S3DVertex vertices[4];
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u16 indices[6];
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
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#include <IBillboardSceneNode.h>
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#include "serialization.h" // For decompressZlib
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#include "gamedef.h"
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#include "clientobject.h"
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@ -30,7 +31,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mesh.h"
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#include "utility.h" // For IntervalLimiter
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class Settings;
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#include "MyBillboardSceneNode.h"
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core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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@ -332,6 +332,15 @@ private:
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SmoothTranslator pos_translator;
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};
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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{
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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}
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/*
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MobV2CAO
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*/
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@ -377,7 +386,7 @@ private:
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IntervalLimiter m_attack_interval;
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core::aabbox3d<f32> m_selection_box;
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scene::MyBillboardSceneNode *m_node;
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scene::IBillboardSceneNode *m_node;
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v3f m_position;
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std::string m_texture_name;
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float m_yaw;
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@ -1305,8 +1314,8 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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std::string texture_string = m_texture_name +
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"^[makealpha:128,0,0^[makealpha:128,128,0";
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scene::MyBillboardSceneNode *bill = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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@ -1320,17 +1329,11 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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const float txs = txp*32;
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const float typ = 1./240;
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const float tys = typ*48;
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bill->setTCoords(0, v2f(txs*1, tys*1));
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bill->setTCoords(1, v2f(txs*1, tys*0));
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bill->setTCoords(2, v2f(txs*0, tys*0));
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bill->setTCoords(3, v2f(txs*0, tys*1));
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setBillboardTextureMatrix(bill, txs, tys, 0, 0);
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} else if(m_sprite_type == "simple"){
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const float txs = 1.0;
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const float tys = 1.0 / m_simple_anim_frames;
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bill->setTCoords(0, v2f(txs*1, tys*1));
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bill->setTCoords(1, v2f(txs*1, tys*0));
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bill->setTCoords(2, v2f(txs*0, tys*0));
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bill->setTCoords(3, v2f(txs*0, tys*1));
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setBillboardTextureMatrix(bill, txs, tys, 0, 0);
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} else {
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infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
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<<std::endl;
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@ -1346,7 +1349,6 @@ void MobV2CAO::removeFromScene()
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if(m_node == NULL)
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return;
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m_node->drop();
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m_node->remove();
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m_node = NULL;
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}
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@ -1394,7 +1396,7 @@ void MobV2CAO::updateNodePos()
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void MobV2CAO::step(float dtime, ClientEnvironment *env)
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{
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scene::MyBillboardSceneNode *bill = m_node;
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scene::IBillboardSceneNode *bill = m_node;
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if(!bill)
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return;
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@ -1447,10 +1449,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
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const float txs = txp*32;
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const float typ = 1./240;
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const float tys = typ*48;
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bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
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bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
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bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
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bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
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setBillboardTextureMatrix(bill, txs, tys, col, row);
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} else if(m_sprite_type == "simple"){
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m_walk_timer += dtime;
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if(m_walk_timer >= m_simple_anim_frametime){
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@ -1461,10 +1460,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
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int row = m_walk_frame;
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const float txs = 1.0;
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const float tys = 1.0 / m_simple_anim_frames;
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bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
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bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
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bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
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bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
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setBillboardTextureMatrix(bill, txs, tys, col, row);
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} else {
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infostream<<"MobV2CAO::step(): Unknown sprite type \""
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<<m_sprite_type<<"\""<<std::endl;
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@ -1677,7 +1673,7 @@ class LuaEntityCAO : public ClientActiveObject
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::MyBillboardSceneNode *m_spritenode;
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scene::IBillboardSceneNode *m_spritenode;
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v3f m_position;
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v3f m_velocity;
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v3f m_acceleration;
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@ -1783,8 +1779,8 @@ public:
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if(m_prop->visual == "sprite"){
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infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw("unknown_block.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
|
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@ -1797,71 +1793,15 @@ public:
|
||||
{
|
||||
const float txs = 1.0 / 1;
|
||||
const float tys = 1.0 / 1;
|
||||
m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
|
||||
m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
|
||||
m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
|
||||
m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
|
||||
setBillboardTextureMatrix(m_spritenode,
|
||||
txs, tys, 0, 0);
|
||||
}
|
||||
} else if(m_prop->visual == "cube"){
|
||||
infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
|
||||
video::SColor c(255,255,255,255);
|
||||
video::S3DVertex vertices[24] =
|
||||
{
|
||||
// Up
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
|
||||
// Down
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
|
||||
// Right
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
|
||||
// Left
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
|
||||
// Back
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
|
||||
// Front
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
|
||||
};
|
||||
|
||||
for(u32 i=0; i<24; ++i){
|
||||
vertices[i].Pos *= BS;
|
||||
vertices[i].Pos.Y *= m_prop->visual_size.Y;
|
||||
vertices[i].Pos.X *= m_prop->visual_size.X;
|
||||
vertices[i].Pos.Z *= m_prop->visual_size.X;
|
||||
}
|
||||
|
||||
u16 indices[6] = {0,1,2,2,3,0};
|
||||
|
||||
scene::SMesh* mesh = new scene::SMesh();
|
||||
for (u32 i=0; i<6; ++i)
|
||||
{
|
||||
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
|
||||
buf->append(vertices + 4 * i, 4, indices, 6);
|
||||
buf->recalculateBoundingBox();
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
mesh->recalculateBoundingBox();
|
||||
|
||||
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
|
||||
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
||||
mesh->drop();
|
||||
|
||||
m_meshnode->setMesh(mesh);
|
||||
m_meshnode->setScale(v3f(1));
|
||||
// Will be shown when we know the brightness
|
||||
m_meshnode->setVisible(false);
|
||||
@ -1999,10 +1939,8 @@ public:
|
||||
|
||||
float txs = m_tx_size.X;
|
||||
float tys = m_tx_size.Y;
|
||||
m_spritenode->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
|
||||
m_spritenode->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
|
||||
m_spritenode->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
|
||||
m_spritenode->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
|
||||
setBillboardTextureMatrix(m_spritenode,
|
||||
txs, tys, col, row);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user