Add new cube mesh type ECMT_1BUF_24VTX_NP. CubeSceneNodes can now use different cube mesh types.

1 Meshbuffer with 24 vertices, so each side has it's own vertices.
Normals perpendicular to the cube-sides.
CubeSceneNode accepts now a ECUBE_MESH_TYPE
CubeSceneNode::clone now also clones rotation and scale (not sure why it didn't do that before - hope there was no reason, but can't think of any).
ISceneManager::addCubeSceneNode accepts now a ECUBE_MESH_TYPE and passes it through.
Example 22.MaterialViewer using new cube type. Also a few more beauty fixes there.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6313 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-03-22 22:08:33 +00:00
parent f61b8614ab
commit 669ad7860a
8 changed files with 120 additions and 19 deletions

@ -693,7 +693,7 @@ bool CApp::init(int argc, char *argv[])
subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
// a static camera
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 40, -40),
Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 30, -50),
core::vector3df(0, 10, 0),
-1);
@ -706,11 +706,19 @@ bool CApp::init(int argc, char *argv[])
SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
core::vector3df(0, 0, 0),
core::vector3df(0.f, 45.f, 0.f),
core::vector3df(1.0f, 1.0f, 1.0f));
core::vector3df(1.0f, 1.0f, 1.0f),
scene::ECMT_1BUF_24VTX_NP);
// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
for ( int i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
{
defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
}
#else
SceneNode = smgr->addSphereSceneNode(30.f);
#endif
SceneNode->getMaterial(0) = defaultMaterial;
// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
const s32 controlsTop = 20;
MeshMaterialControl = new CMaterialControl();
@ -730,7 +738,7 @@ bool CApp::init(int argc, char *argv[])
// add one light
const f32 lightRadius = 80.f;
NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -70),
NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 30, -70),
video::SColorf(1.0f, 1.0f, 1.0f),
lightRadius);
LightControl = new CLightNodeControl();

@ -24,15 +24,31 @@ namespace scene
{
//! Single buffer with 12 different vertices, normals are average of adjacent planes
//! Order for outgoing (front-face) normals of planes would be: NEG_Z, POS_X, POS_Z, NEG_X, POS_Y, NEG_Y
//! This was the only available type before Irrlicht 1.9, so it's still the default in some functions.
//! It has the least vertices, but is pretty much unusable if you have dynamic light
ECMT_1BUF_12VTX_NA,
//! One buffer per side, each with 4 vertices, normals are perpendicular to sides
//! Note: You probably will have to scale down your texture uv's to avoid white lines at borders
// as this mesh sets them to 0,1 values. We can't do that when creating the mesh as it
// depends on texture resolution which we don't know at that point.
ECMT_6BUF_4VTX_NP
//! You can use this one if you need different texture on each cube side
ECMT_6BUF_4VTX_NP,
//! Single buffer with 24 different vertices, normals are perpendicular to sides
ECMT_1BUF_24VTX_NP,
//! not used, counts the number of enumerated types
ECMT_COUNT
};
//! Names for ECUBE_MESH_TYPE
const c8* const CubeMeshTypeNames[ECMT_COUNT+1] =
{
"1BUF_12VTX_NA",
"ECMT_6BUF_4VTX_NP",
"1BUF_24VTX_NP",
0
};
//! Helper class for creating geometry on the fly.
/** You can get an instance of this class through ISceneManager::getGeometryCreator() */
class IGeometryCreator : public IReferenceCounted
@ -44,6 +60,9 @@ public:
\param size Dimensions of the cube.
\param type One of ECUBE_MESH_TYPE. So you can chose between cubes with single material or independent materials per side.
\return Generated mesh.
Note: UV's go always from 0 to 1. Which can produce wrong colors at edges with texture filtering.
Fixing UV's depends on texture-size (have to be moved half a pixel towards the inside, so 0.5f/texure_size as then the pixel center is exactly on the border)
Easier solution is usually to set TextureWrapU and TextureWrapV to ETC_CLAMP_TO_EDGE in the Material.
*/
virtual IMesh* createCubeMesh(const core::vector3df& size=core::vector3df(5.f,5.f,5.f), ECUBE_MESH_TYPE type = ECMT_1BUF_12VTX_NA) const =0;

@ -453,13 +453,15 @@ namespace scene
where the scene node will be placed.
\param rotation: Initial rotation of the scene node.
\param scale: Initial scale of the scene node.
\param type: Type of cube-mesh to create. Check ECUBE_MESH_TYPE documentation for more info
\return Pointer to the created test scene node. This
pointer should not be dropped. See IReferenceCounted::drop()
for more information. */
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA) = 0;
//! Adds a sphere scene node of the given radius and detail
/** \param radius: Radius of the sphere.

@ -37,9 +37,10 @@ namespace scene
//! constructor
CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
const core::vector3df& rotation, const core::vector3df& scale,
ECUBE_MESH_TYPE type)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0), Shadow(0), Size(size)
Mesh(0), Shadow(0), Size(size), MeshType(type)
{
#ifdef _DEBUG
setDebugName("CCubeSceneNode");
@ -62,7 +63,7 @@ void CCubeSceneNode::setSize()
{
if (Mesh)
Mesh->drop();
Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size));
Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size), MeshType);
}
@ -135,7 +136,7 @@ const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
//! or to remove attached child.
bool CCubeSceneNode::removeChild(ISceneNode* child)
{
if (child && Shadow == child)
@ -199,17 +200,20 @@ void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeRea
ISceneNode::serializeAttributes(out, options);
out->addFloat("Size", Size);
out->addEnum("MeshType", (irr::s32)MeshType, CubeMeshTypeNames);
}
//! Reads attributes of the scene node.
void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
f32 newSize = in->getAttributeAsFloat("Size");
f32 newSize = in->getAttributeAsFloat("Size", Size);
ECUBE_MESH_TYPE newMeshType = (ECUBE_MESH_TYPE)in->getAttributeAsEnumeration("MeshType", CubeMeshTypeNames, (irr::s32)MeshType);
newSize = core::max_(newSize, 0.0001f);
if (newSize != Size)
if (newSize != Size || newMeshType != MeshType)
{
Size = newSize;
MeshType = newMeshType;
setSize();
}
@ -226,7 +230,7 @@ ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManag
newManager = SceneManager;
CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
newManager, ID, RelativeTranslation);
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale, MeshType);
nb->cloneMembers(this, newManager);
nb->getMaterial(0) = getMaterial(0);

@ -7,6 +7,7 @@
#include "IMeshSceneNode.h"
#include "SMesh.h"
#include "IGeometryCreator.h"
namespace irr
{
@ -20,7 +21,8 @@ namespace scene
CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA);
virtual ~CCubeSceneNode();
@ -84,6 +86,7 @@ namespace scene
IMesh* Mesh;
IShadowVolumeSceneNode* Shadow;
f32 Size;
ECUBE_MESH_TYPE MeshType;
};
} // end namespace scene

@ -140,6 +140,69 @@ IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_
buffer->drop();
}
}
else if ( type == ECMT_1BUF_24VTX_NP )
{
SMeshBuffer* buffer = new SMeshBuffer();
// Create indices (pos, neg describes normal direction of front-face)
const u16 u[36] = { 0,2,1, 0,3,2, // NEG_Z
4,7,6, 4,5,7, // POS_X
8,10,11, 8,9,10, // POS_Z
15,13,12, 15,14,13, // NEG_X
19,17,16, 19,18,17, // POS_Y
20,23,22, 20,22,21}; // NEG_Y
buffer->Indices.set_used(36);
for (u32 i=0; i<36; ++i)
buffer->Indices[i] = u[i];
// Create vertices
buffer->Vertices.reallocate(24);
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, 0,-1, clr, 0, 1)); // 0
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, 0,-1, clr, 1, 1)); // 1
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 0,-1, clr, 1, 0)); // 2
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 0,-1, clr, 0, 0)); // 3
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1, 0, 0, clr, 1, 1)); // 4 (1)
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 0, 0, clr, 1, 0)); // 5 (2)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1, 0, 0, clr, 0, 1)); // 6 (4)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 0, 0, clr, 0, 0)); // 7 (5)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, 0, 1, clr, 0, 1)); // 8 (4)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 0, 1, clr, 0, 0)); // 9 (5)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 0, 1, clr, 1, 0)); // 10 (6)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, 0, 1, clr, 1, 1)); // 11 (7)
buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1, 0, 0, clr, 0, 1)); // 12 (0)
buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 0, 0, clr, 0, 0)); // 13 (3)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 0, 0, clr, 1, 0)); // 14 (6)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1, 0, 0, clr, 1, 1)); // 15 (7)
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 1, 0, clr, 1, 0)); // 16 (2)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 1, 0, clr, 0, 0)); // 17 (5)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 1, 0, clr, 0, 1)); // 18 (8)
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 1, 0, clr, 1, 1)); // 19 (9)
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0,-1, 0, clr, 0, 1)); // 20 (0)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0,-1, 0, clr, 1, 1)); // 21 (7)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0,-1, 0, clr, 1, 0)); // 22 (10)
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0,-1, 0, clr, 0, 0)); // 23 (11)
// Recalculate bounding box and set cube size
buffer->BoundingBox.reset(0,0,0);
for (u32 i=0; i<24; ++i)
{
buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buffer->Vertices[i].Pos *= size;
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
}
mesh->addMeshBuffer(buffer);
buffer->drop();
}
mesh->recalculateBoundingBox();
return mesh;

@ -609,13 +609,14 @@ IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(
//! the returned pointer must not be dropped.
IMeshSceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
const core::vector3df& rotation, const core::vector3df& scale,
ECUBE_MESH_TYPE type)
{
#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
if (!parent)
parent = this;
IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale);
IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale, type);
node->drop();
return node;

@ -73,7 +73,8 @@ namespace scene
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) IRR_OVERRIDE;
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA) IRR_OVERRIDE;
//! Adds a sphere scene node to the scene.
virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,