mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 10:03:45 +01:00
7b6c4bf2e0
Co-authored-by: sfan5 <sfan5@live.de>
500 lines
15 KiB
C++
500 lines
15 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mesh.h"
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#include "debug.h"
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#include "log.h"
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#include <cmath>
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#include <iostream>
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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#include <IAnimatedMeshSceneNode.h>
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inline static void applyShadeFactor(video::SColor& color, float factor)
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{
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color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
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color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
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color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
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}
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void applyFacesShading(video::SColor &color, const v3f &normal)
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{
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/*
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Some drawtypes have normals set to (0, 0, 0), this must result in
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maximum brightness: shade factor 1.0.
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Shade factors for aligned cube faces are:
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+Y 1.000000 sqrt(1.0)
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-Y 0.447213 sqrt(0.2)
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+-X 0.670820 sqrt(0.45)
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+-Z 0.836660 sqrt(0.7)
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*/
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float x2 = normal.X * normal.X;
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float y2 = normal.Y * normal.Y;
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float z2 = normal.Z * normal.Z;
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if (normal.Y < 0)
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applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2);
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else if ((x2 > 1e-3) || (z2 > 1e-3))
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applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2);
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}
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scene::IAnimatedMesh* createCubeMesh(v3f scale)
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh *mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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// Set default material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add mesh buffer to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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scaleMesh(anim_mesh, scale); // also recalculates bounding box
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return anim_mesh;
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}
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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for (u32 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 *)(vertices + i * stride))->Pos *= scale;
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void translateMesh(scene::IMesh *mesh, v3f vec)
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{
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if (mesh == NULL)
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return;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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for (u32 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 *)(vertices + i * stride))->Pos += vec;
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
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{
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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 *) (vertices + i * stride))->Color = color;
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}
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void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
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{
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for (u32 i = 0; i < node->getMaterialCount(); ++i) {
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node->getMaterial(i).EmissiveColor = color;
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}
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}
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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{
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if (mesh == NULL)
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return;
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++)
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setMeshBufferColor(mesh->getMeshBuffer(j), color);
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}
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void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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assert(buf->getVertexCount() >= count);
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u8 *vertices = (u8 *) buf->getVertices();
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for (u32 i = 0; i < count; i++)
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((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
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}
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template <typename F>
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static void applyToMesh(scene::IMesh *mesh, const F &fn)
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{
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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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char *vertices = reinterpret_cast<char *>(buf->getVertices());
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for (u32 i = 0; i < vertex_count; i++)
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fn(reinterpret_cast<video::S3DVertex *>(vertices + i * stride));
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}
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}
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
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{
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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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video::SColor *vc = &(vertex->Color);
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// Reset color
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*vc = *buffercolor;
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// Apply shading
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applyFacesShading(*vc, vertex->Normal);
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}
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}
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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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{
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if (!mesh)
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return;
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auto colorizator = [=] (video::S3DVertex *vertex) {
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f32 x = fabs(vertex->Normal.X);
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f32 y = fabs(vertex->Normal.Y);
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f32 z = fabs(vertex->Normal.Z);
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if (x >= y && x >= z)
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vertex->Color = colorX;
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else if (y >= z)
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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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applyToMesh(mesh, colorizator);
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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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auto colorizator = [normal, color] (video::S3DVertex *vertex) {
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if (vertex->Normal == normal)
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vertex->Color = color;
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};
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applyToMesh(mesh, colorizator);
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}
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template <float v3f::*U, float v3f::*V>
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static void rotateMesh(scene::IMesh *mesh, float degrees)
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{
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degrees *= M_PI / 180.0f;
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float c = std::cos(degrees);
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float s = std::sin(degrees);
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auto rotator = [c, s] (video::S3DVertex *vertex) {
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float u = vertex->Pos.*U;
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float v = vertex->Pos.*V;
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vertex->Pos.*U = c * u - s * v;
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vertex->Pos.*V = s * u + c * v;
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};
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applyToMesh(mesh, rotator);
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}
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void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
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{
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rotateMesh<&v3f::X, &v3f::Y>(mesh, degrees);
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}
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void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
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{
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rotateMesh<&v3f::X, &v3f::Z>(mesh, degrees);
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}
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void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
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{
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rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
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}
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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{
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int axisdir = facedir >> 2;
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facedir &= 0x03;
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switch (facedir) {
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case 1: rotateMeshXZby(mesh, -90); break;
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case 2: rotateMeshXZby(mesh, 180); break;
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case 3: rotateMeshXZby(mesh, 90); break;
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}
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switch (axisdir) {
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case 1: rotateMeshYZby(mesh, 90); break; // z+
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case 2: rotateMeshYZby(mesh, -90); break; // z-
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case 3: rotateMeshXYby(mesh, -90); break; // x+
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case 4: rotateMeshXYby(mesh, 90); break; // x-
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case 5: rotateMeshXYby(mesh, -180); break;
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}
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}
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void recalculateBoundingBox(scene::IMesh *src_mesh)
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{
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aabb3f bbox;
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bbox.reset(0,0,0);
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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buf->recalculateBoundingBox();
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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src_mesh->setBoundingBox(bbox);
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}
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bool checkMeshNormals(scene::IMesh *mesh)
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{
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u32 buffer_count = mesh->getMeshBufferCount();
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for (u32 i = 0; i < buffer_count; i++) {
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scene::IMeshBuffer *buffer = mesh->getMeshBuffer(i);
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// Here we intentionally check only first normal, assuming that if buffer
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// has it valid, then most likely all other ones are fine too. We can
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// check all of the normals to have length, but it seems like an overkill
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// hurting the performance and covering only really weird broken models.
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f32 length = buffer->getNormal(0).getLength();
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if (!std::isfinite(length) || length < 1e-10f)
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return false;
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}
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return true;
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}
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
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{
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switch (mesh_buffer->getVertexType()) {
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case video::EVT_STANDARD: {
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video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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case video::EVT_2TCOORDS: {
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video::S3DVertex2TCoords *v =
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(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferLightMap *cloned_buffer =
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new scene::SMeshBufferLightMap();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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case video::EVT_TANGENTS: {
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video::S3DVertexTangents *v =
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(video::S3DVertexTangents *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferTangents *cloned_buffer =
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new scene::SMeshBufferTangents();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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}
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// This should not happen.
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sanity_check(false);
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return NULL;
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}
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scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *temp_buf = cloneMeshBuffer(
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src_mesh->getMeshBuffer(j));
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dst_mesh->addMeshBuffer(temp_buf);
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temp_buf->drop();
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}
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return dst_mesh;
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}
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords, float expand)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < 6; j++)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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dst_mesh->addMeshBuffer(buf);
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buf->drop();
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}
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video::SColor c(255,255,255,255);
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for (aabb3f box : boxes) {
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box.repair();
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box.MinEdge.X -= expand;
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box.MinEdge.Y -= expand;
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box.MinEdge.Z -= expand;
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box.MaxEdge.X += expand;
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box.MaxEdge.Y += expand;
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box.MaxEdge.Z += expand;
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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 ty1 = (box.MinEdge.Y / BS) + 0.5;
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f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
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f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
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f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
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f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
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f32 txc_default[24] = {
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// up
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tx1, 1 - tz2, tx2, 1 - tz1,
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// down
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tx1, tz1, tx2, tz2,
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// right
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tz1, 1 - ty2, tz2, 1 - ty1,
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// left
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1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1,
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// back
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1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1,
|
|
// front
|
|
tx1, 1 - ty2, tx2, 1 - ty1,
|
|
};
|
|
|
|
// use default texture UV mapping if not provided
|
|
const f32 *txc = uv_coords ? uv_coords : txc_default;
|
|
|
|
v3f min = box.MinEdge;
|
|
v3f max = box.MaxEdge;
|
|
|
|
video::S3DVertex vertices[24] =
|
|
{
|
|
// up
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
|
|
// down
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
|
|
// right
|
|
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
|
|
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
|
|
// left
|
|
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
|
|
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
|
|
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
|
|
// back
|
|
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
|
|
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
|
|
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
|
|
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
|
|
// front
|
|
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
|
|
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
|
|
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
|
|
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
|
|
};
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
for(u16 j = 0; j < 24; j += 4)
|
|
{
|
|
scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
|
|
buf->append(vertices + j, 4, indices, 6);
|
|
}
|
|
}
|
|
return dst_mesh;
|
|
}
|