3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
29 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
35 m_draw_control(draw_control),
36 m_viewing_range_min(5.0),
37 m_viewing_range_max(5.0),
39 m_camera_position(0,0,0),
40 m_camera_direction(0,0,0),
46 m_wanted_frametime(0.0),
51 m_frametime_counter(0),
52 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
54 m_view_bobbing_anim(0),
55 m_view_bobbing_state(0),
56 m_view_bobbing_speed(0),
61 //dstream<<__FUNCTION_NAME<<std::endl;
63 // note: making the camera node a child of the player node
64 // would lead to unexpected behaviour, so we don't do that.
65 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
66 m_headnode = smgr->addEmptySceneNode(m_playernode);
67 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
68 m_cameranode->bindTargetAndRotation(true);
69 m_wieldnode = new ExtrudedSpriteSceneNode(m_headnode, smgr);
78 bool Camera::successfullyCreated(std::wstring& error_message)
80 if (m_playernode == NULL)
82 error_message = L"Failed to create the player scene node";
85 if (m_headnode == NULL)
87 error_message = L"Failed to create the head scene node";
90 if (m_cameranode == NULL)
92 error_message = L"Failed to create the camera scene node";
95 if (m_wieldnode == NULL)
97 error_message = L"Failed to create the wielded item scene node";
103 // Returns the fractional part of x
104 inline f32 my_modf(f32 x)
107 return modf(x, &dummy);
110 void Camera::step(f32 dtime)
112 if (m_view_bobbing_state != 0)
114 f32 offset = dtime * m_view_bobbing_speed * 0.035;
115 if (m_view_bobbing_state == 2)
117 // Animation is getting turned off
118 if (m_view_bobbing_anim < 0.5)
119 m_view_bobbing_anim -= offset;
121 m_view_bobbing_anim += offset;
122 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
124 m_view_bobbing_anim = 0;
125 m_view_bobbing_state = 0;
130 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
134 if (m_digging_button != -1)
136 f32 offset = dtime * 3.5;
137 m_digging_anim += offset;
138 if (m_digging_anim >= 1)
141 m_digging_button = -1;
146 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
148 // Set player node transformation
149 m_playernode->setPosition(player->getPosition());
150 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
151 m_playernode->updateAbsolutePosition();
153 // Set head node transformation
154 v3f eye_offset = player->getEyePosition() - player->getPosition();
155 m_headnode->setPosition(eye_offset);
156 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
157 m_headnode->updateAbsolutePosition();
159 // Compute relative camera position and target
160 v3f rel_cam_pos = v3f(0,0,0);
161 v3f rel_cam_target = v3f(0,0,1);
162 v3f rel_cam_up = v3f(0,1,0);
164 if (m_view_bobbing_anim != 0)
166 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
167 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
171 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
174 bobdir * sin(bobfrac * PI),
175 0.8 * bobtmp * bobtmp,
178 rel_cam_pos += 0.03 * bobvec;
179 rel_cam_target += 0.045 * bobvec;
180 rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
182 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
183 f32 angle_rad = angle_deg * PI / 180;
187 r * (cos(angle_rad) - 1),
190 //rel_cam_target += off;
191 rel_cam_up.rotateXYBy(angle_deg);
196 // Compute absolute camera position and target
197 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
198 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
201 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
203 // Set camera node transformation
204 m_cameranode->setPosition(m_camera_position);
205 m_cameranode->setUpVector(abs_cam_up);
206 // *100.0 helps in large map coordinates
207 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
209 // FOV and and aspect ratio
210 m_aspect = (f32)screensize.X / (f32) screensize.Y;
211 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
212 m_cameranode->setAspectRatio(m_aspect);
213 m_cameranode->setFOV(m_fov_y);
214 // Just so big a value that everything rendered is visible
215 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
216 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
218 // Position the wielded item
219 v3f wield_position = v3f(1.3, -1.1, 2);
220 v3f wield_rotation = v3f(90, -90, -90);
221 if (m_digging_button != -1)
223 f32 digfrac = m_digging_anim;
224 wield_position.X -= sin(pow(digfrac, 0.8) * PI);
225 wield_position.Y += 0.5 * sin(digfrac * 2 * PI);
226 wield_position.Z += 0.2 * digfrac;
228 // Euler angles are PURE EVIL, so why not use quaternions?
229 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
230 core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
231 core::quaternion quat_slerp;
232 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
233 quat_slerp.toEuler(wield_rotation);
234 wield_rotation *= core::RADTODEG;
236 m_wieldnode->setPosition(wield_position);
237 m_wieldnode->setRotation(wield_rotation);
239 // Render distance feedback loop
240 updateViewingRange(frametime);
242 // If the player seems to be walking on solid ground,
243 // view bobbing is enabled and free_move is off,
244 // start (or continue) the view bobbing animation.
245 v3f speed = player->getSpeed();
246 if ((hypot(speed.X, speed.Z) > BS) &&
247 (player->touching_ground) &&
248 (g_settings.getBool("view_bobbing") == true) &&
249 (g_settings.getBool("free_move") == false))
252 m_view_bobbing_state = 1;
253 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
255 else if (m_view_bobbing_state == 1)
258 m_view_bobbing_state = 2;
259 m_view_bobbing_speed = 60;
263 void Camera::updateViewingRange(f32 frametime_in)
265 if (m_draw_control.range_all)
268 m_added_frametime += frametime_in;
271 // Actually this counter kind of sucks because frametime is busytime
272 m_frametime_counter -= frametime_in;
273 if (m_frametime_counter > 0)
275 m_frametime_counter = 0.2;
277 /*dstream<<__FUNCTION_NAME
278 <<": Collected "<<m_added_frames<<" frames, total of "
279 <<m_added_frametime<<"s."<<std::endl;
281 dstream<<"m_draw_control.blocks_drawn="
282 <<m_draw_control.blocks_drawn
283 <<", m_draw_control.blocks_would_have_drawn="
284 <<m_draw_control.blocks_would_have_drawn
287 m_draw_control.wanted_min_range = m_viewing_range_min;
288 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
289 if (m_draw_control.wanted_max_blocks < 10)
290 m_draw_control.wanted_max_blocks = 10;
292 f32 block_draw_ratio = 1.0;
293 if (m_draw_control.blocks_would_have_drawn != 0)
295 block_draw_ratio = (f32)m_draw_control.blocks_drawn
296 / (f32)m_draw_control.blocks_would_have_drawn;
299 // Calculate the average frametime in the case that all wanted
300 // blocks had been drawn
301 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
303 m_added_frametime = 0.0;
306 f32 wanted_frametime_change = m_wanted_frametime - frametime;
307 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
309 // If needed frametime change is small, just return
310 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
312 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
316 f32 range = m_draw_control.wanted_range;
317 f32 new_range = range;
319 f32 d_range = range - m_range_old;
320 f32 d_frametime = frametime - m_frametime_old;
323 m_time_per_range = d_frametime / d_range;
326 // The minimum allowed calculated frametime-range derivative:
327 // Practically this sets the maximum speed of changing the range.
328 // The lower this value, the higher the maximum changing speed.
329 // A low value here results in wobbly range (0.001)
330 // A high value here results in slow changing range (0.0025)
331 // SUGG: This could be dynamically adjusted so that when
332 // the camera is turning, this is lower
333 //f32 min_time_per_range = 0.0015;
334 f32 min_time_per_range = 0.0010;
335 //f32 min_time_per_range = 0.05 / range;
336 if(m_time_per_range < min_time_per_range)
338 m_time_per_range = min_time_per_range;
339 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
343 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
346 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
347 // Dampen the change a bit to kill oscillations
348 //wanted_range_change *= 0.9;
349 //wanted_range_change *= 0.75;
350 wanted_range_change *= 0.5;
351 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
353 // If needed range change is very small, just return
354 if(fabs(wanted_range_change) < 0.001)
356 //dstream<<"ignoring small wanted_range_change"<<std::endl;
360 new_range += wanted_range_change;
362 //f32 new_range_unclamped = new_range;
363 new_range = MYMAX(new_range, m_viewing_range_min);
364 new_range = MYMIN(new_range, m_viewing_range_max);
365 /*dstream<<"new_range="<<new_range_unclamped
366 <<", clamped to "<<new_range<<std::endl;*/
368 m_draw_control.wanted_range = new_range;
370 m_range_old = new_range;
371 m_frametime_old = frametime;
374 void Camera::updateSettings()
376 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
377 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
379 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
380 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
382 f32 fov_degrees = g_settings.getFloat("fov");
383 fov_degrees = MYMAX(fov_degrees, 10.0);
384 fov_degrees = MYMIN(fov_degrees, 170.0);
385 m_fov_y = fov_degrees * PI / 180.0;
387 f32 wanted_fps = g_settings.getFloat("wanted_fps");
388 wanted_fps = MYMAX(wanted_fps, 1.0);
389 m_wanted_frametime = 1.0 / wanted_fps;
392 void Camera::wield(const InventoryItem* item)
398 // Try to make a MaterialItem cube.
399 if (std::string(item->getName()) == "MaterialItem")
401 // A block-type material
402 MaterialItem* mat_item = (MaterialItem*) item;
403 content_t content = mat_item->getMaterial();
404 if (content_features(content).solidness || content_features(content).visual_solidness)
406 m_wieldnode->setCube(content_features(content).tiles);
407 m_wieldnode->setScale(v3f(0.9));
412 // If that failed, make an extruded sprite.
415 m_wieldnode->setSprite(item->getImageRaw());
416 m_wieldnode->setScale(v3f(1.2));
419 m_wieldnode->setVisible(true);
424 m_wieldnode->setVisible(false);
428 void Camera::setDigging(s32 button)
430 if (m_digging_button == -1)
431 m_digging_button = button;
435 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
436 scene::ISceneNode* parent,
437 scene::ISceneManager* mgr,
443 ISceneNode(parent, mgr, id, position, rotation, scale)
445 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
451 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
453 removeChild(m_meshnode);
458 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
462 m_meshnode->setVisible(false);
466 io::path name = getExtrudedName(texture);
467 scene::IMeshCache* cache = SceneManager->getMeshCache();
468 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
471 // Extruded texture has been found in cache.
472 m_meshnode->setMesh(mesh);
476 // Texture was not yet extruded, do it now and save in cache
477 mesh = extrude(texture);
480 dstream << "Warning: failed to extrude sprite" << std::endl;
481 m_meshnode->setVisible(false);
484 cache->addMesh(name, mesh);
485 m_meshnode->setMesh(mesh);
489 m_meshnode->setScale(v3f(1, 1, m_thickness));
490 m_meshnode->getMaterial(0).setTexture(0, texture);
491 m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
492 m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
493 m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
494 m_meshnode->setVisible(true);
498 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
500 if (m_cubemesh == NULL)
501 m_cubemesh = createCubeMesh();
503 m_meshnode->setMesh(m_cubemesh);
504 m_meshnode->setScale(v3f(1));
505 for (int i = 0; i < 6; ++i)
507 // Get the tile texture and atlas transformation
508 video::ITexture* atlas = tiles[i].texture.atlas;
509 v2f pos = tiles[i].texture.pos;
510 v2f size = tiles[i].texture.size;
512 // Set material flags and texture
513 video::SMaterial& material = m_meshnode->getMaterial(i);
514 material.setFlag(video::EMF_LIGHTING, false);
515 material.setFlag(video::EMF_BILINEAR_FILTER, false);
516 tiles[i].applyMaterialOptions(material);
517 material.setTexture(0, atlas);
518 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
519 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
521 m_meshnode->setVisible(true);
525 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
527 scene::IMeshCache* cache = SceneManager->getMeshCache();
528 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
530 cache->removeMesh(mesh);
533 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
535 m_thickness = thickness;
537 m_meshnode->setScale(v3f(1, 1, thickness));
540 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
542 return m_meshnode->getBoundingBox();
545 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
548 SceneManager->registerNodeForRendering(this);
549 ISceneNode::OnRegisterSceneNode();
552 void ExtrudedSpriteSceneNode::render()
557 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
559 io::path path = texture->getName();
560 path.append("/[extruded]");
564 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
566 const s32 argb_wstep = 4 * width;
567 const s32 alpha_threshold = 1;
569 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
570 video::SColor c(255,255,255,255);
574 video::S3DVertex vertices[8] =
576 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
577 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
578 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
579 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
580 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
581 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
582 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
583 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
585 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
586 buf->append(vertices, 8, indices, 12);
590 // (add faces where a solid pixel is next to a transparent one)
591 u8* solidity = new u8[(width+2) * (height+2)];
592 u32 wstep = width + 2;
593 for (u32 y = 0; y < height + 2; ++y)
595 u8* scanline = solidity + y * wstep;
596 if (y == 0 || y == height + 1)
598 for (u32 x = 0; x < width + 2; ++x)
604 u8* argb_scanline = data + (y - 1) * argb_wstep;
605 for (u32 x = 0; x < width; ++x)
606 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
607 scanline[width + 1] = 0;
611 // without this, there would be occasional "holes" in the mesh
614 for (u32 y = 0; y <= height; ++y)
616 u8* scanline = solidity + y * wstep + 1;
617 for (u32 x = 0; x <= width; ++x)
619 if (scanline[x] && !scanline[x + wstep])
622 while (scanline[xx] && !scanline[xx + wstep])
624 f32 vx1 = (x - eps) / (f32) width - 0.5;
625 f32 vx2 = (xx + eps) / (f32) width - 0.5;
626 f32 vy = 0.5 - (y - eps) / (f32) height;
627 f32 tx1 = x / (f32) width;
628 f32 tx2 = xx / (f32) width;
629 f32 ty = (y - 0.5) / (f32) height;
630 video::S3DVertex vertices[8] =
632 video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
633 video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
634 video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
635 video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
637 u16 indices[6] = {0,1,2,2,3,0};
638 buf->append(vertices, 4, indices, 6);
641 if (!scanline[x] && scanline[x + wstep])
644 while (!scanline[xx] && scanline[xx + wstep])
646 f32 vx1 = (x - eps) / (f32) width - 0.5;
647 f32 vx2 = (xx + eps) / (f32) width - 0.5;
648 f32 vy = 0.5 - (y + eps) / (f32) height;
649 f32 tx1 = x / (f32) width;
650 f32 tx2 = xx / (f32) width;
651 f32 ty = (y + 0.5) / (f32) height;
652 video::S3DVertex vertices[8] =
654 video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
655 video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
656 video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
657 video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
659 u16 indices[6] = {0,1,2,2,3,0};
660 buf->append(vertices, 4, indices, 6);
666 for (u32 x = 0; x <= width; ++x)
668 u8* scancol = solidity + x + wstep;
669 for (u32 y = 0; y <= height; ++y)
671 if (scancol[y * wstep] && !scancol[y * wstep + 1])
674 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
676 f32 vx = (x - eps) / (f32) width - 0.5;
677 f32 vy1 = 0.5 - (y - eps) / (f32) height;
678 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
679 f32 tx = (x - 0.5) / (f32) width;
680 f32 ty1 = y / (f32) height;
681 f32 ty2 = yy / (f32) height;
682 video::S3DVertex vertices[8] =
684 video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
685 video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
686 video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
687 video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
689 u16 indices[6] = {0,1,2,2,3,0};
690 buf->append(vertices, 4, indices, 6);
693 if (!scancol[y * wstep] && scancol[y * wstep + 1])
696 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
698 f32 vx = (x + eps) / (f32) width - 0.5;
699 f32 vy1 = 0.5 - (y - eps) / (f32) height;
700 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
701 f32 tx = (x + 0.5) / (f32) width;
702 f32 ty1 = y / (f32) height;
703 f32 ty2 = yy / (f32) height;
704 video::S3DVertex vertices[8] =
706 video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
707 video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
708 video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
709 video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
711 u16 indices[6] = {0,1,2,2,3,0};
712 buf->append(vertices, 4, indices, 6);
719 scene::SMesh* mesh = new scene::SMesh();
720 buf->recalculateBoundingBox();
721 mesh->addMeshBuffer(buf);
723 mesh->recalculateBoundingBox();
724 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
729 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
731 scene::IAnimatedMesh* mesh = NULL;
732 core::dimension2d<u32> size = texture->getSize();
733 video::ECOLOR_FORMAT format = texture->getColorFormat();
734 if (format == video::ECF_A8R8G8B8)
736 // Texture is in the correct color format, we can pass it
737 // to extrudeARGB right away.
738 void* data = texture->lock(true);
741 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
746 video::IVideoDriver* driver = SceneManager->getVideoDriver();
748 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
752 // img1 is in the texture's color format, convert to 8-bit ARGB
753 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
759 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
768 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
770 video::SColor c(255,255,255,255);
771 video::S3DVertex vertices[24] =
774 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
775 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
776 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
777 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
779 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
780 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
781 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
782 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
784 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
785 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
786 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
787 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
789 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
790 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
791 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
792 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
794 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
795 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
796 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
797 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
799 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
800 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
801 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
802 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
805 u16 indices[6] = {0,1,2,2,3,0};
807 scene::SMesh* mesh = new scene::SMesh();
808 for (u32 i=0; i<6; ++i)
810 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
811 buf->append(vertices + 4 * i, 4, indices, 6);
812 buf->recalculateBoundingBox();
813 mesh->addMeshBuffer(buf);
816 mesh->recalculateBoundingBox();