Catch SendFailedException when replying back in Connection::Receive()
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "player.h"
26 #include "tile.h"
27 #include <cmath>
28 #include <SAnimatedMesh.h>
29 #include "settings.h"
30
31 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
32         m_smgr(smgr),
33         m_playernode(NULL),
34         m_headnode(NULL),
35         m_cameranode(NULL),
36
37         m_wieldmgr(NULL),
38         m_wieldnode(NULL),
39
40         m_draw_control(draw_control),
41         m_viewing_range_min(5.0),
42         m_viewing_range_max(5.0),
43
44         m_camera_position(0,0,0),
45         m_camera_direction(0,0,0),
46
47         m_aspect(1.0),
48         m_fov_x(1.0),
49         m_fov_y(1.0),
50
51         m_wanted_frametime(0.0),
52         m_added_frametime(0),
53         m_added_frames(0),
54         m_range_old(0),
55         m_frametime_old(0),
56         m_frametime_counter(0),
57         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
58
59         m_view_bobbing_anim(0),
60         m_view_bobbing_state(0),
61         m_view_bobbing_speed(0),
62
63         m_digging_anim(0),
64         m_digging_button(-1)
65 {
66         //dstream<<__FUNCTION_NAME<<std::endl;
67
68         // note: making the camera node a child of the player node
69         // would lead to unexpected behaviour, so we don't do that.
70         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
71         m_headnode = smgr->addEmptySceneNode(m_playernode);
72         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
73         m_cameranode->bindTargetAndRotation(true);
74
75         // This needs to be in its own scene manager. It is drawn after
76         // all other 3D scene nodes and before the GUI.
77         m_wieldmgr = smgr->createNewSceneManager();
78         m_wieldmgr->addCameraSceneNode();
79         m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
80
81         updateSettings();
82 }
83
84 Camera::~Camera()
85 {
86         m_wieldmgr->drop();
87         m_wieldnode->drop();
88 }
89
90 bool Camera::successfullyCreated(std::wstring& error_message)
91 {
92         if (m_playernode == NULL)
93         {
94                 error_message = L"Failed to create the player scene node";
95                 return false;
96         }
97         if (m_headnode == NULL)
98         {
99                 error_message = L"Failed to create the head scene node";
100                 return false;
101         }
102         if (m_cameranode == NULL)
103         {
104                 error_message = L"Failed to create the camera scene node";
105                 return false;
106         }
107         if (m_wieldmgr == NULL)
108         {
109                 error_message = L"Failed to create the wielded item scene manager";
110                 return false;
111         }
112         if (m_wieldnode == NULL)
113         {
114                 error_message = L"Failed to create the wielded item scene node";
115                 return false;
116         }
117         return true;
118 }
119
120 // Returns the fractional part of x
121 inline f32 my_modf(f32 x)
122 {
123         double dummy;
124         return modf(x, &dummy);
125 }
126
127 void Camera::step(f32 dtime)
128 {
129         if (m_view_bobbing_state != 0)
130         {
131                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
132                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
133                 if (m_view_bobbing_state == 2)
134                 {
135 #if 0
136                         // Animation is getting turned off
137                         if (m_view_bobbing_anim < 0.5)
138                                 m_view_bobbing_anim -= offset;
139                         else
140                                 m_view_bobbing_anim += offset;
141                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
142                         {
143                                 m_view_bobbing_anim = 0;
144                                 m_view_bobbing_state = 0;
145                         }
146 #endif
147 #if 1
148                         // Animation is getting turned off
149                         if(m_view_bobbing_anim < 0.25){
150                                 m_view_bobbing_anim -= offset;
151                         } else if(m_view_bobbing_anim > 0.75){
152                                 m_view_bobbing_anim += offset;
153                         } if(m_view_bobbing_anim < 0.5){
154                                 m_view_bobbing_anim += offset;
155                                 if(m_view_bobbing_anim > 0.5)
156                                         m_view_bobbing_anim = 0.5;
157                         } else {
158                                 m_view_bobbing_anim -= offset;
159                                 if(m_view_bobbing_anim < 0.5)
160                                         m_view_bobbing_anim = 0.5;
161                         }
162                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
163                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
164                         {
165                                 m_view_bobbing_anim = 0;
166                                 m_view_bobbing_state = 0;
167                         }
168 #endif
169                 }
170                 else
171                 {
172                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
173                 }
174         }
175
176         if (m_digging_button != -1)
177         {
178                 f32 offset = dtime * 3.5;
179                 m_digging_anim += offset;
180                 if (m_digging_anim >= 1)
181                 {
182                         m_digging_anim = 0;
183                         m_digging_button = -1;
184                 }
185         }
186 }
187
188 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
189 {
190         // Set player node transformation
191         m_playernode->setPosition(player->getPosition());
192         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
193         m_playernode->updateAbsolutePosition();
194
195         // Set head node transformation
196         m_headnode->setPosition(player->getEyeOffset());
197         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
198         m_headnode->updateAbsolutePosition();
199
200         // Compute relative camera position and target
201         v3f rel_cam_pos = v3f(0,0,0);
202         v3f rel_cam_target = v3f(0,0,1);
203         v3f rel_cam_up = v3f(0,1,0);
204
205         if (m_view_bobbing_anim != 0)
206         {
207                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
208                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
209
210                 #if 1
211                 f32 bobknob = 1.2;
212                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
213                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
214
215                 v3f bobvec = v3f(
216                         0.3 * bobdir * sin(bobfrac * PI),
217                         -0.28 * bobtmp * bobtmp,
218                         0.);
219
220                 //rel_cam_pos += 0.2 * bobvec;
221                 //rel_cam_target += 0.03 * bobvec;
222                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
223                 float f = 1.0;
224                 f *= g_settings->getFloat("view_bobbing_amount");
225                 rel_cam_pos += bobvec * f;
226                 //rel_cam_target += 0.995 * bobvec * f;
227                 rel_cam_target += bobvec * f;
228                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
229                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
230                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
231                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
232                 #else
233                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
234                 f32 angle_rad = angle_deg * PI / 180;
235                 f32 r = 0.05;
236                 v3f off = v3f(
237                         r * sin(angle_rad),
238                         r * (cos(angle_rad) - 1),
239                         0);
240                 rel_cam_pos += off;
241                 //rel_cam_target += off;
242                 rel_cam_up.rotateXYBy(angle_deg);
243                 #endif
244
245         }
246
247         // Compute absolute camera position and target
248         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
249         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
250
251         v3f abs_cam_up;
252         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
253
254         // Set camera node transformation
255         m_cameranode->setPosition(m_camera_position);
256         m_cameranode->setUpVector(abs_cam_up);
257         // *100.0 helps in large map coordinates
258         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
259
260         // FOV and and aspect ratio
261         m_aspect = (f32)screensize.X / (f32) screensize.Y;
262         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
263         m_cameranode->setAspectRatio(m_aspect);
264         m_cameranode->setFOV(m_fov_y);
265         // Just so big a value that everything rendered is visible
266         // Some more allowance that m_viewing_range_max * BS because of active objects etc.
267         m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
268
269         // Position the wielded item
270         v3f wield_position = v3f(45, -35, 65);
271         v3f wield_rotation = v3f(-100, 110, -100);
272         if (m_digging_button != -1)
273         {
274                 f32 digfrac = m_digging_anim;
275                 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
276                 wield_position.Y += 15 * sin(digfrac * 2 * PI);
277                 wield_position.Z += 5 * digfrac;
278
279                 // Euler angles are PURE EVIL, so why not use quaternions?
280                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
281                 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
282                 core::quaternion quat_slerp;
283                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
284                 quat_slerp.toEuler(wield_rotation);
285                 wield_rotation *= core::RADTODEG;
286         }
287         else {
288                 f32 bobfrac = my_modf(m_view_bobbing_anim);
289                 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
290                 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
291         }
292         m_wieldnode->setPosition(wield_position);
293         m_wieldnode->setRotation(wield_rotation);
294         m_wieldnode->updateLight(player->light);
295
296         // Render distance feedback loop
297         updateViewingRange(frametime);
298
299         // If the player seems to be walking on solid ground,
300         // view bobbing is enabled and free_move is off,
301         // start (or continue) the view bobbing animation.
302         v3f speed = player->getSpeed();
303         if ((hypot(speed.X, speed.Z) > BS) &&
304                 (player->touching_ground) &&
305                 (g_settings->getBool("view_bobbing") == true) &&
306                 (g_settings->getBool("free_move") == false))
307         {
308                 // Start animation
309                 m_view_bobbing_state = 1;
310                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
311         }
312         else if (m_view_bobbing_state == 1)
313         {
314                 // Stop animation
315                 m_view_bobbing_state = 2;
316                 m_view_bobbing_speed = 60;
317         }
318 }
319
320 void Camera::updateViewingRange(f32 frametime_in)
321 {
322         if (m_draw_control.range_all)
323                 return;
324
325         m_added_frametime += frametime_in;
326         m_added_frames += 1;
327
328         // Actually this counter kind of sucks because frametime is busytime
329         m_frametime_counter -= frametime_in;
330         if (m_frametime_counter > 0)
331                 return;
332         m_frametime_counter = 0.2;
333
334         /*dstream<<__FUNCTION_NAME
335                         <<": Collected "<<m_added_frames<<" frames, total of "
336                         <<m_added_frametime<<"s."<<std::endl;
337
338         dstream<<"m_draw_control.blocks_drawn="
339                         <<m_draw_control.blocks_drawn
340                         <<", m_draw_control.blocks_would_have_drawn="
341                         <<m_draw_control.blocks_would_have_drawn
342                         <<std::endl;*/
343
344         m_draw_control.wanted_min_range = m_viewing_range_min;
345         m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
346         if (m_draw_control.wanted_max_blocks < 10)
347                 m_draw_control.wanted_max_blocks = 10;
348
349         f32 block_draw_ratio = 1.0;
350         if (m_draw_control.blocks_would_have_drawn != 0)
351         {
352                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
353                         / (f32)m_draw_control.blocks_would_have_drawn;
354         }
355
356         // Calculate the average frametime in the case that all wanted
357         // blocks had been drawn
358         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
359
360         m_added_frametime = 0.0;
361         m_added_frames = 0;
362
363         f32 wanted_frametime_change = m_wanted_frametime - frametime;
364         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
365
366         // If needed frametime change is small, just return
367         if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
368         {
369                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
370                 return;
371         }
372
373         f32 range = m_draw_control.wanted_range;
374         f32 new_range = range;
375
376         f32 d_range = range - m_range_old;
377         f32 d_frametime = frametime - m_frametime_old;
378         if (d_range != 0)
379         {
380                 m_time_per_range = d_frametime / d_range;
381         }
382
383         // The minimum allowed calculated frametime-range derivative:
384         // Practically this sets the maximum speed of changing the range.
385         // The lower this value, the higher the maximum changing speed.
386         // A low value here results in wobbly range (0.001)
387         // A high value here results in slow changing range (0.0025)
388         // SUGG: This could be dynamically adjusted so that when
389         //       the camera is turning, this is lower
390         //f32 min_time_per_range = 0.0015;
391         f32 min_time_per_range = 0.0010;
392         //f32 min_time_per_range = 0.05 / range;
393         if(m_time_per_range < min_time_per_range)
394         {
395                 m_time_per_range = min_time_per_range;
396                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
397         }
398         else
399         {
400                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
401         }
402
403         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
404         // Dampen the change a bit to kill oscillations
405         //wanted_range_change *= 0.9;
406         //wanted_range_change *= 0.75;
407         wanted_range_change *= 0.5;
408         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
409
410         // If needed range change is very small, just return
411         if(fabs(wanted_range_change) < 0.001)
412         {
413                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
414                 return;
415         }
416
417         new_range += wanted_range_change;
418         
419         //f32 new_range_unclamped = new_range;
420         new_range = MYMAX(new_range, m_viewing_range_min);
421         new_range = MYMIN(new_range, m_viewing_range_max);
422         /*dstream<<"new_range="<<new_range_unclamped
423                         <<", clamped to "<<new_range<<std::endl;*/
424
425         m_draw_control.wanted_range = new_range;
426
427         m_range_old = new_range;
428         m_frametime_old = frametime;
429 }
430
431 void Camera::updateSettings()
432 {
433         m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
434         m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
435
436         m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
437         m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
438
439         f32 fov_degrees = g_settings->getFloat("fov");
440         fov_degrees = MYMAX(fov_degrees, 10.0);
441         fov_degrees = MYMIN(fov_degrees, 170.0);
442         m_fov_y = fov_degrees * PI / 180.0;
443
444         f32 wanted_fps = g_settings->getFloat("wanted_fps");
445         wanted_fps = MYMAX(wanted_fps, 1.0);
446         m_wanted_frametime = 1.0 / wanted_fps;
447 }
448
449 void Camera::wield(const InventoryItem* item)
450 {
451         if (item != NULL)
452         {
453                 bool isCube = false;
454
455                 // Try to make a MaterialItem cube.
456                 if (std::string(item->getName()) == "MaterialItem")
457                 {
458                         // A block-type material
459                         MaterialItem* mat_item = (MaterialItem*) item;
460                         content_t content = mat_item->getMaterial();
461                         if (content_features(content).solidness || content_features(content).visual_solidness)
462                         {
463                                 m_wieldnode->setCube(content_features(content).tiles);
464                                 m_wieldnode->setScale(v3f(30));
465                                 isCube = true;
466                         }
467                 }
468
469                 // If that failed, make an extruded sprite.
470                 if (!isCube)
471                 {
472                         m_wieldnode->setSprite(item->getImageRaw());
473                         m_wieldnode->setScale(v3f(40));
474                 }
475
476                 m_wieldnode->setVisible(true);
477         }
478         else
479         {
480                 // Bare hands
481                 m_wieldnode->setVisible(false);
482         }
483 }
484
485 void Camera::setDigging(s32 button)
486 {
487         if (m_digging_button == -1)
488                 m_digging_button = button;
489 }
490
491 void Camera::drawWieldedTool()
492 {
493         m_wieldmgr->getVideoDriver()->clearZBuffer();
494
495         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
496         cam->setAspectRatio(m_cameranode->getAspectRatio());
497         cam->setFOV(m_cameranode->getFOV());
498         cam->setNearValue(0.1);
499         cam->setFarValue(100);
500         m_wieldmgr->drawAll();
501 }
502
503
504 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
505         scene::ISceneNode* parent,
506         scene::ISceneManager* mgr,
507         s32 id,
508         const v3f& position,
509         const v3f& rotation,
510         const v3f& scale
511 ):
512         ISceneNode(parent, mgr, id, position, rotation, scale)
513 {
514         m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
515         m_thickness = 0.1;
516         m_cubemesh = NULL;
517         m_is_cube = false;
518         m_light = LIGHT_MAX;
519 }
520
521 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
522 {
523         removeChild(m_meshnode);
524         if (m_cubemesh)
525                 m_cubemesh->drop();
526 }
527
528 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
529 {
530         if (texture == NULL)
531         {
532                 m_meshnode->setVisible(false);
533                 return;
534         }
535
536         io::path name = getExtrudedName(texture);
537         scene::IMeshCache* cache = SceneManager->getMeshCache();
538         scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
539         if (mesh != NULL)
540         {
541                 // Extruded texture has been found in cache.
542                 m_meshnode->setMesh(mesh);
543         }
544         else
545         {
546                 // Texture was not yet extruded, do it now and save in cache
547                 mesh = extrude(texture);
548                 if (mesh == NULL)
549                 {
550                         dstream << "Warning: failed to extrude sprite" << std::endl;
551                         m_meshnode->setVisible(false);
552                         return;
553                 }
554                 cache->addMesh(name, mesh);
555                 m_meshnode->setMesh(mesh);
556                 mesh->drop();
557         }
558
559         m_meshnode->setScale(v3f(1, 1, m_thickness));
560         m_meshnode->getMaterial(0).setTexture(0, texture);
561         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
562         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
563         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
564         m_meshnode->setVisible(true);
565         m_is_cube = false;
566         updateLight(m_light);
567 }
568
569 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
570 {
571         if (m_cubemesh == NULL)
572                 m_cubemesh = createCubeMesh();
573
574         m_meshnode->setMesh(m_cubemesh);
575         m_meshnode->setScale(v3f(1));
576         for (int i = 0; i < 6; ++i)
577         {
578                 // Get the tile texture and atlas transformation
579                 video::ITexture* atlas = tiles[i].texture.atlas;
580                 v2f pos = tiles[i].texture.pos;
581                 v2f size = tiles[i].texture.size;
582
583                 // Set material flags and texture
584                 video::SMaterial& material = m_meshnode->getMaterial(i);
585                 material.setFlag(video::EMF_LIGHTING, false);
586                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
587                 tiles[i].applyMaterialOptions(material);
588                 material.setTexture(0, atlas);
589                 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
590                 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
591         }
592         m_meshnode->setVisible(true);
593         m_is_cube = true;
594         updateLight(m_light);
595 }
596
597 void ExtrudedSpriteSceneNode::updateLight(u8 light)
598 {
599         m_light = light;
600
601         u8 li = decode_light(light);
602         // Set brightness one lower than incoming light
603         diminish_light(li);
604         video::SColor color(255,li,li,li);
605         setMeshVerticesColor(m_meshnode->getMesh(), color);
606 }
607
608 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
609 {
610         scene::IMeshCache* cache = SceneManager->getMeshCache();
611         scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
612         if (mesh != NULL)
613                 cache->removeMesh(mesh);
614 }
615
616 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
617 {
618         m_thickness = thickness;
619         if (!m_is_cube)
620                 m_meshnode->setScale(v3f(1, 1, thickness));
621 }
622
623 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
624 {
625         return m_meshnode->getBoundingBox();
626 }
627
628 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
629 {
630         if (IsVisible)
631                 SceneManager->registerNodeForRendering(this);
632         ISceneNode::OnRegisterSceneNode();
633 }
634
635 void ExtrudedSpriteSceneNode::render()
636 {
637         // do nothing
638 }
639
640 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
641 {
642         io::path path = texture->getName();
643         path.append("/[extruded]");
644         return path;
645 }
646
647 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
648 {
649         const s32 argb_wstep = 4 * width;
650         const s32 alpha_threshold = 1;
651
652         scene::IMeshBuffer* buf = new scene::SMeshBuffer();
653         video::SColor c(255,255,255,255);
654
655         // Front and back
656         {
657                 video::S3DVertex vertices[8] =
658                 {
659                         video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
660                         video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
661                         video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
662                         video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
663                         video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
664                         video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
665                         video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
666                         video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
667                 };
668                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
669                 buf->append(vertices, 8, indices, 12);
670         }
671
672         // "Interior"
673         // (add faces where a solid pixel is next to a transparent one)
674         u8* solidity = new u8[(width+2) * (height+2)];
675         u32 wstep = width + 2;
676         for (u32 y = 0; y < height + 2; ++y)
677         {
678                 u8* scanline = solidity + y * wstep;
679                 if (y == 0 || y == height + 1)
680                 {
681                         for (u32 x = 0; x < width + 2; ++x)
682                                 scanline[x] = 0;
683                 }
684                 else
685                 {
686                         scanline[0] = 0;
687                         u8* argb_scanline = data + (y - 1) * argb_wstep;
688                         for (u32 x = 0; x < width; ++x)
689                                 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
690                         scanline[width + 1] = 0;
691                 }
692         }
693
694         // without this, there would be occasional "holes" in the mesh
695         f32 eps = 0.01;
696
697         for (u32 y = 0; y <= height; ++y)
698         {
699                 u8* scanline = solidity + y * wstep + 1;
700                 for (u32 x = 0; x <= width; ++x)
701                 {
702                         if (scanline[x] && !scanline[x + wstep])
703                         {
704                                 u32 xx = x + 1;
705                                 while (scanline[xx] && !scanline[xx + wstep])
706                                         ++xx;
707                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
708                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
709                                 f32 vy = 0.5 - (y - eps) / (f32) height;
710                                 f32 tx1 = x / (f32) width;
711                                 f32 tx2 = xx / (f32) width;
712                                 f32 ty = (y - 0.5) / (f32) height;
713                                 video::S3DVertex vertices[8] =
714                                 {
715                                         video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
716                                         video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
717                                         video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
718                                         video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
719                                 };
720                                 u16 indices[6] = {0,1,2,2,3,0};
721                                 buf->append(vertices, 4, indices, 6);
722                                 x = xx - 1;
723                         }
724                         if (!scanline[x] && scanline[x + wstep])
725                         {
726                                 u32 xx = x + 1;
727                                 while (!scanline[xx] && scanline[xx + wstep])
728                                         ++xx;
729                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
730                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
731                                 f32 vy = 0.5 - (y + eps) / (f32) height;
732                                 f32 tx1 = x / (f32) width;
733                                 f32 tx2 = xx / (f32) width;
734                                 f32 ty = (y + 0.5) / (f32) height;
735                                 video::S3DVertex vertices[8] =
736                                 {
737                                         video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
738                                         video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
739                                         video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
740                                         video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
741                                 };
742                                 u16 indices[6] = {0,1,2,2,3,0};
743                                 buf->append(vertices, 4, indices, 6);
744                                 x = xx - 1;
745                         }
746                 }
747         }
748
749         for (u32 x = 0; x <= width; ++x)
750         {
751                 u8* scancol = solidity + x + wstep;
752                 for (u32 y = 0; y <= height; ++y)
753                 {
754                         if (scancol[y * wstep] && !scancol[y * wstep + 1])
755                         {
756                                 u32 yy = y + 1;
757                                 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
758                                         ++yy;
759                                 f32 vx = (x - eps) / (f32) width - 0.5;
760                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
761                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
762                                 f32 tx = (x - 0.5) / (f32) width;
763                                 f32 ty1 = y / (f32) height;
764                                 f32 ty2 = yy / (f32) height;
765                                 video::S3DVertex vertices[8] =
766                                 {
767                                         video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
768                                         video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
769                                         video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
770                                         video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
771                                 };
772                                 u16 indices[6] = {0,1,2,2,3,0};
773                                 buf->append(vertices, 4, indices, 6);
774                                 y = yy - 1;
775                         }
776                         if (!scancol[y * wstep] && scancol[y * wstep + 1])
777                         {
778                                 u32 yy = y + 1;
779                                 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
780                                         ++yy;
781                                 f32 vx = (x + eps) / (f32) width - 0.5;
782                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
783                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
784                                 f32 tx = (x + 0.5) / (f32) width;
785                                 f32 ty1 = y / (f32) height;
786                                 f32 ty2 = yy / (f32) height;
787                                 video::S3DVertex vertices[8] =
788                                 {
789                                         video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
790                                         video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
791                                         video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
792                                         video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
793                                 };
794                                 u16 indices[6] = {0,1,2,2,3,0};
795                                 buf->append(vertices, 4, indices, 6);
796                                 y = yy - 1;
797                         }
798                 }
799         }
800
801         // Add to mesh
802         scene::SMesh* mesh = new scene::SMesh();
803         buf->recalculateBoundingBox();
804         mesh->addMeshBuffer(buf);
805         buf->drop();
806         mesh->recalculateBoundingBox();
807         scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
808         mesh->drop();
809         return anim_mesh;
810 }
811
812 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
813 {
814         scene::IAnimatedMesh* mesh = NULL;
815         core::dimension2d<u32> size = texture->getSize();
816         video::ECOLOR_FORMAT format = texture->getColorFormat();
817         if (format == video::ECF_A8R8G8B8)
818         {
819                 // Texture is in the correct color format, we can pass it
820                 // to extrudeARGB right away.
821                 void* data = texture->lock(true);
822                 if (data == NULL)
823                         return NULL;
824                 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
825                 texture->unlock();
826         }
827         else
828         {
829                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
830
831                 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
832                 if (img1 == NULL)
833                         return NULL;
834
835                 // img1 is in the texture's color format, convert to 8-bit ARGB
836                 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
837                 if (img2 != NULL)
838                 {
839                         img1->copyTo(img2);
840                         img1->drop();
841
842                         mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
843                         img2->unlock();
844                         img2->drop();
845                 }
846                 img1->drop();
847         }
848         return mesh;
849 }
850
851 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
852 {
853         video::SColor c(255,255,255,255);
854         video::S3DVertex vertices[24] =
855         {
856                 // Up
857                 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
858                 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
859                 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
860                 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
861                 // Down
862                 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
863                 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
864                 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
865                 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
866                 // Right
867                 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
868                 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
869                 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
870                 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
871                 // Left
872                 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
873                 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
874                 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
875                 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
876                 // Back
877                 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
878                 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
879                 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
880                 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
881                 // Front
882                 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
883                 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
884                 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
885                 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
886         };
887
888         u16 indices[6] = {0,1,2,2,3,0};
889
890         scene::SMesh* mesh = new scene::SMesh();
891         for (u32 i=0; i<6; ++i)
892         {
893                 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
894                 buf->append(vertices + 4 * i, 4, indices, 6);
895                 buf->recalculateBoundingBox();
896                 mesh->addMeshBuffer(buf);
897                 buf->drop();
898         }
899         mesh->recalculateBoundingBox();
900         return mesh;
901 }