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
28 #include <SAnimatedMesh.h>
31 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
40 m_draw_control(draw_control),
41 m_viewing_range_min(5.0),
42 m_viewing_range_max(5.0),
44 m_camera_position(0,0,0),
45 m_camera_direction(0,0,0),
51 m_wanted_frametime(0.0),
56 m_frametime_counter(0),
57 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
59 m_view_bobbing_anim(0),
60 m_view_bobbing_state(0),
61 m_view_bobbing_speed(0),
66 //dstream<<__FUNCTION_NAME<<std::endl;
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);
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);
90 bool Camera::successfullyCreated(std::wstring& error_message)
92 if (m_playernode == NULL)
94 error_message = L"Failed to create the player scene node";
97 if (m_headnode == NULL)
99 error_message = L"Failed to create the head scene node";
102 if (m_cameranode == NULL)
104 error_message = L"Failed to create the camera scene node";
107 if (m_wieldmgr == NULL)
109 error_message = L"Failed to create the wielded item scene manager";
112 if (m_wieldnode == NULL)
114 error_message = L"Failed to create the wielded item scene node";
120 // Returns the fractional part of x
121 inline f32 my_modf(f32 x)
124 return modf(x, &dummy);
127 void Camera::step(f32 dtime)
129 if (m_view_bobbing_state != 0)
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)
136 // Animation is getting turned off
137 if (m_view_bobbing_anim < 0.5)
138 m_view_bobbing_anim -= offset;
140 m_view_bobbing_anim += offset;
141 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
143 m_view_bobbing_anim = 0;
144 m_view_bobbing_state = 0;
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;
158 m_view_bobbing_anim -= offset;
159 if(m_view_bobbing_anim < 0.5)
160 m_view_bobbing_anim = 0.5;
162 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
163 fabs(m_view_bobbing_anim - 0.5) < 0.01)
165 m_view_bobbing_anim = 0;
166 m_view_bobbing_state = 0;
172 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
176 if (m_digging_button != -1)
178 f32 offset = dtime * 3.5;
179 m_digging_anim += offset;
180 if (m_digging_anim >= 1)
183 m_digging_button = -1;
188 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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();
195 // Set head node transformation
196 m_headnode->setPosition(player->getEyeOffset());
197 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
198 m_headnode->updateAbsolutePosition();
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);
205 if (m_view_bobbing_anim != 0)
207 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
208 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
212 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
213 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
216 0.3 * bobdir * sin(bobfrac * PI),
217 -0.28 * bobtmp * bobtmp,
220 //rel_cam_pos += 0.2 * bobvec;
221 //rel_cam_target += 0.03 * bobvec;
222 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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);
233 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
234 f32 angle_rad = angle_deg * PI / 180;
238 r * (cos(angle_rad) - 1),
241 //rel_cam_target += off;
242 rel_cam_up.rotateXYBy(angle_deg);
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);
252 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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);
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);
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)
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;
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;
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;
292 m_wieldnode->setPosition(wield_position);
293 m_wieldnode->setRotation(wield_rotation);
294 m_wieldnode->updateLight(player->light);
296 // Render distance feedback loop
297 updateViewingRange(frametime);
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))
309 m_view_bobbing_state = 1;
310 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
312 else if (m_view_bobbing_state == 1)
315 m_view_bobbing_state = 2;
316 m_view_bobbing_speed = 60;
320 void Camera::updateViewingRange(f32 frametime_in)
322 if (m_draw_control.range_all)
325 m_added_frametime += frametime_in;
328 // Actually this counter kind of sucks because frametime is busytime
329 m_frametime_counter -= frametime_in;
330 if (m_frametime_counter > 0)
332 m_frametime_counter = 0.2;
334 /*dstream<<__FUNCTION_NAME
335 <<": Collected "<<m_added_frames<<" frames, total of "
336 <<m_added_frametime<<"s."<<std::endl;
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
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;
349 f32 block_draw_ratio = 1.0;
350 if (m_draw_control.blocks_would_have_drawn != 0)
352 block_draw_ratio = (f32)m_draw_control.blocks_drawn
353 / (f32)m_draw_control.blocks_would_have_drawn;
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;
360 m_added_frametime = 0.0;
363 f32 wanted_frametime_change = m_wanted_frametime - frametime;
364 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
366 // If needed frametime change is small, just return
367 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
369 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
373 f32 range = m_draw_control.wanted_range;
374 f32 new_range = range;
376 f32 d_range = range - m_range_old;
377 f32 d_frametime = frametime - m_frametime_old;
380 m_time_per_range = d_frametime / d_range;
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)
395 m_time_per_range = min_time_per_range;
396 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
400 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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;
410 // If needed range change is very small, just return
411 if(fabs(wanted_range_change) < 0.001)
413 //dstream<<"ignoring small wanted_range_change"<<std::endl;
417 new_range += wanted_range_change;
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;*/
425 m_draw_control.wanted_range = new_range;
427 m_range_old = new_range;
428 m_frametime_old = frametime;
431 void Camera::updateSettings()
433 m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
434 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
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);
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;
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;
449 void Camera::wield(const InventoryItem* item)
455 // Try to make a MaterialItem cube.
456 if (std::string(item->getName()) == "MaterialItem")
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)
463 m_wieldnode->setCube(content_features(content).tiles);
464 m_wieldnode->setScale(v3f(30));
469 // If that failed, make an extruded sprite.
472 m_wieldnode->setSprite(item->getImageRaw());
473 m_wieldnode->setScale(v3f(40));
476 m_wieldnode->setVisible(true);
481 m_wieldnode->setVisible(false);
485 void Camera::setDigging(s32 button)
487 if (m_digging_button == -1)
488 m_digging_button = button;
491 void Camera::drawWieldedTool()
493 m_wieldmgr->getVideoDriver()->clearZBuffer();
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();
504 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
505 scene::ISceneNode* parent,
506 scene::ISceneManager* mgr,
512 ISceneNode(parent, mgr, id, position, rotation, scale)
514 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
521 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
523 removeChild(m_meshnode);
528 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
532 m_meshnode->setVisible(false);
536 io::path name = getExtrudedName(texture);
537 scene::IMeshCache* cache = SceneManager->getMeshCache();
538 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
541 // Extruded texture has been found in cache.
542 m_meshnode->setMesh(mesh);
546 // Texture was not yet extruded, do it now and save in cache
547 mesh = extrude(texture);
550 dstream << "Warning: failed to extrude sprite" << std::endl;
551 m_meshnode->setVisible(false);
554 cache->addMesh(name, mesh);
555 m_meshnode->setMesh(mesh);
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);
566 updateLight(m_light);
569 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
571 if (m_cubemesh == NULL)
572 m_cubemesh = createCubeMesh();
574 m_meshnode->setMesh(m_cubemesh);
575 m_meshnode->setScale(v3f(1));
576 for (int i = 0; i < 6; ++i)
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;
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);
592 m_meshnode->setVisible(true);
594 updateLight(m_light);
597 void ExtrudedSpriteSceneNode::updateLight(u8 light)
601 u8 li = decode_light(light);
602 // Set brightness one lower than incoming light
604 video::SColor color(255,li,li,li);
605 setMeshVerticesColor(m_meshnode->getMesh(), color);
608 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
610 scene::IMeshCache* cache = SceneManager->getMeshCache();
611 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
613 cache->removeMesh(mesh);
616 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
618 m_thickness = thickness;
620 m_meshnode->setScale(v3f(1, 1, thickness));
623 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
625 return m_meshnode->getBoundingBox();
628 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
631 SceneManager->registerNodeForRendering(this);
632 ISceneNode::OnRegisterSceneNode();
635 void ExtrudedSpriteSceneNode::render()
640 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
642 io::path path = texture->getName();
643 path.append("/[extruded]");
647 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
649 const s32 argb_wstep = 4 * width;
650 const s32 alpha_threshold = 1;
652 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
653 video::SColor c(255,255,255,255);
657 video::S3DVertex vertices[8] =
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),
668 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
669 buf->append(vertices, 8, indices, 12);
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)
678 u8* scanline = solidity + y * wstep;
679 if (y == 0 || y == height + 1)
681 for (u32 x = 0; x < width + 2; ++x)
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;
694 // without this, there would be occasional "holes" in the mesh
697 for (u32 y = 0; y <= height; ++y)
699 u8* scanline = solidity + y * wstep + 1;
700 for (u32 x = 0; x <= width; ++x)
702 if (scanline[x] && !scanline[x + wstep])
705 while (scanline[xx] && !scanline[xx + wstep])
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] =
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),
720 u16 indices[6] = {0,1,2,2,3,0};
721 buf->append(vertices, 4, indices, 6);
724 if (!scanline[x] && scanline[x + wstep])
727 while (!scanline[xx] && scanline[xx + wstep])
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] =
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),
742 u16 indices[6] = {0,1,2,2,3,0};
743 buf->append(vertices, 4, indices, 6);
749 for (u32 x = 0; x <= width; ++x)
751 u8* scancol = solidity + x + wstep;
752 for (u32 y = 0; y <= height; ++y)
754 if (scancol[y * wstep] && !scancol[y * wstep + 1])
757 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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] =
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),
772 u16 indices[6] = {0,1,2,2,3,0};
773 buf->append(vertices, 4, indices, 6);
776 if (!scancol[y * wstep] && scancol[y * wstep + 1])
779 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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] =
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),
794 u16 indices[6] = {0,1,2,2,3,0};
795 buf->append(vertices, 4, indices, 6);
802 scene::SMesh* mesh = new scene::SMesh();
803 buf->recalculateBoundingBox();
804 mesh->addMeshBuffer(buf);
806 mesh->recalculateBoundingBox();
807 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
812 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
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)
819 // Texture is in the correct color format, we can pass it
820 // to extrudeARGB right away.
821 void* data = texture->lock(true);
824 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
829 video::IVideoDriver* driver = SceneManager->getVideoDriver();
831 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
835 // img1 is in the texture's color format, convert to 8-bit ARGB
836 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
842 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
851 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
853 video::SColor c(255,255,255,255);
854 video::S3DVertex vertices[24] =
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),
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),
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),
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),
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),
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),
888 u16 indices[6] = {0,1,2,2,3,0};
890 scene::SMesh* mesh = new scene::SMesh();
891 for (u32 i=0; i<6; ++i)
893 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
894 buf->append(vertices + 4 * i, 4, indices, 6);
895 buf->recalculateBoundingBox();
896 mesh->addMeshBuffer(buf);
899 mesh->recalculateBoundingBox();