ServerRemotePlayer implements ServerActiveObject
[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 = (2.0*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         // This value was 0.4 for many months until 2011-10-18 by c55;
368         // Let's see how this works out.
369         if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
370         {
371                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
372                 return;
373         }
374
375         f32 range = m_draw_control.wanted_range;
376         f32 new_range = range;
377
378         f32 d_range = range - m_range_old;
379         f32 d_frametime = frametime - m_frametime_old;
380         if (d_range != 0)
381         {
382                 m_time_per_range = d_frametime / d_range;
383         }
384
385         // The minimum allowed calculated frametime-range derivative:
386         // Practically this sets the maximum speed of changing the range.
387         // The lower this value, the higher the maximum changing speed.
388         // A low value here results in wobbly range (0.001)
389         // A high value here results in slow changing range (0.0025)
390         // SUGG: This could be dynamically adjusted so that when
391         //       the camera is turning, this is lower
392         //f32 min_time_per_range = 0.0015;
393         f32 min_time_per_range = 0.0010;
394         //f32 min_time_per_range = 0.05 / range;
395         if(m_time_per_range < min_time_per_range)
396         {
397                 m_time_per_range = min_time_per_range;
398                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
399         }
400         else
401         {
402                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
403         }
404
405         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
406         // Dampen the change a bit to kill oscillations
407         //wanted_range_change *= 0.9;
408         //wanted_range_change *= 0.75;
409         wanted_range_change *= 0.5;
410         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
411
412         // If needed range change is very small, just return
413         if(fabs(wanted_range_change) < 0.001)
414         {
415                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
416                 return;
417         }
418
419         new_range += wanted_range_change;
420         
421         //f32 new_range_unclamped = new_range;
422         new_range = MYMAX(new_range, m_viewing_range_min);
423         new_range = MYMIN(new_range, m_viewing_range_max);
424         /*dstream<<"new_range="<<new_range_unclamped
425                         <<", clamped to "<<new_range<<std::endl;*/
426
427         m_draw_control.wanted_range = new_range;
428
429         m_range_old = new_range;
430         m_frametime_old = frametime;
431 }
432
433 void Camera::updateSettings()
434 {
435         m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
436         m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
437
438         m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
439         m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
440
441         f32 fov_degrees = g_settings->getFloat("fov");
442         fov_degrees = MYMAX(fov_degrees, 10.0);
443         fov_degrees = MYMIN(fov_degrees, 170.0);
444         m_fov_y = fov_degrees * PI / 180.0;
445
446         f32 wanted_fps = g_settings->getFloat("wanted_fps");
447         wanted_fps = MYMAX(wanted_fps, 1.0);
448         m_wanted_frametime = 1.0 / wanted_fps;
449 }
450
451 void Camera::wield(const InventoryItem* item)
452 {
453         if (item != NULL)
454         {
455                 bool isCube = false;
456
457                 // Try to make a MaterialItem cube.
458                 if (std::string(item->getName()) == "MaterialItem")
459                 {
460                         // A block-type material
461                         MaterialItem* mat_item = (MaterialItem*) item;
462                         content_t content = mat_item->getMaterial();
463                         if (content_features(content).solidness || content_features(content).visual_solidness)
464                         {
465                                 m_wieldnode->setCube(content_features(content).tiles);
466                                 m_wieldnode->setScale(v3f(30));
467                                 isCube = true;
468                         }
469                 }
470
471                 // If that failed, make an extruded sprite.
472                 if (!isCube)
473                 {
474                         m_wieldnode->setSprite(item->getImageRaw());
475                         m_wieldnode->setScale(v3f(40));
476                 }
477
478                 m_wieldnode->setVisible(true);
479         }
480         else
481         {
482                 // Bare hands
483                 m_wieldnode->setVisible(false);
484         }
485 }
486
487 void Camera::setDigging(s32 button)
488 {
489         if (m_digging_button == -1)
490                 m_digging_button = button;
491 }
492
493 void Camera::drawWieldedTool()
494 {
495         m_wieldmgr->getVideoDriver()->clearZBuffer();
496
497         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
498         cam->setAspectRatio(m_cameranode->getAspectRatio());
499         cam->setFOV(m_cameranode->getFOV());
500         cam->setNearValue(0.1);
501         cam->setFarValue(100);
502         m_wieldmgr->drawAll();
503 }
504
505
506 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
507         scene::ISceneNode* parent,
508         scene::ISceneManager* mgr,
509         s32 id,
510         const v3f& position,
511         const v3f& rotation,
512         const v3f& scale
513 ):
514         ISceneNode(parent, mgr, id, position, rotation, scale)
515 {
516         m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
517         m_thickness = 0.1;
518         m_cubemesh = NULL;
519         m_is_cube = false;
520         m_light = LIGHT_MAX;
521 }
522
523 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
524 {
525         removeChild(m_meshnode);
526         if (m_cubemesh)
527                 m_cubemesh->drop();
528 }
529
530 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
531 {
532         if (texture == NULL)
533         {
534                 m_meshnode->setVisible(false);
535                 return;
536         }
537
538         io::path name = getExtrudedName(texture);
539         scene::IMeshCache* cache = SceneManager->getMeshCache();
540         scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
541         if (mesh != NULL)
542         {
543                 // Extruded texture has been found in cache.
544                 m_meshnode->setMesh(mesh);
545         }
546         else
547         {
548                 // Texture was not yet extruded, do it now and save in cache
549                 mesh = extrude(texture);
550                 if (mesh == NULL)
551                 {
552                         dstream << "Warning: failed to extrude sprite" << std::endl;
553                         m_meshnode->setVisible(false);
554                         return;
555                 }
556                 cache->addMesh(name, mesh);
557                 m_meshnode->setMesh(mesh);
558                 mesh->drop();
559         }
560
561         m_meshnode->setScale(v3f(1, 1, m_thickness));
562         m_meshnode->getMaterial(0).setTexture(0, texture);
563         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
564         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
565         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
566         m_meshnode->setVisible(true);
567         m_is_cube = false;
568         updateLight(m_light);
569 }
570
571 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
572 {
573         if (m_cubemesh == NULL)
574                 m_cubemesh = createCubeMesh();
575
576         m_meshnode->setMesh(m_cubemesh);
577         m_meshnode->setScale(v3f(1));
578         for (int i = 0; i < 6; ++i)
579         {
580                 // Get the tile texture and atlas transformation
581                 video::ITexture* atlas = tiles[i].texture.atlas;
582                 v2f pos = tiles[i].texture.pos;
583                 v2f size = tiles[i].texture.size;
584
585                 // Set material flags and texture
586                 video::SMaterial& material = m_meshnode->getMaterial(i);
587                 material.setFlag(video::EMF_LIGHTING, false);
588                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
589                 tiles[i].applyMaterialOptions(material);
590                 material.setTexture(0, atlas);
591                 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
592                 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
593         }
594         m_meshnode->setVisible(true);
595         m_is_cube = true;
596         updateLight(m_light);
597 }
598
599 void ExtrudedSpriteSceneNode::updateLight(u8 light)
600 {
601         m_light = light;
602
603         u8 li = decode_light(light);
604         // Set brightness one lower than incoming light
605         diminish_light(li);
606         video::SColor color(255,li,li,li);
607         setMeshVerticesColor(m_meshnode->getMesh(), color);
608 }
609
610 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
611 {
612         scene::IMeshCache* cache = SceneManager->getMeshCache();
613         scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
614         if (mesh != NULL)
615                 cache->removeMesh(mesh);
616 }
617
618 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
619 {
620         m_thickness = thickness;
621         if (!m_is_cube)
622                 m_meshnode->setScale(v3f(1, 1, thickness));
623 }
624
625 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
626 {
627         return m_meshnode->getBoundingBox();
628 }
629
630 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
631 {
632         if (IsVisible)
633                 SceneManager->registerNodeForRendering(this);
634         ISceneNode::OnRegisterSceneNode();
635 }
636
637 void ExtrudedSpriteSceneNode::render()
638 {
639         // do nothing
640 }
641
642 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
643 {
644         io::path path = texture->getName();
645         path.append("/[extruded]");
646         return path;
647 }
648
649 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
650 {
651         const s32 argb_wstep = 4 * width;
652         const s32 alpha_threshold = 1;
653
654         scene::IMeshBuffer* buf = new scene::SMeshBuffer();
655         video::SColor c(255,255,255,255);
656
657         // Front and back
658         {
659                 video::S3DVertex vertices[8] =
660                 {
661                         video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
662                         video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
663                         video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
664                         video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
665                         video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
666                         video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
667                         video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
668                         video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
669                 };
670                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
671                 buf->append(vertices, 8, indices, 12);
672         }
673
674         // "Interior"
675         // (add faces where a solid pixel is next to a transparent one)
676         u8* solidity = new u8[(width+2) * (height+2)];
677         u32 wstep = width + 2;
678         for (u32 y = 0; y < height + 2; ++y)
679         {
680                 u8* scanline = solidity + y * wstep;
681                 if (y == 0 || y == height + 1)
682                 {
683                         for (u32 x = 0; x < width + 2; ++x)
684                                 scanline[x] = 0;
685                 }
686                 else
687                 {
688                         scanline[0] = 0;
689                         u8* argb_scanline = data + (y - 1) * argb_wstep;
690                         for (u32 x = 0; x < width; ++x)
691                                 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
692                         scanline[width + 1] = 0;
693                 }
694         }
695
696         // without this, there would be occasional "holes" in the mesh
697         f32 eps = 0.01;
698
699         for (u32 y = 0; y <= height; ++y)
700         {
701                 u8* scanline = solidity + y * wstep + 1;
702                 for (u32 x = 0; x <= width; ++x)
703                 {
704                         if (scanline[x] && !scanline[x + wstep])
705                         {
706                                 u32 xx = x + 1;
707                                 while (scanline[xx] && !scanline[xx + wstep])
708                                         ++xx;
709                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
710                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
711                                 f32 vy = 0.5 - (y - eps) / (f32) height;
712                                 f32 tx1 = x / (f32) width;
713                                 f32 tx2 = xx / (f32) width;
714                                 f32 ty = (y - 0.5) / (f32) height;
715                                 video::S3DVertex vertices[8] =
716                                 {
717                                         video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
718                                         video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
719                                         video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
720                                         video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
721                                 };
722                                 u16 indices[6] = {0,1,2,2,3,0};
723                                 buf->append(vertices, 4, indices, 6);
724                                 x = xx - 1;
725                         }
726                         if (!scanline[x] && scanline[x + wstep])
727                         {
728                                 u32 xx = x + 1;
729                                 while (!scanline[xx] && scanline[xx + wstep])
730                                         ++xx;
731                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
732                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
733                                 f32 vy = 0.5 - (y + eps) / (f32) height;
734                                 f32 tx1 = x / (f32) width;
735                                 f32 tx2 = xx / (f32) width;
736                                 f32 ty = (y + 0.5) / (f32) height;
737                                 video::S3DVertex vertices[8] =
738                                 {
739                                         video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
740                                         video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
741                                         video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
742                                         video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
743                                 };
744                                 u16 indices[6] = {0,1,2,2,3,0};
745                                 buf->append(vertices, 4, indices, 6);
746                                 x = xx - 1;
747                         }
748                 }
749         }
750
751         for (u32 x = 0; x <= width; ++x)
752         {
753                 u8* scancol = solidity + x + wstep;
754                 for (u32 y = 0; y <= height; ++y)
755                 {
756                         if (scancol[y * wstep] && !scancol[y * wstep + 1])
757                         {
758                                 u32 yy = y + 1;
759                                 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
760                                         ++yy;
761                                 f32 vx = (x - eps) / (f32) width - 0.5;
762                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
763                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
764                                 f32 tx = (x - 0.5) / (f32) width;
765                                 f32 ty1 = y / (f32) height;
766                                 f32 ty2 = yy / (f32) height;
767                                 video::S3DVertex vertices[8] =
768                                 {
769                                         video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
770                                         video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
771                                         video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
772                                         video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
773                                 };
774                                 u16 indices[6] = {0,1,2,2,3,0};
775                                 buf->append(vertices, 4, indices, 6);
776                                 y = yy - 1;
777                         }
778                         if (!scancol[y * wstep] && scancol[y * wstep + 1])
779                         {
780                                 u32 yy = y + 1;
781                                 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
782                                         ++yy;
783                                 f32 vx = (x + eps) / (f32) width - 0.5;
784                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
785                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
786                                 f32 tx = (x + 0.5) / (f32) width;
787                                 f32 ty1 = y / (f32) height;
788                                 f32 ty2 = yy / (f32) height;
789                                 video::S3DVertex vertices[8] =
790                                 {
791                                         video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
792                                         video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
793                                         video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
794                                         video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
795                                 };
796                                 u16 indices[6] = {0,1,2,2,3,0};
797                                 buf->append(vertices, 4, indices, 6);
798                                 y = yy - 1;
799                         }
800                 }
801         }
802
803         // Add to mesh
804         scene::SMesh* mesh = new scene::SMesh();
805         buf->recalculateBoundingBox();
806         mesh->addMeshBuffer(buf);
807         buf->drop();
808         mesh->recalculateBoundingBox();
809         scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
810         mesh->drop();
811         return anim_mesh;
812 }
813
814 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
815 {
816         scene::IAnimatedMesh* mesh = NULL;
817         core::dimension2d<u32> size = texture->getSize();
818         video::ECOLOR_FORMAT format = texture->getColorFormat();
819         if (format == video::ECF_A8R8G8B8)
820         {
821                 // Texture is in the correct color format, we can pass it
822                 // to extrudeARGB right away.
823                 void* data = texture->lock(true);
824                 if (data == NULL)
825                         return NULL;
826                 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
827                 texture->unlock();
828         }
829         else
830         {
831                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
832
833                 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
834                 if (img1 == NULL)
835                         return NULL;
836
837                 // img1 is in the texture's color format, convert to 8-bit ARGB
838                 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
839                 if (img2 != NULL)
840                 {
841                         img1->copyTo(img2);
842                         img1->drop();
843
844                         mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
845                         img2->unlock();
846                         img2->drop();
847                 }
848                 img1->drop();
849         }
850         return mesh;
851 }
852
853 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
854 {
855         video::SColor c(255,255,255,255);
856         video::S3DVertex vertices[24] =
857         {
858                 // Up
859                 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
860                 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
861                 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
862                 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
863                 // Down
864                 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
865                 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
866                 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
867                 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
868                 // Right
869                 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
870                 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
871                 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
872                 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
873                 // Left
874                 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
875                 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
876                 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
877                 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
878                 // Back
879                 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
880                 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
881                 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
882                 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
883                 // Front
884                 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
885                 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
886                 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
887                 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
888         };
889
890         u16 indices[6] = {0,1,2,2,3,0};
891
892         scene::SMesh* mesh = new scene::SMesh();
893         for (u32 i=0; i<6; ++i)
894         {
895                 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
896                 buf->append(vertices + 4 * i, 4, indices, 6);
897                 buf->recalculateBoundingBox();
898                 mesh->addMeshBuffer(buf);
899                 buf->drop();
900         }
901         mesh->recalculateBoundingBox();
902         return mesh;
903 }