3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
29 const s32 BOBFRAMES = 0x1000000; // must be a power of two
31 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
36 m_draw_control(draw_control),
37 m_viewing_range_min(5.0),
38 m_viewing_range_max(5.0),
40 m_camera_position(0,0,0),
41 m_camera_direction(0,0,0),
47 m_wanted_frametime(0.0),
52 m_frametime_counter(0),
53 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
55 m_view_bobbing_anim(0),
56 m_view_bobbing_state(0),
57 m_view_bobbing_speed(0)
59 //dstream<<__FUNCTION_NAME<<std::endl;
61 // note: making the camera node a child of the player node
62 // would lead to unexpected behaviour, so we don't do that.
63 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
64 m_headnode = smgr->addEmptySceneNode(m_playernode);
65 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
66 m_cameranode->bindTargetAndRotation(true);
67 m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
68 //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
77 bool Camera::successfullyCreated(std::wstring& error_message)
79 if (m_playernode == NULL)
81 error_message = L"Failed to create the player scene node";
84 if (m_headnode == NULL)
86 error_message = L"Failed to create the head scene node";
89 if (m_cameranode == NULL)
91 error_message = L"Failed to create the camera scene node";
97 void Camera::step(f32 dtime)
99 if (m_view_bobbing_state != 0)
101 s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
102 if (m_view_bobbing_state == 2)
104 // Animation is getting turned off
105 s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
106 if (subanim < BOBFRAMES/4)
107 offset = -1 * MYMIN(offset, subanim);
109 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
111 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
115 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
117 // Set player node transformation
118 m_playernode->setPosition(player->getPosition());
119 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
120 m_playernode->updateAbsolutePosition();
122 // Set head node transformation
123 v3f eye_offset = player->getEyePosition() - player->getPosition();
124 m_headnode->setPosition(eye_offset);
125 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
126 m_headnode->updateAbsolutePosition();
128 // Compute relative camera position and target
129 v3f rel_cam_pos = v3f(0,0,0);
130 v3f rel_cam_target = v3f(0,0,1);
131 v3f rel_cam_up = v3f(0,1,0);
133 s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
136 f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
137 f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
141 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
144 bobdir * sin(bobfrac * PI),
145 0.8 * bobtmp * bobtmp,
148 rel_cam_pos += 0.03 * bobvec;
149 rel_cam_target += 0.045 * bobvec;
150 rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
152 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
153 f32 angle_rad = angle_deg * PI / 180;
157 r * (cos(angle_rad) - 1),
160 //rel_cam_target += off;
161 rel_cam_up.rotateXYBy(angle_deg);
166 // Compute absolute camera position and target
167 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
168 m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
169 m_camera_direction -= m_camera_position;
172 m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
173 abs_cam_up -= m_camera_position;
175 // Set camera node transformation
176 m_cameranode->setPosition(m_camera_position);
177 m_cameranode->setUpVector(abs_cam_up);
178 m_cameranode->setTarget(m_camera_position + m_camera_direction);
180 // FOV and and aspect ratio
181 m_aspect = (f32)screensize.X / (f32) screensize.Y;
182 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
183 m_cameranode->setAspectRatio(m_aspect);
184 m_cameranode->setFOV(m_fov_y);
185 // Just so big a value that everything rendered is visible
186 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
187 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
189 // Render distance feedback loop
190 updateViewingRange(frametime);
192 // If the player seems to be walking on solid ground,
193 // view bobbing is enabled and free_move is off,
194 // start (or continue) the view bobbing animation.
195 v3f speed = player->getSpeed();
196 if ((hypot(speed.X, speed.Z) > BS) &&
197 (player->touching_ground) &&
198 (g_settings.getBool("view_bobbing") == true) &&
199 (g_settings.getBool("free_move") == false))
202 m_view_bobbing_state = 1;
203 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
205 else if (m_view_bobbing_state == 1)
208 m_view_bobbing_state = 2;
209 m_view_bobbing_speed = 100;
211 else if (m_view_bobbing_state == 2 && bobframe == 0)
213 // Stop animation completed
214 m_view_bobbing_state = 0;
218 void Camera::updateViewingRange(f32 frametime_in)
220 if (m_draw_control.range_all)
223 m_added_frametime += frametime_in;
226 // Actually this counter kind of sucks because frametime is busytime
227 m_frametime_counter -= frametime_in;
228 if (m_frametime_counter > 0)
230 m_frametime_counter = 0.2;
232 /*dstream<<__FUNCTION_NAME
233 <<": Collected "<<m_added_frames<<" frames, total of "
234 <<m_added_frametime<<"s."<<std::endl;
236 dstream<<"m_draw_control.blocks_drawn="
237 <<m_draw_control.blocks_drawn
238 <<", m_draw_control.blocks_would_have_drawn="
239 <<m_draw_control.blocks_would_have_drawn
242 m_draw_control.wanted_min_range = m_viewing_range_min;
243 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
244 if (m_draw_control.wanted_max_blocks < 10)
245 m_draw_control.wanted_max_blocks = 10;
247 f32 block_draw_ratio = 1.0;
248 if (m_draw_control.blocks_would_have_drawn != 0)
250 block_draw_ratio = (f32)m_draw_control.blocks_drawn
251 / (f32)m_draw_control.blocks_would_have_drawn;
254 // Calculate the average frametime in the case that all wanted
255 // blocks had been drawn
256 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
258 m_added_frametime = 0.0;
261 f32 wanted_frametime_change = m_wanted_frametime - frametime;
262 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
264 // If needed frametime change is small, just return
265 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
267 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
271 f32 range = m_draw_control.wanted_range;
272 f32 new_range = range;
274 f32 d_range = range - m_range_old;
275 f32 d_frametime = frametime - m_frametime_old;
278 m_time_per_range = d_frametime / d_range;
281 // The minimum allowed calculated frametime-range derivative:
282 // Practically this sets the maximum speed of changing the range.
283 // The lower this value, the higher the maximum changing speed.
284 // A low value here results in wobbly range (0.001)
285 // A high value here results in slow changing range (0.0025)
286 // SUGG: This could be dynamically adjusted so that when
287 // the camera is turning, this is lower
288 //f32 min_time_per_range = 0.0015;
289 f32 min_time_per_range = 0.0010;
290 //f32 min_time_per_range = 0.05 / range;
291 if(m_time_per_range < min_time_per_range)
293 m_time_per_range = min_time_per_range;
294 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
298 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
301 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
302 // Dampen the change a bit to kill oscillations
303 //wanted_range_change *= 0.9;
304 //wanted_range_change *= 0.75;
305 wanted_range_change *= 0.5;
306 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
308 // If needed range change is very small, just return
309 if(fabs(wanted_range_change) < 0.001)
311 //dstream<<"ignoring small wanted_range_change"<<std::endl;
315 new_range += wanted_range_change;
317 //f32 new_range_unclamped = new_range;
318 new_range = MYMAX(new_range, m_viewing_range_min);
319 new_range = MYMIN(new_range, m_viewing_range_max);
320 /*dstream<<"new_range="<<new_range_unclamped
321 <<", clamped to "<<new_range<<std::endl;*/
323 m_draw_control.wanted_range = new_range;
325 m_range_old = new_range;
326 m_frametime_old = frametime;
329 void Camera::updateSettings()
331 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
332 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
334 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
335 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
337 f32 fov_degrees = g_settings.getFloat("fov");
338 fov_degrees = MYMAX(fov_degrees, 10.0);
339 fov_degrees = MYMIN(fov_degrees, 170.0);
340 m_fov_y = fov_degrees * PI / 180.0;
342 f32 wanted_fps = g_settings.getFloat("wanted_fps");
343 wanted_fps = MYMAX(wanted_fps, 1.0);
344 m_wanted_frametime = 1.0 / wanted_fps;
347 void Camera::wield(const InventoryItem* item)
353 // Try to make a MaterialItem cube.
354 if (std::string(item->getName()) == "MaterialItem")
356 // A block-type material
357 MaterialItem* mat_item = (MaterialItem*) item;
358 content_t content = mat_item->getMaterial();
359 if (content_features(content).solidness)
361 m_wieldnode->setCube(content_features(content).tiles);
366 // If that failed, make an extruded sprite.
369 m_wieldnode->setSprite(item->getImageRaw());
372 m_wieldnode->setVisible(true);
377 dstream << "bare hands" << std::endl;
378 m_wieldnode->setVisible(false);
382 void Camera::setDigging(bool digging)
388 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
389 scene::ISceneNode* parent,
390 scene::ISceneManager* mgr,
396 ISceneNode(parent, mgr, id, position, rotation, scale)
398 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
404 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
406 removeChild(m_meshnode);
411 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
415 m_meshnode->setVisible(false);
419 io::path name = getExtrudedName(texture);
420 scene::IMeshCache* cache = SceneManager->getMeshCache();
421 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
424 // Extruded texture has been found in cache.
425 m_meshnode->setMesh(mesh);
429 // Texture was not yet extruded, do it now and save in cache
430 mesh = extrude(texture);
433 dstream << "Warning: failed to extrude sprite" << std::endl;
434 m_meshnode->setVisible(false);
437 cache->addMesh(name, mesh);
438 m_meshnode->setMesh(mesh);
442 m_meshnode->setScale(v3f(1, 1, m_thickness));
443 m_meshnode->getMaterial(0).setTexture(0, texture);
444 m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
445 m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
446 m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
447 m_meshnode->setVisible(true);
451 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
453 if (m_cubemesh == NULL)
454 m_cubemesh = createCubeMesh();
456 m_meshnode->setMesh(m_cubemesh);
457 m_meshnode->setScale(v3f(1));
458 for (int i = 0; i < 6; ++i)
460 // Get the tile texture and atlas transformation
461 u32 texture_id = tiles[i].texture.id;
462 video::ITexture* atlas = NULL;
467 AtlasPointer ap = g_texturesource->getTexture(texture_id);
473 // Set material flags and texture
474 video::SMaterial& material = m_meshnode->getMaterial(i);
475 material.setFlag(video::EMF_LIGHTING, false);
476 material.setFlag(video::EMF_BILINEAR_FILTER, false);
477 tiles[i].applyMaterialOptions(material);
478 material.setTexture(0, atlas);
479 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
480 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
482 m_meshnode->setVisible(true);
486 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
488 scene::IMeshCache* cache = SceneManager->getMeshCache();
489 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
491 cache->removeMesh(mesh);
494 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
496 m_thickness = thickness;
498 m_meshnode->setScale(v3f(1, 1, thickness));
501 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
503 return m_meshnode->getBoundingBox();
506 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
509 SceneManager->registerNodeForRendering(this);
510 ISceneNode::OnRegisterSceneNode();
513 void ExtrudedSpriteSceneNode::render()
518 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
520 io::path path = texture->getName();
521 path.append("/[extruded]");
525 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
527 const s32 argb_wstep = 4 * width;
528 const s32 alpha_threshold = 1;
530 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
531 video::SColor c(255,255,255,255);
535 video::S3DVertex vertices[8] =
537 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
538 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
539 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
540 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
541 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
542 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
543 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
544 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
546 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
547 buf->append(vertices, 8, indices, 12);
551 // (add faces where a solid pixel is next to a transparent one)
552 u8* solidity = new u8[(width+2) * (height+2)];
553 u32 wstep = width + 2;
554 for (u32 y = 0; y < height + 2; ++y)
556 u8* scanline = solidity + y * wstep;
557 if (y == 0 || y == height + 1)
559 for (u32 x = 0; x < width + 2; ++x)
565 u8* argb_scanline = data + (y - 1) * argb_wstep;
566 for (u32 x = 0; x < width; ++x)
567 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
568 scanline[width + 1] = 0;
572 // without this, there would be occasional "holes" in the mesh
575 for (u32 y = 0; y <= height; ++y)
577 u8* scanline = solidity + y * wstep + 1;
578 for (u32 x = 0; x <= width; ++x)
580 if (scanline[x] && !scanline[x + wstep])
583 while (scanline[xx] && !scanline[xx + wstep])
585 f32 vx1 = (x - eps) / (f32) width - 0.5;
586 f32 vx2 = (xx + eps) / (f32) width - 0.5;
587 f32 vy = 0.5 - (y - eps) / (f32) height;
588 f32 tx1 = x / (f32) width;
589 f32 tx2 = xx / (f32) width;
590 f32 ty = (y - 0.5) / (f32) height;
591 video::S3DVertex vertices[8] =
593 video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
594 video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
595 video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
596 video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
598 u16 indices[6] = {0,1,2,2,3,0};
599 buf->append(vertices, 4, indices, 6);
602 if (!scanline[x] && scanline[x + wstep])
605 while (!scanline[xx] && scanline[xx + wstep])
607 f32 vx1 = (x - eps) / (f32) width - 0.5;
608 f32 vx2 = (xx + eps) / (f32) width - 0.5;
609 f32 vy = 0.5 - (y + eps) / (f32) height;
610 f32 tx1 = x / (f32) width;
611 f32 tx2 = xx / (f32) width;
612 f32 ty = (y + 0.5) / (f32) height;
613 video::S3DVertex vertices[8] =
615 video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
616 video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
617 video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
618 video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
620 u16 indices[6] = {0,1,2,2,3,0};
621 buf->append(vertices, 4, indices, 6);
627 for (u32 x = 0; x <= width; ++x)
629 u8* scancol = solidity + x + wstep;
630 for (u32 y = 0; y <= height; ++y)
632 if (scancol[y * wstep] && !scancol[y * wstep + 1])
635 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
637 f32 vx = (x - eps) / (f32) width - 0.5;
638 f32 vy1 = 0.5 - (y - eps) / (f32) height;
639 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
640 f32 tx = (x - 0.5) / (f32) width;
641 f32 ty1 = y / (f32) height;
642 f32 ty2 = yy / (f32) height;
643 video::S3DVertex vertices[8] =
645 video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
646 video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
647 video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
648 video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
650 u16 indices[6] = {0,1,2,2,3,0};
651 buf->append(vertices, 4, indices, 6);
654 if (!scancol[y * wstep] && scancol[y * wstep + 1])
657 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
659 f32 vx = (x + eps) / (f32) width - 0.5;
660 f32 vy1 = 0.5 - (y - eps) / (f32) height;
661 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
662 f32 tx = (x + 0.5) / (f32) width;
663 f32 ty1 = y / (f32) height;
664 f32 ty2 = yy / (f32) height;
665 video::S3DVertex vertices[8] =
667 video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
668 video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
669 video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
670 video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
672 u16 indices[6] = {0,1,2,2,3,0};
673 buf->append(vertices, 4, indices, 6);
680 scene::SMesh* mesh = new scene::SMesh();
681 buf->recalculateBoundingBox();
682 mesh->addMeshBuffer(buf);
684 mesh->recalculateBoundingBox();
685 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
690 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
692 scene::IAnimatedMesh* mesh = NULL;
693 core::dimension2d<u32> size = texture->getSize();
694 video::ECOLOR_FORMAT format = texture->getColorFormat();
695 if (format == video::ECF_A8R8G8B8)
697 // Texture is in the correct color format, we can pass it
698 // to extrudeARGB right away.
699 void* data = texture->lock(true);
702 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
707 video::IVideoDriver* driver = SceneManager->getVideoDriver();
709 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
713 // img1 is in the texture's color format, convert to 8-bit ARGB
714 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
720 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
729 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
731 video::SColor c(255,255,255,255);
732 video::S3DVertex vertices[24] =
735 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
736 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
737 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
738 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
740 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
741 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
742 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
743 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
745 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
746 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
747 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
748 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
750 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
751 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
752 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
753 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
755 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,-1, c, 1,1),
756 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,-1, c, 0,1),
757 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,-1, c, 0,0),
758 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,-1, c, 1,0),
760 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
761 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
762 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
763 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
766 u16 indices[6] = {0,1,2,2,3,0};
768 scene::SMesh* mesh = new scene::SMesh();
769 for (u32 i=0; i<6; ++i)
771 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
772 buf->append(vertices + 4 * i, 4, indices, 6);
773 buf->recalculateBoundingBox();
774 mesh->addMeshBuffer(buf);
777 mesh->recalculateBoundingBox();