3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
29 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
38 m_draw_control(draw_control),
39 m_viewing_range_min(5.0),
40 m_viewing_range_max(5.0),
42 m_camera_position(0,0,0),
43 m_camera_direction(0,0,0),
49 m_wanted_frametime(0.0),
54 m_frametime_counter(0),
55 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
57 m_view_bobbing_anim(0),
58 m_view_bobbing_state(0),
59 m_view_bobbing_speed(0),
64 //dstream<<__FUNCTION_NAME<<std::endl;
66 // note: making the camera node a child of the player node
67 // would lead to unexpected behaviour, so we don't do that.
68 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
69 m_headnode = smgr->addEmptySceneNode(m_playernode);
70 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
71 m_cameranode->bindTargetAndRotation(true);
73 // This needs to be in its own scene manager. It is drawn after
74 // all other 3D scene nodes and before the GUI.
75 m_wieldmgr = smgr->createNewSceneManager();
76 m_wieldmgr->addCameraSceneNode();
77 m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
88 bool Camera::successfullyCreated(std::wstring& error_message)
90 if (m_playernode == NULL)
92 error_message = L"Failed to create the player scene node";
95 if (m_headnode == NULL)
97 error_message = L"Failed to create the head scene node";
100 if (m_cameranode == NULL)
102 error_message = L"Failed to create the camera scene node";
105 if (m_wieldmgr == NULL)
107 error_message = L"Failed to create the wielded item scene manager";
110 if (m_wieldnode == NULL)
112 error_message = L"Failed to create the wielded item scene node";
118 // Returns the fractional part of x
119 inline f32 my_modf(f32 x)
122 return modf(x, &dummy);
125 void Camera::step(f32 dtime)
127 if (m_view_bobbing_state != 0)
129 f32 offset = dtime * m_view_bobbing_speed * 0.035;
130 if (m_view_bobbing_state == 2)
132 // Animation is getting turned off
133 if (m_view_bobbing_anim < 0.5)
134 m_view_bobbing_anim -= offset;
136 m_view_bobbing_anim += offset;
137 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
139 m_view_bobbing_anim = 0;
140 m_view_bobbing_state = 0;
145 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
149 if (m_digging_button != -1)
151 f32 offset = dtime * 3.5;
152 m_digging_anim += offset;
153 if (m_digging_anim >= 1)
156 m_digging_button = -1;
161 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
163 // Set player node transformation
164 m_playernode->setPosition(player->getPosition());
165 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
166 m_playernode->updateAbsolutePosition();
168 // Set head node transformation
169 m_headnode->setPosition(player->getEyeOffset());
170 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
171 m_headnode->updateAbsolutePosition();
173 // Compute relative camera position and target
174 v3f rel_cam_pos = v3f(0,0,0);
175 v3f rel_cam_target = v3f(0,0,1);
176 v3f rel_cam_up = v3f(0,1,0);
178 if (m_view_bobbing_anim != 0)
180 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
181 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
185 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
188 bobdir * sin(bobfrac * PI),
189 0.8 * bobtmp * bobtmp,
192 rel_cam_pos += 0.02 * bobvec;
193 rel_cam_target += 0.03 * bobvec;
194 rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
196 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
197 f32 angle_rad = angle_deg * PI / 180;
201 r * (cos(angle_rad) - 1),
204 //rel_cam_target += off;
205 rel_cam_up.rotateXYBy(angle_deg);
210 // Compute absolute camera position and target
211 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
212 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
215 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
217 // Set camera node transformation
218 m_cameranode->setPosition(m_camera_position);
219 m_cameranode->setUpVector(abs_cam_up);
220 // *100.0 helps in large map coordinates
221 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
223 // FOV and and aspect ratio
224 m_aspect = (f32)screensize.X / (f32) screensize.Y;
225 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
226 m_cameranode->setAspectRatio(m_aspect);
227 m_cameranode->setFOV(m_fov_y);
228 // Just so big a value that everything rendered is visible
229 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
230 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
232 // Position the wielded item
233 v3f wield_position = v3f(45, -35, 65);
234 v3f wield_rotation = v3f(90, -90, -90);
235 if (m_digging_button != -1)
237 f32 digfrac = m_digging_anim;
238 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
239 wield_position.Y += 15 * sin(digfrac * 2 * PI);
240 wield_position.Z += 5 * digfrac;
242 // Euler angles are PURE EVIL, so why not use quaternions?
243 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
244 core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
245 core::quaternion quat_slerp;
246 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
247 quat_slerp.toEuler(wield_rotation);
248 wield_rotation *= core::RADTODEG;
250 m_wieldnode->setPosition(wield_position);
251 m_wieldnode->setRotation(wield_rotation);
252 m_wieldnode->updateLight(player->light);
254 // Render distance feedback loop
255 updateViewingRange(frametime);
257 // If the player seems to be walking on solid ground,
258 // view bobbing is enabled and free_move is off,
259 // start (or continue) the view bobbing animation.
260 v3f speed = player->getSpeed();
261 if ((hypot(speed.X, speed.Z) > BS) &&
262 (player->touching_ground) &&
263 (g_settings.getBool("view_bobbing") == true) &&
264 (g_settings.getBool("free_move") == false))
267 m_view_bobbing_state = 1;
268 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
270 else if (m_view_bobbing_state == 1)
273 m_view_bobbing_state = 2;
274 m_view_bobbing_speed = 60;
278 void Camera::updateViewingRange(f32 frametime_in)
280 if (m_draw_control.range_all)
283 m_added_frametime += frametime_in;
286 // Actually this counter kind of sucks because frametime is busytime
287 m_frametime_counter -= frametime_in;
288 if (m_frametime_counter > 0)
290 m_frametime_counter = 0.2;
292 /*dstream<<__FUNCTION_NAME
293 <<": Collected "<<m_added_frames<<" frames, total of "
294 <<m_added_frametime<<"s."<<std::endl;
296 dstream<<"m_draw_control.blocks_drawn="
297 <<m_draw_control.blocks_drawn
298 <<", m_draw_control.blocks_would_have_drawn="
299 <<m_draw_control.blocks_would_have_drawn
302 m_draw_control.wanted_min_range = m_viewing_range_min;
303 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
304 if (m_draw_control.wanted_max_blocks < 10)
305 m_draw_control.wanted_max_blocks = 10;
307 f32 block_draw_ratio = 1.0;
308 if (m_draw_control.blocks_would_have_drawn != 0)
310 block_draw_ratio = (f32)m_draw_control.blocks_drawn
311 / (f32)m_draw_control.blocks_would_have_drawn;
314 // Calculate the average frametime in the case that all wanted
315 // blocks had been drawn
316 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
318 m_added_frametime = 0.0;
321 f32 wanted_frametime_change = m_wanted_frametime - frametime;
322 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
324 // If needed frametime change is small, just return
325 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
327 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
331 f32 range = m_draw_control.wanted_range;
332 f32 new_range = range;
334 f32 d_range = range - m_range_old;
335 f32 d_frametime = frametime - m_frametime_old;
338 m_time_per_range = d_frametime / d_range;
341 // The minimum allowed calculated frametime-range derivative:
342 // Practically this sets the maximum speed of changing the range.
343 // The lower this value, the higher the maximum changing speed.
344 // A low value here results in wobbly range (0.001)
345 // A high value here results in slow changing range (0.0025)
346 // SUGG: This could be dynamically adjusted so that when
347 // the camera is turning, this is lower
348 //f32 min_time_per_range = 0.0015;
349 f32 min_time_per_range = 0.0010;
350 //f32 min_time_per_range = 0.05 / range;
351 if(m_time_per_range < min_time_per_range)
353 m_time_per_range = min_time_per_range;
354 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
358 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
361 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
362 // Dampen the change a bit to kill oscillations
363 //wanted_range_change *= 0.9;
364 //wanted_range_change *= 0.75;
365 wanted_range_change *= 0.5;
366 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
368 // If needed range change is very small, just return
369 if(fabs(wanted_range_change) < 0.001)
371 //dstream<<"ignoring small wanted_range_change"<<std::endl;
375 new_range += wanted_range_change;
377 //f32 new_range_unclamped = new_range;
378 new_range = MYMAX(new_range, m_viewing_range_min);
379 new_range = MYMIN(new_range, m_viewing_range_max);
380 /*dstream<<"new_range="<<new_range_unclamped
381 <<", clamped to "<<new_range<<std::endl;*/
383 m_draw_control.wanted_range = new_range;
385 m_range_old = new_range;
386 m_frametime_old = frametime;
389 void Camera::updateSettings()
391 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
392 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
394 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
395 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
397 f32 fov_degrees = g_settings.getFloat("fov");
398 fov_degrees = MYMAX(fov_degrees, 10.0);
399 fov_degrees = MYMIN(fov_degrees, 170.0);
400 m_fov_y = fov_degrees * PI / 180.0;
402 f32 wanted_fps = g_settings.getFloat("wanted_fps");
403 wanted_fps = MYMAX(wanted_fps, 1.0);
404 m_wanted_frametime = 1.0 / wanted_fps;
407 void Camera::wield(const InventoryItem* item)
413 // Try to make a MaterialItem cube.
414 if (std::string(item->getName()) == "MaterialItem")
416 // A block-type material
417 MaterialItem* mat_item = (MaterialItem*) item;
418 content_t content = mat_item->getMaterial();
419 if (content_features(content).solidness || content_features(content).visual_solidness)
421 m_wieldnode->setCube(content_features(content).tiles);
422 m_wieldnode->setScale(v3f(30));
427 // If that failed, make an extruded sprite.
430 m_wieldnode->setSprite(item->getImageRaw());
431 m_wieldnode->setScale(v3f(40));
434 m_wieldnode->setVisible(true);
439 m_wieldnode->setVisible(false);
443 void Camera::setDigging(s32 button)
445 if (m_digging_button == -1)
446 m_digging_button = button;
449 void Camera::drawWieldedTool()
451 m_wieldmgr->getVideoDriver()->clearZBuffer();
453 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
454 cam->setAspectRatio(m_cameranode->getAspectRatio());
455 cam->setFOV(m_cameranode->getFOV());
456 cam->setNearValue(0.1);
457 cam->setFarValue(100);
458 m_wieldmgr->drawAll();
462 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
463 scene::ISceneNode* parent,
464 scene::ISceneManager* mgr,
470 ISceneNode(parent, mgr, id, position, rotation, scale)
472 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
479 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
481 removeChild(m_meshnode);
486 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
490 m_meshnode->setVisible(false);
494 io::path name = getExtrudedName(texture);
495 scene::IMeshCache* cache = SceneManager->getMeshCache();
496 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
499 // Extruded texture has been found in cache.
500 m_meshnode->setMesh(mesh);
504 // Texture was not yet extruded, do it now and save in cache
505 mesh = extrude(texture);
508 dstream << "Warning: failed to extrude sprite" << std::endl;
509 m_meshnode->setVisible(false);
512 cache->addMesh(name, mesh);
513 m_meshnode->setMesh(mesh);
517 m_meshnode->setScale(v3f(1, 1, m_thickness));
518 m_meshnode->getMaterial(0).setTexture(0, texture);
519 m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
520 m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
521 m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
522 m_meshnode->setVisible(true);
524 updateLight(m_light);
527 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
529 if (m_cubemesh == NULL)
530 m_cubemesh = createCubeMesh();
532 m_meshnode->setMesh(m_cubemesh);
533 m_meshnode->setScale(v3f(1));
534 for (int i = 0; i < 6; ++i)
536 // Get the tile texture and atlas transformation
537 video::ITexture* atlas = tiles[i].texture.atlas;
538 v2f pos = tiles[i].texture.pos;
539 v2f size = tiles[i].texture.size;
541 // Set material flags and texture
542 video::SMaterial& material = m_meshnode->getMaterial(i);
543 material.setFlag(video::EMF_LIGHTING, false);
544 material.setFlag(video::EMF_BILINEAR_FILTER, false);
545 tiles[i].applyMaterialOptions(material);
546 material.setTexture(0, atlas);
547 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
548 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
550 m_meshnode->setVisible(true);
552 updateLight(m_light);
555 void ExtrudedSpriteSceneNode::updateLight(u8 light)
559 u8 li = decode_light(light);
560 video::SColor color(255,li,li,li);
561 setMeshVerticesColor(m_meshnode->getMesh(), color);
564 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
566 scene::IMeshCache* cache = SceneManager->getMeshCache();
567 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
569 cache->removeMesh(mesh);
572 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
574 m_thickness = thickness;
576 m_meshnode->setScale(v3f(1, 1, thickness));
579 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
581 return m_meshnode->getBoundingBox();
584 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
587 SceneManager->registerNodeForRendering(this);
588 ISceneNode::OnRegisterSceneNode();
591 void ExtrudedSpriteSceneNode::render()
596 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
598 io::path path = texture->getName();
599 path.append("/[extruded]");
603 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
605 const s32 argb_wstep = 4 * width;
606 const s32 alpha_threshold = 1;
608 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
609 video::SColor c(255,255,255,255);
613 video::S3DVertex vertices[8] =
615 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
616 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
617 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
618 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
619 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
620 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
621 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
622 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
624 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
625 buf->append(vertices, 8, indices, 12);
629 // (add faces where a solid pixel is next to a transparent one)
630 u8* solidity = new u8[(width+2) * (height+2)];
631 u32 wstep = width + 2;
632 for (u32 y = 0; y < height + 2; ++y)
634 u8* scanline = solidity + y * wstep;
635 if (y == 0 || y == height + 1)
637 for (u32 x = 0; x < width + 2; ++x)
643 u8* argb_scanline = data + (y - 1) * argb_wstep;
644 for (u32 x = 0; x < width; ++x)
645 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
646 scanline[width + 1] = 0;
650 // without this, there would be occasional "holes" in the mesh
653 for (u32 y = 0; y <= height; ++y)
655 u8* scanline = solidity + y * wstep + 1;
656 for (u32 x = 0; x <= width; ++x)
658 if (scanline[x] && !scanline[x + wstep])
661 while (scanline[xx] && !scanline[xx + wstep])
663 f32 vx1 = (x - eps) / (f32) width - 0.5;
664 f32 vx2 = (xx + eps) / (f32) width - 0.5;
665 f32 vy = 0.5 - (y - eps) / (f32) height;
666 f32 tx1 = x / (f32) width;
667 f32 tx2 = xx / (f32) width;
668 f32 ty = (y - 0.5) / (f32) height;
669 video::S3DVertex vertices[8] =
671 video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
672 video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
673 video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
674 video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
676 u16 indices[6] = {0,1,2,2,3,0};
677 buf->append(vertices, 4, indices, 6);
680 if (!scanline[x] && scanline[x + wstep])
683 while (!scanline[xx] && scanline[xx + wstep])
685 f32 vx1 = (x - eps) / (f32) width - 0.5;
686 f32 vx2 = (xx + eps) / (f32) width - 0.5;
687 f32 vy = 0.5 - (y + eps) / (f32) height;
688 f32 tx1 = x / (f32) width;
689 f32 tx2 = xx / (f32) width;
690 f32 ty = (y + 0.5) / (f32) height;
691 video::S3DVertex vertices[8] =
693 video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
694 video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
695 video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
696 video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
698 u16 indices[6] = {0,1,2,2,3,0};
699 buf->append(vertices, 4, indices, 6);
705 for (u32 x = 0; x <= width; ++x)
707 u8* scancol = solidity + x + wstep;
708 for (u32 y = 0; y <= height; ++y)
710 if (scancol[y * wstep] && !scancol[y * wstep + 1])
713 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
715 f32 vx = (x - eps) / (f32) width - 0.5;
716 f32 vy1 = 0.5 - (y - eps) / (f32) height;
717 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
718 f32 tx = (x - 0.5) / (f32) width;
719 f32 ty1 = y / (f32) height;
720 f32 ty2 = yy / (f32) height;
721 video::S3DVertex vertices[8] =
723 video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
724 video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
725 video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
726 video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
728 u16 indices[6] = {0,1,2,2,3,0};
729 buf->append(vertices, 4, indices, 6);
732 if (!scancol[y * wstep] && scancol[y * wstep + 1])
735 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
737 f32 vx = (x + eps) / (f32) width - 0.5;
738 f32 vy1 = 0.5 - (y - eps) / (f32) height;
739 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
740 f32 tx = (x + 0.5) / (f32) width;
741 f32 ty1 = y / (f32) height;
742 f32 ty2 = yy / (f32) height;
743 video::S3DVertex vertices[8] =
745 video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
746 video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
747 video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
748 video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
750 u16 indices[6] = {0,1,2,2,3,0};
751 buf->append(vertices, 4, indices, 6);
758 scene::SMesh* mesh = new scene::SMesh();
759 buf->recalculateBoundingBox();
760 mesh->addMeshBuffer(buf);
762 mesh->recalculateBoundingBox();
763 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
768 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
770 scene::IAnimatedMesh* mesh = NULL;
771 core::dimension2d<u32> size = texture->getSize();
772 video::ECOLOR_FORMAT format = texture->getColorFormat();
773 if (format == video::ECF_A8R8G8B8)
775 // Texture is in the correct color format, we can pass it
776 // to extrudeARGB right away.
777 void* data = texture->lock(true);
780 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
785 video::IVideoDriver* driver = SceneManager->getVideoDriver();
787 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
791 // img1 is in the texture's color format, convert to 8-bit ARGB
792 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
798 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
807 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
809 video::SColor c(255,255,255,255);
810 video::S3DVertex vertices[24] =
813 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
814 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
815 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
816 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
818 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
819 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
820 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
821 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
823 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
824 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
825 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
826 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
828 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
829 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
830 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
831 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
833 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
834 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
835 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
836 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
838 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
839 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
840 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
841 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
844 u16 indices[6] = {0,1,2,2,3,0};
846 scene::SMesh* mesh = new scene::SMesh();
847 for (u32 i=0; i<6; ++i)
849 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
850 buf->append(vertices + 4 * i, 4, indices, 6);
851 buf->recalculateBoundingBox();
852 mesh->addMeshBuffer(buf);
855 mesh->recalculateBoundingBox();