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),
62 //dstream<<__FUNCTION_NAME<<std::endl;
64 // note: making the camera node a child of the player node
65 // would lead to unexpected behaviour, so we don't do that.
66 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
67 m_headnode = smgr->addEmptySceneNode(m_playernode);
68 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
69 m_cameranode->bindTargetAndRotation(true);
70 m_wieldnode = new ExtrudedSpriteSceneNode(m_headnode, smgr, -1, v3f(1.3, -1, 2), v3f(-20, -100, 20), v3f(1));
79 bool Camera::successfullyCreated(std::wstring& error_message)
81 if (m_playernode == NULL)
83 error_message = L"Failed to create the player scene node";
86 if (m_headnode == NULL)
88 error_message = L"Failed to create the head scene node";
91 if (m_cameranode == NULL)
93 error_message = L"Failed to create the camera scene node";
99 void Camera::step(f32 dtime)
101 if (m_view_bobbing_state != 0)
103 s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
104 if (m_view_bobbing_state == 2)
106 // Animation is getting turned off
107 s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
108 if (subanim < BOBFRAMES/4)
109 offset = -1 * MYMIN(offset, subanim);
111 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
113 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
117 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
119 // Set player node transformation
120 m_playernode->setPosition(player->getPosition());
121 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
122 m_playernode->updateAbsolutePosition();
124 // Set head node transformation
125 v3f eye_offset = player->getEyePosition() - player->getPosition();
126 m_headnode->setPosition(eye_offset);
127 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
128 m_headnode->updateAbsolutePosition();
130 // Compute relative camera position and target
131 v3f rel_cam_pos = v3f(0,0,0);
132 v3f rel_cam_target = v3f(0,0,1);
133 v3f rel_cam_up = v3f(0,1,0);
135 s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
138 f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
139 f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
143 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
146 bobdir * sin(bobfrac * PI),
147 0.8 * bobtmp * bobtmp,
150 rel_cam_pos += 0.03 * bobvec;
151 rel_cam_target += 0.045 * bobvec;
152 rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
154 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
155 f32 angle_rad = angle_deg * PI / 180;
159 r * (cos(angle_rad) - 1),
162 //rel_cam_target += off;
163 rel_cam_up.rotateXYBy(angle_deg);
168 // Compute absolute camera position and target
169 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
170 m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
171 m_camera_direction -= m_camera_position;
174 m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
175 abs_cam_up -= m_camera_position;
177 // Set camera node transformation
178 m_cameranode->setPosition(m_camera_position);
179 m_cameranode->setUpVector(abs_cam_up);
180 m_cameranode->setTarget(m_camera_position + m_camera_direction);
182 // FOV and and aspect ratio
183 m_aspect = (f32)screensize.X / (f32) screensize.Y;
184 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
185 m_cameranode->setAspectRatio(m_aspect);
186 m_cameranode->setFOV(m_fov_y);
187 // Just so big a value that everything rendered is visible
188 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
189 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
191 // Render distance feedback loop
192 updateViewingRange(frametime);
194 // If the player seems to be walking on solid ground,
195 // view bobbing is enabled and free_move is off,
196 // start (or continue) the view bobbing animation.
197 v3f speed = player->getSpeed();
198 if ((hypot(speed.X, speed.Z) > BS) &&
199 (player->touching_ground) &&
200 (g_settings.getBool("view_bobbing") == true) &&
201 (g_settings.getBool("free_move") == false))
204 m_view_bobbing_state = 1;
205 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
207 else if (m_view_bobbing_state == 1)
210 m_view_bobbing_state = 2;
211 m_view_bobbing_speed = 100;
213 else if (m_view_bobbing_state == 2 && bobframe == 0)
215 // Stop animation completed
216 m_view_bobbing_state = 0;
220 void Camera::updateViewingRange(f32 frametime_in)
222 if (m_draw_control.range_all)
225 m_added_frametime += frametime_in;
228 // Actually this counter kind of sucks because frametime is busytime
229 m_frametime_counter -= frametime_in;
230 if (m_frametime_counter > 0)
232 m_frametime_counter = 0.2;
234 /*dstream<<__FUNCTION_NAME
235 <<": Collected "<<m_added_frames<<" frames, total of "
236 <<m_added_frametime<<"s."<<std::endl;
238 dstream<<"m_draw_control.blocks_drawn="
239 <<m_draw_control.blocks_drawn
240 <<", m_draw_control.blocks_would_have_drawn="
241 <<m_draw_control.blocks_would_have_drawn
244 m_draw_control.wanted_min_range = m_viewing_range_min;
245 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
246 if (m_draw_control.wanted_max_blocks < 10)
247 m_draw_control.wanted_max_blocks = 10;
249 f32 block_draw_ratio = 1.0;
250 if (m_draw_control.blocks_would_have_drawn != 0)
252 block_draw_ratio = (f32)m_draw_control.blocks_drawn
253 / (f32)m_draw_control.blocks_would_have_drawn;
256 // Calculate the average frametime in the case that all wanted
257 // blocks had been drawn
258 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
260 m_added_frametime = 0.0;
263 f32 wanted_frametime_change = m_wanted_frametime - frametime;
264 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
266 // If needed frametime change is small, just return
267 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
269 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
273 f32 range = m_draw_control.wanted_range;
274 f32 new_range = range;
276 f32 d_range = range - m_range_old;
277 f32 d_frametime = frametime - m_frametime_old;
280 m_time_per_range = d_frametime / d_range;
283 // The minimum allowed calculated frametime-range derivative:
284 // Practically this sets the maximum speed of changing the range.
285 // The lower this value, the higher the maximum changing speed.
286 // A low value here results in wobbly range (0.001)
287 // A high value here results in slow changing range (0.0025)
288 // SUGG: This could be dynamically adjusted so that when
289 // the camera is turning, this is lower
290 //f32 min_time_per_range = 0.0015;
291 f32 min_time_per_range = 0.0010;
292 //f32 min_time_per_range = 0.05 / range;
293 if(m_time_per_range < min_time_per_range)
295 m_time_per_range = min_time_per_range;
296 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
300 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
303 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
304 // Dampen the change a bit to kill oscillations
305 //wanted_range_change *= 0.9;
306 //wanted_range_change *= 0.75;
307 wanted_range_change *= 0.5;
308 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
310 // If needed range change is very small, just return
311 if(fabs(wanted_range_change) < 0.001)
313 //dstream<<"ignoring small wanted_range_change"<<std::endl;
317 new_range += wanted_range_change;
319 //f32 new_range_unclamped = new_range;
320 new_range = MYMAX(new_range, m_viewing_range_min);
321 new_range = MYMIN(new_range, m_viewing_range_max);
322 /*dstream<<"new_range="<<new_range_unclamped
323 <<", clamped to "<<new_range<<std::endl;*/
325 m_draw_control.wanted_range = new_range;
327 m_range_old = new_range;
328 m_frametime_old = frametime;
331 void Camera::updateSettings()
333 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
334 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
336 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
337 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
339 f32 fov_degrees = g_settings.getFloat("fov");
340 fov_degrees = MYMAX(fov_degrees, 10.0);
341 fov_degrees = MYMIN(fov_degrees, 170.0);
342 m_fov_y = fov_degrees * PI / 180.0;
344 f32 wanted_fps = g_settings.getFloat("wanted_fps");
345 wanted_fps = MYMAX(wanted_fps, 1.0);
346 m_wanted_frametime = 1.0 / wanted_fps;
349 void Camera::wield(const InventoryItem* item)
355 // Try to make a MaterialItem cube.
356 if (std::string(item->getName()) == "MaterialItem")
358 // A block-type material
359 MaterialItem* mat_item = (MaterialItem*) item;
360 content_t content = mat_item->getMaterial();
361 if (content_features(content).solidness || content_features(content).visual_solidness)
363 m_wieldnode->setCube(content_features(content).tiles);
364 m_wieldnode->setScale(v3f(0.9));
369 // If that failed, make an extruded sprite.
372 m_wieldnode->setSprite(item->getImageRaw());
373 m_wieldnode->setScale(v3f(1.2));
376 m_wieldnode->setVisible(true);
381 dstream << "bare hands" << std::endl;
382 m_wieldnode->setVisible(false);
386 void Camera::setDigging(bool digging)
392 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
393 scene::ISceneNode* parent,
394 scene::ISceneManager* mgr,
400 ISceneNode(parent, mgr, id, position, rotation, scale)
402 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
408 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
410 removeChild(m_meshnode);
415 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
419 m_meshnode->setVisible(false);
423 io::path name = getExtrudedName(texture);
424 scene::IMeshCache* cache = SceneManager->getMeshCache();
425 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
428 // Extruded texture has been found in cache.
429 m_meshnode->setMesh(mesh);
433 // Texture was not yet extruded, do it now and save in cache
434 mesh = extrude(texture);
437 dstream << "Warning: failed to extrude sprite" << std::endl;
438 m_meshnode->setVisible(false);
441 cache->addMesh(name, mesh);
442 m_meshnode->setMesh(mesh);
446 m_meshnode->setScale(v3f(1, 1, m_thickness));
447 m_meshnode->getMaterial(0).setTexture(0, texture);
448 m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
449 m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
450 m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
451 m_meshnode->setVisible(true);
455 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
457 if (m_cubemesh == NULL)
458 m_cubemesh = createCubeMesh();
460 m_meshnode->setMesh(m_cubemesh);
461 m_meshnode->setScale(v3f(1));
462 for (int i = 0; i < 6; ++i)
464 // Get the tile texture and atlas transformation
465 video::ITexture* atlas = tiles[i].texture.atlas;
466 v2f pos = tiles[i].texture.pos;
467 v2f size = tiles[i].texture.size;
469 // Set material flags and texture
470 video::SMaterial& material = m_meshnode->getMaterial(i);
471 material.setFlag(video::EMF_LIGHTING, false);
472 material.setFlag(video::EMF_BILINEAR_FILTER, false);
473 tiles[i].applyMaterialOptions(material);
474 material.setTexture(0, atlas);
475 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
476 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
478 m_meshnode->setVisible(true);
482 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
484 scene::IMeshCache* cache = SceneManager->getMeshCache();
485 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
487 cache->removeMesh(mesh);
490 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
492 m_thickness = thickness;
494 m_meshnode->setScale(v3f(1, 1, thickness));
497 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
499 return m_meshnode->getBoundingBox();
502 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
505 SceneManager->registerNodeForRendering(this);
506 ISceneNode::OnRegisterSceneNode();
509 void ExtrudedSpriteSceneNode::render()
514 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
516 io::path path = texture->getName();
517 path.append("/[extruded]");
521 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
523 const s32 argb_wstep = 4 * width;
524 const s32 alpha_threshold = 1;
526 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
527 video::SColor c(255,255,255,255);
531 video::S3DVertex vertices[8] =
533 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
534 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
535 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
536 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
537 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
538 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
539 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
540 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
542 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
543 buf->append(vertices, 8, indices, 12);
547 // (add faces where a solid pixel is next to a transparent one)
548 u8* solidity = new u8[(width+2) * (height+2)];
549 u32 wstep = width + 2;
550 for (u32 y = 0; y < height + 2; ++y)
552 u8* scanline = solidity + y * wstep;
553 if (y == 0 || y == height + 1)
555 for (u32 x = 0; x < width + 2; ++x)
561 u8* argb_scanline = data + (y - 1) * argb_wstep;
562 for (u32 x = 0; x < width; ++x)
563 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
564 scanline[width + 1] = 0;
568 // without this, there would be occasional "holes" in the mesh
571 for (u32 y = 0; y <= height; ++y)
573 u8* scanline = solidity + y * wstep + 1;
574 for (u32 x = 0; x <= width; ++x)
576 if (scanline[x] && !scanline[x + wstep])
579 while (scanline[xx] && !scanline[xx + wstep])
581 f32 vx1 = (x - eps) / (f32) width - 0.5;
582 f32 vx2 = (xx + eps) / (f32) width - 0.5;
583 f32 vy = 0.5 - (y - eps) / (f32) height;
584 f32 tx1 = x / (f32) width;
585 f32 tx2 = xx / (f32) width;
586 f32 ty = (y - 0.5) / (f32) height;
587 video::S3DVertex vertices[8] =
589 video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
590 video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
591 video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
592 video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
594 u16 indices[6] = {0,1,2,2,3,0};
595 buf->append(vertices, 4, indices, 6);
598 if (!scanline[x] && scanline[x + wstep])
601 while (!scanline[xx] && scanline[xx + wstep])
603 f32 vx1 = (x - eps) / (f32) width - 0.5;
604 f32 vx2 = (xx + eps) / (f32) width - 0.5;
605 f32 vy = 0.5 - (y + eps) / (f32) height;
606 f32 tx1 = x / (f32) width;
607 f32 tx2 = xx / (f32) width;
608 f32 ty = (y + 0.5) / (f32) height;
609 video::S3DVertex vertices[8] =
611 video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
612 video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
613 video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
614 video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
616 u16 indices[6] = {0,1,2,2,3,0};
617 buf->append(vertices, 4, indices, 6);
623 for (u32 x = 0; x <= width; ++x)
625 u8* scancol = solidity + x + wstep;
626 for (u32 y = 0; y <= height; ++y)
628 if (scancol[y * wstep] && !scancol[y * wstep + 1])
631 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
633 f32 vx = (x - eps) / (f32) width - 0.5;
634 f32 vy1 = 0.5 - (y - eps) / (f32) height;
635 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
636 f32 tx = (x - 0.5) / (f32) width;
637 f32 ty1 = y / (f32) height;
638 f32 ty2 = yy / (f32) height;
639 video::S3DVertex vertices[8] =
641 video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
642 video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
643 video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
644 video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
646 u16 indices[6] = {0,1,2,2,3,0};
647 buf->append(vertices, 4, indices, 6);
650 if (!scancol[y * wstep] && scancol[y * wstep + 1])
653 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
655 f32 vx = (x + eps) / (f32) width - 0.5;
656 f32 vy1 = 0.5 - (y - eps) / (f32) height;
657 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
658 f32 tx = (x + 0.5) / (f32) width;
659 f32 ty1 = y / (f32) height;
660 f32 ty2 = yy / (f32) height;
661 video::S3DVertex vertices[8] =
663 video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
664 video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
665 video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
666 video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
668 u16 indices[6] = {0,1,2,2,3,0};
669 buf->append(vertices, 4, indices, 6);
676 scene::SMesh* mesh = new scene::SMesh();
677 buf->recalculateBoundingBox();
678 mesh->addMeshBuffer(buf);
680 mesh->recalculateBoundingBox();
681 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
686 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
688 scene::IAnimatedMesh* mesh = NULL;
689 core::dimension2d<u32> size = texture->getSize();
690 video::ECOLOR_FORMAT format = texture->getColorFormat();
691 if (format == video::ECF_A8R8G8B8)
693 // Texture is in the correct color format, we can pass it
694 // to extrudeARGB right away.
695 void* data = texture->lock(true);
698 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
703 video::IVideoDriver* driver = SceneManager->getVideoDriver();
705 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
709 // img1 is in the texture's color format, convert to 8-bit ARGB
710 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
716 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
725 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
727 video::SColor c(255,255,255,255);
728 video::S3DVertex vertices[24] =
731 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
732 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
733 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
734 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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),
739 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
741 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
742 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
743 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
744 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
746 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
747 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
748 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
749 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
751 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,-1, c, 1,1),
752 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,-1, c, 0,1),
753 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,-1, c, 0,0),
754 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,-1, c, 1,0),
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),
759 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
762 u16 indices[6] = {0,1,2,2,3,0};
764 scene::SMesh* mesh = new scene::SMesh();
765 for (u32 i=0; i<6; ++i)
767 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
768 buf->append(vertices + 4 * i, 4, indices, 6);
769 buf->recalculateBoundingBox();
770 mesh->addMeshBuffer(buf);
773 mesh->recalculateBoundingBox();