#include "main.h" // for g_settings
#include "map.h"
#include "player.h"
+#include "tile.h"
#include <cmath>
-
-const s32 BOBFRAMES = 0x1000000; // must be a power of two
+#include <SAnimatedMesh.h>
+#include "settings.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_playernode(NULL),
+ m_headnode(NULL),
m_cameranode(NULL),
+
+ m_wieldmgr(NULL),
+ m_wieldnode(NULL),
+
m_draw_control(draw_control),
m_viewing_range_min(5.0),
m_viewing_range_max(5.0),
m_view_bobbing_anim(0),
m_view_bobbing_state(0),
- m_view_bobbing_slow(false)
+ m_view_bobbing_speed(0),
+
+ m_digging_anim(0),
+ m_digging_button(-1)
{
//dstream<<__FUNCTION_NAME<<std::endl;
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
+ m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
+ // This needs to be in its own scene manager. It is drawn after
+ // all other 3D scene nodes and before the GUI.
+ m_wieldmgr = smgr->createNewSceneManager();
+ m_wieldmgr->addCameraSceneNode();
+ m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
+
updateSettings();
}
Camera::~Camera()
{
+ m_wieldmgr->drop();
+ m_wieldnode->drop();
+}
+
+bool Camera::successfullyCreated(std::wstring& error_message)
+{
+ if (m_playernode == NULL)
+ {
+ error_message = L"Failed to create the player scene node";
+ return false;
+ }
+ if (m_headnode == NULL)
+ {
+ error_message = L"Failed to create the head scene node";
+ return false;
+ }
+ if (m_cameranode == NULL)
+ {
+ error_message = L"Failed to create the camera scene node";
+ return false;
+ }
+ if (m_wieldmgr == NULL)
+ {
+ error_message = L"Failed to create the wielded item scene manager";
+ return false;
+ }
+ if (m_wieldnode == NULL)
+ {
+ error_message = L"Failed to create the wielded item scene node";
+ return false;
+ }
+ return true;
+}
+
+// Returns the fractional part of x
+inline f32 my_modf(f32 x)
+{
+ double dummy;
+ return modf(x, &dummy);
}
void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
- f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
- s32 offset = MYMAX(dtime * bobspeed, 1);
+ //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+ f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2)
{
+#if 0
// Animation is getting turned off
- s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
- if (subanim < BOBFRAMES/4)
- offset = -1 * MYMIN(offset, subanim);
+ if (m_view_bobbing_anim < 0.5)
+ m_view_bobbing_anim -= offset;
else
- offset = MYMIN(offset, BOBFRAMES/2 - subanim);
+ m_view_bobbing_anim += offset;
+ if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
+ {
+ m_view_bobbing_anim = 0;
+ m_view_bobbing_state = 0;
+ }
+#endif
+#if 1
+ // Animation is getting turned off
+ if(m_view_bobbing_anim < 0.25){
+ m_view_bobbing_anim -= offset;
+ } else if(m_view_bobbing_anim > 0.75){
+ m_view_bobbing_anim += offset;
+ } if(m_view_bobbing_anim < 0.5){
+ m_view_bobbing_anim += offset;
+ if(m_view_bobbing_anim > 0.5)
+ m_view_bobbing_anim = 0.5;
+ } else {
+ m_view_bobbing_anim -= offset;
+ if(m_view_bobbing_anim < 0.5)
+ m_view_bobbing_anim = 0.5;
+ }
+ if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+ fabs(m_view_bobbing_anim - 0.5) < 0.01)
+ {
+ m_view_bobbing_anim = 0;
+ m_view_bobbing_state = 0;
+ }
+#endif
+ }
+ else
+ {
+ m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+ }
+ }
+
+ if (m_digging_button != -1)
+ {
+ f32 offset = dtime * 3.5;
+ m_digging_anim += offset;
+ if (m_digging_anim >= 1)
+ {
+ m_digging_anim = 0;
+ m_digging_button = -1;
}
- m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
}
}
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
{
- if (m_playernode == NULL || m_cameranode == NULL)
- return;
-
// Set player node transformation
m_playernode->setPosition(player->getPosition());
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
+ // Set head node transformation
+ m_headnode->setPosition(player->getEyeOffset());
+ m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+ m_headnode->updateAbsolutePosition();
+
// Compute relative camera position and target
- v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
- v3f relative_cam_target = v3f(0,0,1);
- relative_cam_target.rotateYZBy(player->getPitch());
- relative_cam_target += relative_cam_pos;
+ v3f rel_cam_pos = v3f(0,0,0);
+ v3f rel_cam_target = v3f(0,0,1);
+ v3f rel_cam_up = v3f(0,1,0);
- if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
+ if (m_view_bobbing_anim != 0)
{
- f32 bobamount = cos(player->getPitch() * PI / 180);
- bobamount = 2 * MYMIN(bobamount, 0.5);
-
- f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
- f32 bobangle_s = sin(bobangle);
- f32 bobangle_c = cos(bobangle);
- f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
- f32 bobheight = 1.5 * bobwidth;
+ f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
+ f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
+
+ #if 1
+ f32 bobknob = 1.2;
+ f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+ //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
+
+ v3f bobvec = v3f(
+ 0.3 * bobdir * sin(bobfrac * PI),
+ -0.28 * bobtmp * bobtmp,
+ 0.);
+
+ //rel_cam_pos += 0.2 * bobvec;
+ //rel_cam_target += 0.03 * bobvec;
+ //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+ float f = 1.0;
+ f *= g_settings->getFloat("view_bobbing_amount");
+ rel_cam_pos += bobvec * f;
+ //rel_cam_target += 0.995 * bobvec * f;
+ rel_cam_target += bobvec * f;
+ rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+ //rel_cam_target.X -= 0.005 * bobvec.X * f;
+ //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+ rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
+ #else
+ f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
+ f32 angle_rad = angle_deg * PI / 180;
+ f32 r = 0.05;
+ v3f off = v3f(
+ r * sin(angle_rad),
+ r * (cos(angle_rad) - 1),
+ 0);
+ rel_cam_pos += off;
+ //rel_cam_target += off;
+ rel_cam_up.rotateXYBy(angle_deg);
+ #endif
- relative_cam_pos.X += bobwidth * bobangle_s;
- relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
}
// Compute absolute camera position and target
- m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
- m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
- m_camera_direction -= m_camera_position;
+ m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
+ m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
+
+ v3f abs_cam_up;
+ m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
// Set camera node transformation
m_cameranode->setPosition(m_camera_position);
+ m_cameranode->setUpVector(abs_cam_up);
// *100.0 helps in large map coordinates
- m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
+ m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
// FOV and and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
// Some more allowance that m_viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
+ // Position the wielded item
+ v3f wield_position = v3f(45, -35, 65);
+ v3f wield_rotation = v3f(-100, 110, -100);
+ if (m_digging_button != -1)
+ {
+ f32 digfrac = m_digging_anim;
+ wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
+ wield_position.Y += 15 * sin(digfrac * 2 * PI);
+ wield_position.Z += 5 * digfrac;
+
+ // Euler angles are PURE EVIL, so why not use quaternions?
+ core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
+ core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+ core::quaternion quat_slerp;
+ quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+ quat_slerp.toEuler(wield_rotation);
+ wield_rotation *= core::RADTODEG;
+ }
+ else {
+ f32 bobfrac = my_modf(m_view_bobbing_anim);
+ wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
+ wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+ }
+ m_wieldnode->setPosition(wield_position);
+ m_wieldnode->setRotation(wield_rotation);
+ m_wieldnode->updateLight(player->light);
+
// Render distance feedback loop
updateViewingRange(frametime);
v3f speed = player->getSpeed();
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
- (g_settings.getBool("view_bobbing") == true) &&
- (g_settings.getBool("free_move") == false))
+ (g_settings->getBool("view_bobbing") == true) &&
+ (g_settings->getBool("free_move") == false))
{
// Start animation
m_view_bobbing_state = 1;
+ m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
}
else if (m_view_bobbing_state == 1)
{
// Stop animation
m_view_bobbing_state = 2;
+ m_view_bobbing_speed = 60;
}
- m_view_bobbing_slow = player->in_water_stable;
}
void Camera::updateViewingRange(f32 frametime_in)
<<std::endl;*/
m_draw_control.wanted_min_range = m_viewing_range_min;
- m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+ m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+ // This value was 0.4 for many months until 2011-10-18 by c55;
+ // Let's see how this works out.
+ if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
void Camera::updateSettings()
{
- m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
+ m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
- m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
+ m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
- f32 fov_degrees = g_settings.getFloat("fov");
+ f32 fov_degrees = g_settings->getFloat("fov");
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);
m_fov_y = fov_degrees * PI / 180.0;
- f32 wanted_fps = g_settings.getFloat("wanted_fps");
+ f32 wanted_fps = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
m_wanted_frametime = 1.0 / wanted_fps;
}
+void Camera::wield(const InventoryItem* item)
+{
+ if (item != NULL)
+ {
+ bool isCube = false;
+
+ // Try to make a MaterialItem cube.
+ if (std::string(item->getName()) == "MaterialItem")
+ {
+ // A block-type material
+ MaterialItem* mat_item = (MaterialItem*) item;
+ content_t content = mat_item->getMaterial();
+ if (content_features(content).solidness || content_features(content).visual_solidness)
+ {
+ m_wieldnode->setCube(content_features(content).tiles);
+ m_wieldnode->setScale(v3f(30));
+ isCube = true;
+ }
+ }
+
+ // If that failed, make an extruded sprite.
+ if (!isCube)
+ {
+ m_wieldnode->setSprite(item->getImageRaw());
+ m_wieldnode->setScale(v3f(40));
+ }
+
+ m_wieldnode->setVisible(true);
+ }
+ else
+ {
+ // Bare hands
+ m_wieldnode->setVisible(false);
+ }
+}
+
+void Camera::setDigging(s32 button)
+{
+ if (m_digging_button == -1)
+ m_digging_button = button;
+}
+
+void Camera::drawWieldedTool()
+{
+ m_wieldmgr->getVideoDriver()->clearZBuffer();
+
+ scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
+ cam->setAspectRatio(m_cameranode->getAspectRatio());
+ cam->setFOV(m_cameranode->getFOV());
+ cam->setNearValue(0.1);
+ cam->setFarValue(100);
+ m_wieldmgr->drawAll();
+}
+
+
+ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
+ scene::ISceneNode* parent,
+ scene::ISceneManager* mgr,
+ s32 id,
+ const v3f& position,
+ const v3f& rotation,
+ const v3f& scale
+):
+ ISceneNode(parent, mgr, id, position, rotation, scale)
+{
+ m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
+ m_thickness = 0.1;
+ m_cubemesh = NULL;
+ m_is_cube = false;
+ m_light = LIGHT_MAX;
+}
+
+ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
+{
+ removeChild(m_meshnode);
+ if (m_cubemesh)
+ m_cubemesh->drop();
+}
+
+void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
+{
+ if (texture == NULL)
+ {
+ m_meshnode->setVisible(false);
+ return;
+ }
+
+ io::path name = getExtrudedName(texture);
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
+ if (mesh != NULL)
+ {
+ // Extruded texture has been found in cache.
+ m_meshnode->setMesh(mesh);
+ }
+ else
+ {
+ // Texture was not yet extruded, do it now and save in cache
+ mesh = extrude(texture);
+ if (mesh == NULL)
+ {
+ dstream << "Warning: failed to extrude sprite" << std::endl;
+ m_meshnode->setVisible(false);
+ return;
+ }
+ cache->addMesh(name, mesh);
+ m_meshnode->setMesh(mesh);
+ mesh->drop();
+ }
+
+ m_meshnode->setScale(v3f(1, 1, m_thickness));
+ m_meshnode->getMaterial(0).setTexture(0, texture);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_meshnode->setVisible(true);
+ m_is_cube = false;
+ updateLight(m_light);
+}
+
+void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
+{
+ if (m_cubemesh == NULL)
+ m_cubemesh = createCubeMesh();
+
+ m_meshnode->setMesh(m_cubemesh);
+ m_meshnode->setScale(v3f(1));
+ for (int i = 0; i < 6; ++i)
+ {
+ // Get the tile texture and atlas transformation
+ video::ITexture* atlas = tiles[i].texture.atlas;
+ v2f pos = tiles[i].texture.pos;
+ v2f size = tiles[i].texture.size;
+
+ // Set material flags and texture
+ video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ tiles[i].applyMaterialOptions(material);
+ material.setTexture(0, atlas);
+ material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+ material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+ }
+ m_meshnode->setVisible(true);
+ m_is_cube = true;
+ updateLight(m_light);
+}
+
+void ExtrudedSpriteSceneNode::updateLight(u8 light)
+{
+ m_light = light;
+
+ u8 li = decode_light(light);
+ // Set brightness one lower than incoming light
+ diminish_light(li);
+ video::SColor color(255,li,li,li);
+ setMeshVerticesColor(m_meshnode->getMesh(), color);
+}
+
+void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
+{
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
+ if (mesh != NULL)
+ cache->removeMesh(mesh);
+}
+
+void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
+{
+ m_thickness = thickness;
+ if (!m_is_cube)
+ m_meshnode->setScale(v3f(1, 1, thickness));
+}
+
+const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
+{
+ return m_meshnode->getBoundingBox();
+}
+
+void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ SceneManager->registerNodeForRendering(this);
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void ExtrudedSpriteSceneNode::render()
+{
+ // do nothing
+}
+
+io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
+{
+ io::path path = texture->getName();
+ path.append("/[extruded]");
+ return path;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
+{
+ const s32 argb_wstep = 4 * width;
+ const s32 alpha_threshold = 1;
+
+ scene::IMeshBuffer* buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+
+ // Front and back
+ {
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
+ video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
+ video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
+ video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+ video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
+ video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
+ video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
+ video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
+ };
+ u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
+ buf->append(vertices, 8, indices, 12);
+ }
+
+ // "Interior"
+ // (add faces where a solid pixel is next to a transparent one)
+ u8* solidity = new u8[(width+2) * (height+2)];
+ u32 wstep = width + 2;
+ for (u32 y = 0; y < height + 2; ++y)
+ {
+ u8* scanline = solidity + y * wstep;
+ if (y == 0 || y == height + 1)
+ {
+ for (u32 x = 0; x < width + 2; ++x)
+ scanline[x] = 0;
+ }
+ else
+ {
+ scanline[0] = 0;
+ u8* argb_scanline = data + (y - 1) * argb_wstep;
+ for (u32 x = 0; x < width; ++x)
+ scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
+ scanline[width + 1] = 0;
+ }
+ }
+
+ // without this, there would be occasional "holes" in the mesh
+ f32 eps = 0.01;
+
+ for (u32 y = 0; y <= height; ++y)
+ {
+ u8* scanline = solidity + y * wstep + 1;
+ for (u32 x = 0; x <= width; ++x)
+ {
+ if (scanline[x] && !scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (scanline[xx] && !scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y - eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y - 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ if (!scanline[x] && scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (!scanline[xx] && scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y + eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y + 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ }
+ }
+
+ for (u32 x = 0; x <= width; ++x)
+ {
+ u8* scancol = solidity + x + wstep;
+ for (u32 y = 0; y <= height; ++y)
+ {
+ if (scancol[y * wstep] && !scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x - eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x - 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ if (!scancol[y * wstep] && scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x + eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x + 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ }
+ }
+
+ // Add to mesh
+ scene::SMesh* mesh = new scene::SMesh();
+ buf->recalculateBoundingBox();
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ mesh->recalculateBoundingBox();
+ scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
+ mesh->drop();
+ return anim_mesh;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
+{
+ scene::IAnimatedMesh* mesh = NULL;
+ core::dimension2d<u32> size = texture->getSize();
+ video::ECOLOR_FORMAT format = texture->getColorFormat();
+ if (format == video::ECF_A8R8G8B8)
+ {
+ // Texture is in the correct color format, we can pass it
+ // to extrudeARGB right away.
+ void* data = texture->lock(true);
+ if (data == NULL)
+ return NULL;
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
+ texture->unlock();
+ }
+ else
+ {
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+
+ video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
+ if (img1 == NULL)
+ return NULL;
+
+ // img1 is in the texture's color format, convert to 8-bit ARGB
+ video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
+ if (img2 != NULL)
+ {
+ img1->copyTo(img2);
+ img1->drop();
+
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
+ img2->unlock();
+ img2->drop();
+ }
+ img1->drop();
+ }
+ return mesh;
+}
+
+scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
+{
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[24] =
+ {
+ // Up
+ video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
+ video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
+ video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
+ video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
+ // Down
+ video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
+ video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
+ video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
+ video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
+ // Right
+ video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
+ video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
+ video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
+ video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
+ // Left
+ video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
+ video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
+ video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
+ video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
+ // Back
+ video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
+ video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
+ video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
+ video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
+ // Front
+ video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
+ video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
+ video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
+ video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+ };
+
+ u16 indices[6] = {0,1,2,2,3,0};
+
+ scene::SMesh* mesh = new scene::SMesh();
+ for (u32 i=0; i<6; ++i)
+ {
+ scene::IMeshBuffer* buf = new scene::SMeshBuffer();
+ buf->append(vertices + 4 * i, 4, indices, 6);
+ buf->recalculateBoundingBox();
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ mesh->recalculateBoundingBox();
+ return mesh;
+}