utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / camera.cpp
index a9497152b44f29d33c1303d7eacbdad116f417a2..a32336714fdadcd4a53db4b55d7a5ae79b4bbf5b 100644 (file)
@@ -23,15 +23,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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),
@@ -53,7 +58,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
-       m_view_bobbing_speed(0)
+       m_view_bobbing_speed(0),
+
+       m_digging_anim(0),
+       m_digging_button(-1)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -64,11 +72,19 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        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)
@@ -88,24 +104,84 @@ bool Camera::successfullyCreated(std::wstring& error_message)
                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)
        {
-               s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 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);
        }
 }
 
@@ -117,8 +193,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        m_playernode->updateAbsolutePosition();
 
        // Set head node transformation
-       v3f eye_offset = player->getEyePosition() - player->getPosition();
-       m_headnode->setPosition(eye_offset);
+       m_headnode->setPosition(player->getEyeOffset());
        m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
        m_headnode->updateAbsolutePosition();
 
@@ -127,37 +202,60 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
-       if (bobframe != 0)
+       if (m_view_bobbing_anim != 0)
        {
-               f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
-               f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
+               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(
-                       0.01 * bobdir * sin(bobfrac * PI),
-                       0.005 * bobtmp * bobtmp,
+                       0.3 * bobdir * sin(bobfrac * PI),
+                       -0.28 * bobtmp * bobtmp,
                        0.);
 
-               rel_cam_pos += bobvec * 3.;
-               rel_cam_target += bobvec * 4.5;
+               //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
+
        }
 
        // Compute absolute camera position and target
        m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
-       m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
-       m_camera_direction -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
 
        v3f abs_cam_up;
-       m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
-       abs_cam_up -= m_camera_position;
+       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);
-       m_cameranode->setTarget(m_camera_position + m_camera_direction);
+       // *100.0 helps in large map coordinates
+       m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
 
        // FOV and and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
@@ -168,6 +266,33 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        // 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);
 
@@ -177,8 +302,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        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;
@@ -188,12 +313,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        {
                // Stop animation
                m_view_bobbing_state = 2;
-               m_view_bobbing_speed = 100;
-       }
-       else if (m_view_bobbing_state == 2 && bobframe == 0)
-       {
-               // Stop animation completed
-               m_view_bobbing_state = 0;
+               m_view_bobbing_speed = 60;
        }
 }
 
@@ -222,7 +342,7 @@ 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;
 
@@ -244,7 +364,9 @@ void Camera::updateViewingRange(f32 frametime_in)
        //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;
@@ -310,19 +432,472 @@ void Camera::updateViewingRange(f32 frametime_in)
 
 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;
+}