#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
+#include <IAnimatedMeshSceneNode.h>
// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
mesh->setBoundingBox(bbox);
}
+void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
+{
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ u8 *vertices = (u8 *) buf->getVertices();
+ for (u32 i = 0; i < vertex_count; i++)
+ ((video::S3DVertex *) (vertices + i * stride))->Color = color;
+}
+
+void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
+{
+ for (u32 i = 0; i < node->getMaterialCount(); ++i) {
+ node->getMaterial(i).EmissiveColor = color;
+ }
+}
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
return;
u32 mc = mesh->getMeshBufferCount();
- for (u32 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Color = color;
- }
+ for (u32 j = 0; j < mc; j++)
+ setMeshBufferColor(mesh->getMeshBuffer(j), color);
}
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
- scene::IMeshBuffer *clone = NULL;
switch (mesh_buffer->getVertexType()) {
case video::EVT_STANDARD: {
video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
- u16 *indices = (u16*) mesh_buffer->getIndices();
- scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
- temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ u16 *indices = mesh_buffer->getIndices();
+ scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
+ cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
- return temp_buf;
- break;
+ return cloned_buffer;
}
case video::EVT_2TCOORDS: {
video::S3DVertex2TCoords *v =
(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
- u16 *indices = (u16*) mesh_buffer->getIndices();
- scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
- temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ u16 *indices = mesh_buffer->getIndices();
+ scene::SMeshBufferTangents *cloned_buffer =
+ new scene::SMeshBufferTangents();
+ cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
- break;
+ return cloned_buffer;
}
case video::EVT_TANGENTS: {
video::S3DVertexTangents *v =
(video::S3DVertexTangents *) mesh_buffer->getVertices();
- u16 *indices = (u16*) mesh_buffer->getIndices();
- scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
- temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ u16 *indices = mesh_buffer->getIndices();
+ scene::SMeshBufferTangents *cloned_buffer =
+ new scene::SMeshBufferTangents();
+ cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
- break;
+ return cloned_buffer;
}
}
- return clone;
+ // This should not happen.
+ sanity_check(false);
+ return NULL;
}
scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
buf->drop();
}
- video::SColor c(255,255,255,255);
+ video::SColor c(255,255,255,255);
- for (std::vector<aabb3f>::const_iterator
- i = boxes.begin();
- i != boxes.end(); ++i)
- {
- aabb3f box = *i;
+ for (aabb3f box : boxes) {
box.repair();
box.MinEdge.X -= expand;
buf->append(vertices + j, 4, indices, 6);
}
}
- return dst_mesh;
+ return dst_mesh;
}
struct vcache
public:
f_lru(vcache *v, tcache *t): vc(v), tc(t)
{
- for (u16 i = 0; i < cachesize; i++)
- {
- cache[i] = -1;
+ for (int &i : cache) {
+ i = -1;
}
}
}
// Update triangle scores
- for (u16 i = 0; i < cachesize; i++)
- {
- if (cache[i] == -1)
+ for (int i : cache) {
+ if (i == -1)
break;
- const u16 trisize = vc[cache[i]].tris.size();
+ const u16 trisize = vc[i].tris.size();
for (u16 t = 0; t < trisize; t++)
{
- tcache *tri = &tc[vc[cache[i]].tris[t]];
+ tcache *tri = &tc[vc[i].tris[t]];
tri->score =
vc[tri->ind[0]].score +
if (tri->score > hiscore)
{
hiscore = tri->score;
- highest = vc[cache[i]].tris[t];
+ highest = vc[i].tris[t];
}
}
}
tc[highest].drawn = true;
- for (u16 j = 0; j < 3; j++)
- {
- vcache *vert = &vc[tc[highest].ind[j]];
+ for (u16 j : tc[highest].ind) {
+ vcache *vert = &vc[j];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
tc[highest].drawn = true;
- for (u16 j = 0; j < 3; j++)
- {
- vcache *vert = &vc[tc[highest].ind[j]];
+ for (u16 j : tc[highest].ind) {
+ vcache *vert = &vc[j];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
tc[highest].drawn = true;
- for (u16 j = 0; j < 3; j++)
- {
- vcache *vert = &vc[tc[highest].ind[j]];
+ for (u16 j : tc[highest].ind) {
+ vcache *vert = &vc[j];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])