#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
-scene::IAnimatedMesh* createCubeMesh(v3f scale)
+scene::IAnimatedMesh* createCubeMesh(v3f scale,bool allfaces)
{
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
buf->drop();
}
+ if (allfaces) {
+ 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};
+
+ for (u32 i=0; i<6; ++i)
+ {
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ buf->append(vertices + 4 * i, 4, indices, 6);
+ // Set default material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ // Add mesh buffer to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+
+ }
+
scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
mesh->drop();
scaleMesh(anim_mesh, scale); // also recalculates bounding box