m_selection_mesh = NULL;
m_selection_boxes.clear();
+ m_halo_boxes.clear();
+
m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false;
0,0,1,1
};
- m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
+ // Use single halo box instead of multiple overlapping boxes.
+ // Temporary solution - problem can be solved with multiple
+ // rendering targets, or some method to remove inner surfaces.
+ // Thats because of halo transparency.
+
+ aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
+ m_halo_boxes.clear();
+
+ for (std::vector<aabb3f>::iterator
+ i = m_selection_boxes.begin();
+ i != m_selection_boxes.end(); ++i) {
+ halo_box.addInternalBox(*i);
+ }
- // scale final halo mesh
- scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
+ m_halo_boxes.push_back(halo_box);
+ m_selection_mesh = convertNodeboxesToMesh(
+ m_halo_boxes, texture_uv, 0.5);
}
void Hud::resizeHotbar() {
video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes;
+ std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
}
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
- const f32 *uv_coords)
+ const f32 *uv_coords, float expand)
{
scene::SMesh* dst_mesh = new scene::SMesh();
video::SColor c(255,255,255,255);
- for(std::vector<aabb3f>::const_iterator
+ for (std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); ++i)
{
aabb3f box = *i;
-
- f32 temp;
- if (box.MinEdge.X > box.MaxEdge.X)
- {
- temp=box.MinEdge.X;
- box.MinEdge.X=box.MaxEdge.X;
- box.MaxEdge.X=temp;
- }
- if (box.MinEdge.Y > box.MaxEdge.Y)
- {
- temp=box.MinEdge.Y;
- box.MinEdge.Y=box.MaxEdge.Y;
- box.MaxEdge.Y=temp;
- }
- if (box.MinEdge.Z > box.MaxEdge.Z)
- {
- temp=box.MinEdge.Z;
- box.MinEdge.Z=box.MaxEdge.Z;
- box.MaxEdge.Z=temp;
- }
+ box.repair();
+
+ box.MinEdge.X -= expand;
+ box.MinEdge.Y -= expand;
+ box.MinEdge.Z -= expand;
+ box.MaxEdge.X += expand;
+ box.MaxEdge.Y += expand;
+ box.MaxEdge.Z += expand;
// Compute texture UV coords
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
Convert nodeboxes to mesh.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
+ expand - factor by which cuboids will be resized
*/
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
- const f32 *uv_coords = NULL);
+ const f32 *uv_coords = NULL, float expand = 0);
/*
Update bounding box for a mesh.