Use single box for halo mesh
authorRealBadAngel <maciej.kasatkin@o2.pl>
Thu, 11 Feb 2016 03:57:01 +0000 (04:57 +0100)
committerKahrl <kahrl@gmx.net>
Thu, 11 Feb 2016 12:11:25 +0000 (13:11 +0100)
src/hud.cpp
src/hud.h
src/mesh.cpp
src/mesh.h

index 0a77a1a28092bbc997fc4040125efad6a635a2c1..6b28021afd0b94a163b636679e6246c29079c819 100644 (file)
@@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
 
        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;
@@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
                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() {
index d0158b2f85790e370bcc0400a325d1e7bf36b0dd..9583d660bbd3ae3bc6f09c10f0ef4d99644a22d4 100644 (file)
--- a/src/hud.h
+++ b/src/hud.h
@@ -162,6 +162,7 @@ private:
        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;
 
index d79f545f3cca8c9040f5767e849594dd9a7211af..3c39322044f78d35c14a25d7d917ac649dcab488 100644 (file)
@@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
 }
 
 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();
 
@@ -421,31 +421,19 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
 
        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;
index ad3f8db4b22eb08bb8c2424964131d4a41649247..8e189377393e0f7baf4dd3c8ee9599eef88b7854 100644 (file)
@@ -86,9 +86,10 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
        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.