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Use single box for halo mesh
This commit is contained in:
30
src/mesh.cpp
30
src/mesh.cpp
@@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
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}
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords)
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const f32 *uv_coords, float expand)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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@@ -421,31 +421,19 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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video::SColor c(255,255,255,255);
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for(std::vector<aabb3f>::const_iterator
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for (std::vector<aabb3f>::const_iterator
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i = boxes.begin();
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i != boxes.end(); ++i)
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{
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aabb3f box = *i;
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box.repair();
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f32 temp;
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if (box.MinEdge.X > box.MaxEdge.X)
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{
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temp=box.MinEdge.X;
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box.MinEdge.X=box.MaxEdge.X;
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box.MaxEdge.X=temp;
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}
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if (box.MinEdge.Y > box.MaxEdge.Y)
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{
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temp=box.MinEdge.Y;
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box.MinEdge.Y=box.MaxEdge.Y;
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box.MaxEdge.Y=temp;
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}
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if (box.MinEdge.Z > box.MaxEdge.Z)
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{
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temp=box.MinEdge.Z;
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box.MinEdge.Z=box.MaxEdge.Z;
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box.MaxEdge.Z=temp;
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}
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box.MinEdge.X -= expand;
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box.MinEdge.Y -= expand;
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box.MinEdge.Z -= expand;
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box.MaxEdge.X += expand;
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box.MaxEdge.Y += expand;
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box.MaxEdge.Z += expand;
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// Compute texture UV coords
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f32 tx1 = (box.MinEdge.X / BS) + 0.5;
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