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https://github.com/minetest/irrlicht.git
synced 2024-12-24 01:30:31 +01:00
Add new cube mesh type ECMT_1BUF_24VTX_NP. CubeSceneNodes can now use different cube mesh types.
1 Meshbuffer with 24 vertices, so each side has it's own vertices. Normals perpendicular to the cube-sides. CubeSceneNode accepts now a ECUBE_MESH_TYPE CubeSceneNode::clone now also clones rotation and scale (not sure why it didn't do that before - hope there was no reason, but can't think of any). ISceneManager::addCubeSceneNode accepts now a ECUBE_MESH_TYPE and passes it through. Example 22.MaterialViewer using new cube type. Also a few more beauty fixes there. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6313 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -693,7 +693,7 @@ bool CApp::init(int argc, char *argv[])
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subMenuFile->addItem(L"Quit", GUI_ID_QUIT);
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// a static camera
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 40, -40),
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 30, -50),
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core::vector3df(0, 10, 0),
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-1);
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@ -706,11 +706,19 @@ bool CApp::init(int argc, char *argv[])
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SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
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core::vector3df(0, 0, 0),
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core::vector3df(0.f, 45.f, 0.f),
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core::vector3df(1.0f, 1.0f, 1.0f));
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core::vector3df(1.0f, 1.0f, 1.0f),
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scene::ECMT_1BUF_24VTX_NP);
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// avoid wrong colored lines at cube-borders (uv's go from 0-1 currently, which does not work well with interpolation)
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for ( int i=0; i < irr::video::MATERIAL_MAX_TEXTURES_USED; ++i)
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{
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defaultMaterial.TextureLayer[i].TextureWrapU = irr::video::ETC_CLAMP_TO_EDGE;
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defaultMaterial.TextureLayer[i].TextureWrapV = irr::video::ETC_CLAMP_TO_EDGE;
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}
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#else
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SceneNode = smgr->addSphereSceneNode(30.f);
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#endif
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SceneNode->getMaterial(0) = defaultMaterial;
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// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
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const s32 controlsTop = 20;
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MeshMaterialControl = new CMaterialControl();
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@ -730,7 +738,7 @@ bool CApp::init(int argc, char *argv[])
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// add one light
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const f32 lightRadius = 80.f;
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 0, -70),
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NodeLight = smgr->addLightSceneNode(0, core::vector3df(0, 30, -70),
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video::SColorf(1.0f, 1.0f, 1.0f),
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lightRadius);
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LightControl = new CLightNodeControl();
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@ -24,15 +24,31 @@ namespace scene
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{
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//! Single buffer with 12 different vertices, normals are average of adjacent planes
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//! Order for outgoing (front-face) normals of planes would be: NEG_Z, POS_X, POS_Z, NEG_X, POS_Y, NEG_Y
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//! This was the only available type before Irrlicht 1.9, so it's still the default in some functions.
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//! It has the least vertices, but is pretty much unusable if you have dynamic light
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ECMT_1BUF_12VTX_NA,
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//! One buffer per side, each with 4 vertices, normals are perpendicular to sides
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//! Note: You probably will have to scale down your texture uv's to avoid white lines at borders
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// as this mesh sets them to 0,1 values. We can't do that when creating the mesh as it
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// depends on texture resolution which we don't know at that point.
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ECMT_6BUF_4VTX_NP
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//! You can use this one if you need different texture on each cube side
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ECMT_6BUF_4VTX_NP,
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//! Single buffer with 24 different vertices, normals are perpendicular to sides
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ECMT_1BUF_24VTX_NP,
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//! not used, counts the number of enumerated types
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ECMT_COUNT
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};
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//! Names for ECUBE_MESH_TYPE
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const c8* const CubeMeshTypeNames[ECMT_COUNT+1] =
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{
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"1BUF_12VTX_NA",
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"ECMT_6BUF_4VTX_NP",
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"1BUF_24VTX_NP",
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0
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};
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//! Helper class for creating geometry on the fly.
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/** You can get an instance of this class through ISceneManager::getGeometryCreator() */
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class IGeometryCreator : public IReferenceCounted
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@ -44,6 +60,9 @@ public:
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\param size Dimensions of the cube.
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\param type One of ECUBE_MESH_TYPE. So you can chose between cubes with single material or independent materials per side.
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\return Generated mesh.
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Note: UV's go always from 0 to 1. Which can produce wrong colors at edges with texture filtering.
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Fixing UV's depends on texture-size (have to be moved half a pixel towards the inside, so 0.5f/texure_size as then the pixel center is exactly on the border)
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Easier solution is usually to set TextureWrapU and TextureWrapV to ETC_CLAMP_TO_EDGE in the Material.
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*/
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virtual IMesh* createCubeMesh(const core::vector3df& size=core::vector3df(5.f,5.f,5.f), ECUBE_MESH_TYPE type = ECMT_1BUF_12VTX_NA) const =0;
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@ -453,13 +453,15 @@ namespace scene
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where the scene node will be placed.
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\param rotation: Initial rotation of the scene node.
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\param scale: Initial scale of the scene node.
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\param type: Type of cube-mesh to create. Check ECUBE_MESH_TYPE documentation for more info
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\return Pointer to the created test scene node. This
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pointer should not be dropped. See IReferenceCounted::drop()
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for more information. */
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virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA) = 0;
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//! Adds a sphere scene node of the given radius and detail
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/** \param radius: Radius of the sphere.
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@ -37,9 +37,10 @@ namespace scene
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//! constructor
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CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
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s32 id, const core::vector3df& position,
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const core::vector3df& rotation, const core::vector3df& scale)
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const core::vector3df& rotation, const core::vector3df& scale,
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ECUBE_MESH_TYPE type)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale),
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Mesh(0), Shadow(0), Size(size)
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Mesh(0), Shadow(0), Size(size), MeshType(type)
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{
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#ifdef _DEBUG
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setDebugName("CCubeSceneNode");
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@ -62,7 +63,7 @@ void CCubeSceneNode::setSize()
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{
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if (Mesh)
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Mesh->drop();
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Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size));
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Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size), MeshType);
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}
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@ -135,7 +136,7 @@ const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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//! or to remove attached child.
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bool CCubeSceneNode::removeChild(ISceneNode* child)
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{
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if (child && Shadow == child)
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@ -199,17 +200,20 @@ void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeRea
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ISceneNode::serializeAttributes(out, options);
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out->addFloat("Size", Size);
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out->addEnum("MeshType", (irr::s32)MeshType, CubeMeshTypeNames);
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}
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//! Reads attributes of the scene node.
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void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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f32 newSize = in->getAttributeAsFloat("Size");
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f32 newSize = in->getAttributeAsFloat("Size", Size);
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ECUBE_MESH_TYPE newMeshType = (ECUBE_MESH_TYPE)in->getAttributeAsEnumeration("MeshType", CubeMeshTypeNames, (irr::s32)MeshType);
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newSize = core::max_(newSize, 0.0001f);
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if (newSize != Size)
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if (newSize != Size || newMeshType != MeshType)
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{
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Size = newSize;
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MeshType = newMeshType;
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setSize();
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}
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@ -226,7 +230,7 @@ ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManag
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newManager = SceneManager;
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CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
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newManager, ID, RelativeTranslation);
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newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale, MeshType);
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nb->cloneMembers(this, newManager);
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nb->getMaterial(0) = getMaterial(0);
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@ -7,6 +7,7 @@
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#include "IMeshSceneNode.h"
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#include "SMesh.h"
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#include "IGeometryCreator.h"
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namespace irr
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{
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@ -20,7 +21,8 @@ namespace scene
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CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA);
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virtual ~CCubeSceneNode();
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@ -84,6 +86,7 @@ namespace scene
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IMesh* Mesh;
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IShadowVolumeSceneNode* Shadow;
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f32 Size;
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ECUBE_MESH_TYPE MeshType;
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};
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} // end namespace scene
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@ -140,6 +140,69 @@ IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_
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buffer->drop();
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}
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}
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else if ( type == ECMT_1BUF_24VTX_NP )
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{
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SMeshBuffer* buffer = new SMeshBuffer();
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// Create indices (pos, neg describes normal direction of front-face)
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const u16 u[36] = { 0,2,1, 0,3,2, // NEG_Z
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4,7,6, 4,5,7, // POS_X
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8,10,11, 8,9,10, // POS_Z
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15,13,12, 15,14,13, // NEG_X
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19,17,16, 19,18,17, // POS_Y
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20,23,22, 20,22,21}; // NEG_Y
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buffer->Indices.set_used(36);
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for (u32 i=0; i<36; ++i)
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buffer->Indices[i] = u[i];
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// Create vertices
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buffer->Vertices.reallocate(24);
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, 0,-1, clr, 0, 1)); // 0
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, 0,-1, clr, 1, 1)); // 1
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 0,-1, clr, 1, 0)); // 2
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 0,-1, clr, 0, 0)); // 3
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1, 0, 0, clr, 1, 1)); // 4 (1)
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 0, 0, clr, 1, 0)); // 5 (2)
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1, 0, 0, clr, 0, 1)); // 6 (4)
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 0, 0, clr, 0, 0)); // 7 (5)
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, 0, 1, clr, 0, 1)); // 8 (4)
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 0, 1, clr, 0, 0)); // 9 (5)
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 0, 1, clr, 1, 0)); // 10 (6)
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, 0, 1, clr, 1, 1)); // 11 (7)
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1, 0, 0, clr, 0, 1)); // 12 (0)
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 0, 0, clr, 0, 0)); // 13 (3)
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 0, 0, clr, 1, 0)); // 14 (6)
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1, 0, 0, clr, 1, 1)); // 15 (7)
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 1, 0, clr, 1, 0)); // 16 (2)
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 1, 0, clr, 0, 0)); // 17 (5)
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 1, 0, clr, 0, 1)); // 18 (8)
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 1, 0, clr, 1, 1)); // 19 (9)
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0,-1, 0, clr, 0, 1)); // 20 (0)
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0,-1, 0, clr, 1, 1)); // 21 (7)
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0,-1, 0, clr, 1, 0)); // 22 (10)
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0,-1, 0, clr, 0, 0)); // 23 (11)
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// Recalculate bounding box and set cube size
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buffer->BoundingBox.reset(0,0,0);
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for (u32 i=0; i<24; ++i)
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{
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buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
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buffer->Vertices[i].Pos *= size;
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buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
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}
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mesh->addMeshBuffer(buffer);
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buffer->drop();
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}
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mesh->recalculateBoundingBox();
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return mesh;
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@ -609,13 +609,14 @@ IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(
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//! the returned pointer must not be dropped.
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IMeshSceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent,
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s32 id, const core::vector3df& position,
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const core::vector3df& rotation, const core::vector3df& scale)
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const core::vector3df& rotation, const core::vector3df& scale,
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ECUBE_MESH_TYPE type)
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{
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#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
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if (!parent)
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parent = this;
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IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale);
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IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale, type);
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node->drop();
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return node;
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@ -73,7 +73,8 @@ namespace scene
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virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) IRR_OVERRIDE;
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA) IRR_OVERRIDE;
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//! Adds a sphere scene node to the scene.
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virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
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