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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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@ -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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