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
This commit is contained in:
cutealien
2022-03-22 22:08:33 +00:00
parent f61b8614ab
commit 669ad7860a
8 changed files with 120 additions and 19 deletions

View File

@ -140,6 +140,69 @@ IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_
buffer->drop();
}
}
else if ( type == ECMT_1BUF_24VTX_NP )
{
SMeshBuffer* buffer = new SMeshBuffer();
// Create indices (pos, neg describes normal direction of front-face)
const u16 u[36] = { 0,2,1, 0,3,2, // NEG_Z
4,7,6, 4,5,7, // POS_X
8,10,11, 8,9,10, // POS_Z
15,13,12, 15,14,13, // NEG_X
19,17,16, 19,18,17, // POS_Y
20,23,22, 20,22,21}; // NEG_Y
buffer->Indices.set_used(36);
for (u32 i=0; i<36; ++i)
buffer->Indices[i] = u[i];
// Create vertices
buffer->Vertices.reallocate(24);
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, 0,-1, clr, 0, 1)); // 0
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, 0,-1, clr, 1, 1)); // 1
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 0,-1, clr, 1, 0)); // 2
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 0,-1, clr, 0, 0)); // 3
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1, 0, 0, clr, 1, 1)); // 4 (1)
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 0, 0, clr, 1, 0)); // 5 (2)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1, 0, 0, clr, 0, 1)); // 6 (4)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 0, 0, clr, 0, 0)); // 7 (5)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, 0, 1, clr, 0, 1)); // 8 (4)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 0, 1, clr, 0, 0)); // 9 (5)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 0, 1, clr, 1, 0)); // 10 (6)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, 0, 1, clr, 1, 1)); // 11 (7)
buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1, 0, 0, clr, 0, 1)); // 12 (0)
buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 0, 0, clr, 0, 0)); // 13 (3)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 0, 0, clr, 1, 0)); // 14 (6)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1, 0, 0, clr, 1, 1)); // 15 (7)
buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 1, 0, clr, 1, 0)); // 16 (2)
buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 1, 0, clr, 0, 0)); // 17 (5)
buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 1, 0, clr, 0, 1)); // 18 (8)
buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 1, 0, clr, 1, 1)); // 19 (9)
buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0,-1, 0, clr, 0, 1)); // 20 (0)
buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0,-1, 0, clr, 1, 1)); // 21 (7)
buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0,-1, 0, clr, 1, 0)); // 22 (10)
buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0,-1, 0, clr, 0, 0)); // 23 (11)
// Recalculate bounding box and set cube size
buffer->BoundingBox.reset(0,0,0);
for (u32 i=0; i<24; ++i)
{
buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buffer->Vertices[i].Pos *= size;
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
}
mesh->addMeshBuffer(buffer);
buffer->drop();
}
mesh->recalculateBoundingBox();
return mesh;