mirror of
https://github.com/minetest/irrlicht.git
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2928a632a4
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO. There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version. Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead. So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial. This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated. So to keep maintance somewhat sane I decided to break compiling now and merge those two flags. The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now. Serialization is switched on loading old files (so SMaterial has enum already and writes that out). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
1085 lines
32 KiB
C++
1085 lines
32 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CGeometryCreator.h"
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#include "SAnimatedMesh.h"
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#include "SMeshBuffer.h"
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#include "SMesh.h"
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#include "IMesh.h"
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#include "IVideoDriver.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_TYPE type) const
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{
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SMesh* mesh = new SMesh;
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const video::SColor clr(255,255,255,255);
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if ( type == ECMT_1BUF_12VTX_NA )
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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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1,5,4, 1,2,5, // POS_X
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4,6,7, 4,5,6, // POS_Z
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7,3,0, 7,6,3, // NEG_X
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9,5,2, 9,8,5, // POS_Y
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0,11,10, 0,10,7}; // 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(12);
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1)); // 0
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1)); // 1
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0)); // 2
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0)); // 3
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1)); // 4
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0)); // 5
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0)); // 6
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1)); // 7
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1)); // 8
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1)); // 9
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0)); // 10
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0)); // 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<12; ++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->Vertices[i].Normal.normalize();
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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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else if ( type == ECMT_6BUF_4VTX_NP )
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{
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for ( int b=0; b<6; ++b )
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{
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SMeshBuffer* buffer = new SMeshBuffer();
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// Create indices
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const u16 u[6] = { 0,2,1,0,3,2};
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buffer->Indices.set_used(6);
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for ( int i=0; i<6; ++i )
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buffer->Indices[i] = u[i];
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// Create vertices
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buffer->Vertices.reallocate(4);
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switch ( b )
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{
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case 0:
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, 0,-1, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, 0,-1, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 0,-1, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 0,-1, clr, 0, 0));
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break;
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case 1:
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 1, 0, 0, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 1, 0, 0, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 1, 0, 0, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 1, 0, 0, clr, 0, 0));
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break;
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case 2:
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, 0, 1, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, 0, 1, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 0, 1, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 0, 1, clr, 0, 0));
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break;
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case 3:
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1, 0, 0, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1, 0, 0, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 0, 0, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 0, 0, clr, 0, 0));
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break;
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case 4:
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buffer->Vertices.push_back(video::S3DVertex(0,1,0, 0, 1, 0, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,1,0, 0, 1, 0, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,1,1, 0, 1, 0, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(0,1,1, 0, 1, 0, clr, 0, 0));
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break;
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case 5:
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buffer->Vertices.push_back(video::S3DVertex(0,0,1, 0, -1, 0, clr, 0, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,0,1, 0, -1, 0, clr, 1, 1));
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buffer->Vertices.push_back(video::S3DVertex(1,0,0, 0, -1, 0, clr, 1, 0));
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buffer->Vertices.push_back(video::S3DVertex(0,0,0, 0, -1, 0, clr, 0, 0));
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break;
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}
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// Recalculate bounding box and set cube size
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for (u32 i=0; i<4; ++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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if ( i == 0 )
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buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
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else
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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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}
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mesh->recalculateBoundingBox();
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return mesh;
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}
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// creates a hill plane
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IMesh* CGeometryCreator::createHillPlaneMesh(
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const core::dimension2d<f32>& tileSize,
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const core::dimension2d<u32>& tc, video::SMaterial* material,
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f32 hillHeight, const core::dimension2d<f32>& ch,
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const core::dimension2d<f32>& textureRepeatCount) const
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{
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core::dimension2d<u32> tileCount = tc;
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core::dimension2d<f32> countHills = ch;
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if (countHills.Width < 0.01f)
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countHills.Width = 1.f;
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if (countHills.Height < 0.01f)
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countHills.Height = 1.f;
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// center
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const core::position2d<f32> center((tileSize.Width * tileCount.Width) * 0.5f, (tileSize.Height * tileCount.Height) * 0.5f);
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// texture coord step
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const core::dimension2d<f32> tx(
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textureRepeatCount.Width / tileCount.Width,
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textureRepeatCount.Height / tileCount.Height);
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// add one more point in each direction for proper tile count
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++tileCount.Height;
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++tileCount.Width;
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SMeshBuffer* buffer = new SMeshBuffer();
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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// create vertices from left-front to right-back
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u32 x;
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f32 sx=0.f, tsx=0.f;
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for (x=0; x<tileCount.Width; ++x)
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{
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f32 sy=0.f, tsy=0.f;
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for (u32 y=0; y<tileCount.Height; ++y)
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{
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vtx.Pos.set(sx - center.X, 0, sy - center.Y);
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vtx.TCoords.set(tsx, 1.0f - tsy);
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if (core::isnotzero(hillHeight))
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vtx.Pos.Y = sinf(vtx.Pos.X * countHills.Width * core::PI / center.X) *
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cosf(vtx.Pos.Z * countHills.Height * core::PI / center.Y) *
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hillHeight;
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buffer->Vertices.push_back(vtx);
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sy += tileSize.Height;
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tsy += tx.Height;
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}
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sx += tileSize.Width;
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tsx += tx.Width;
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}
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// create indices
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for (x=0; x<tileCount.Width-1; ++x)
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{
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for (u32 y=0; y<tileCount.Height-1; ++y)
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{
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const s32 current = x*tileCount.Height + y;
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buffer->Indices.push_back(current);
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buffer->Indices.push_back(current + 1);
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buffer->Indices.push_back(current + tileCount.Height);
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buffer->Indices.push_back(current + 1);
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buffer->Indices.push_back(current + 1 + tileCount.Height);
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buffer->Indices.push_back(current + tileCount.Height);
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}
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}
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// recalculate normals
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for (u32 i=0; i<buffer->Indices.size(); i+=3)
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{
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const core::vector3df normal = core::plane3d<f32>(
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buffer->Vertices[buffer->Indices[i+0]].Pos,
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buffer->Vertices[buffer->Indices[i+1]].Pos,
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buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
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buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
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buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
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}
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if (material)
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buffer->Material = *material;
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buffer->recalculateBoundingBox();
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buffer->setHardwareMappingHint(EHM_STATIC);
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SMesh* mesh = new SMesh();
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mesh->addMeshBuffer(buffer);
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mesh->recalculateBoundingBox();
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buffer->drop();
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return mesh;
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}
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namespace
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{
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// Return the position on an exponential curve. Input from 0 to 1.
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float geopos(float pos)
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{
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pos = core::clamp<float>(pos, 0, 1);
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pos *= 5;
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const float out = powf(2.5f, pos - 5);
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return out;
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}
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}
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//! Create a geoplane.
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IMesh* CGeometryCreator::createGeoplaneMesh(f32 radius, u32 rows, u32 columns) const
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{
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using namespace core;
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using namespace video;
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rows = clamp<u32>(rows, 3, 2048);
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columns = clamp<u32>(columns, 3, 2048);
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SMeshBuffer * const mb = new SMeshBuffer();
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S3DVertex v(0, 0, 0, 0, 1, 0, SColor(255, 255, 255, 255), 0, 0);
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const float anglestep = (2 * PI) / columns;
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mb->Vertices.reallocate((rows * columns) + 1);
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mb->Indices.reallocate((((rows - 2) * columns * 2) + columns) * 3);
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u32 i, j;
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mb->Vertices.push_back(v);
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for (j = 1; j < rows; j++)
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{
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const float len = radius * geopos((float) j/(rows-1));
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for (i = 0; i < columns; i++)
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{
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const float angle = anglestep * i;
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v.Pos = vector3df(len * sinf(angle), 0, len * cosf(angle));
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mb->Vertices.push_back(v);
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}
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}
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// Indices
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// First the inner fan
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for (i = 0; i < columns; i++)
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{
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mb->Indices.push_back(0);
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mb->Indices.push_back(1 + i);
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if (i == columns - 1)
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mb->Indices.push_back(1);
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else
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mb->Indices.push_back(2 + i);
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}
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// Then the surrounding quads
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for (j = 0; j < rows - 2; j++)
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{
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for (i = 0; i < columns; i++)
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{
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u32 start = ((j * columns) + i) + 1;
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u32 next = start + 1;
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u32 far = (((j + 1) * columns) + i) + 1;
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u32 farnext = far + 1;
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if (i == columns - 1)
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{
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next = ((j * columns)) + 1;
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farnext = (((j + 1) * columns)) + 1;
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}
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mb->Indices.push_back(start);
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mb->Indices.push_back(far);
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mb->Indices.push_back(next);
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mb->Indices.push_back(next);
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mb->Indices.push_back(far);
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mb->Indices.push_back(farnext);
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}
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}
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// Done
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SMesh * const mesh = new SMesh();
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mesh->addMeshBuffer(mb);
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mb->recalculateBoundingBox();
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mb->setHardwareMappingHint(EHM_STATIC);
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mesh->recalculateBoundingBox();
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mb->drop();
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return mesh;
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}
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IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
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video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
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f32 maxHeight, video::IVideoDriver* driver,
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const core::dimension2d<u32>& maxVtxBlockSize,
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bool debugBorders) const
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{
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if (!texture || !heightmap)
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return 0;
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// debug border
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const s32 borderSkip = debugBorders ? 0 : 1;
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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SMesh* mesh = new SMesh();
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const u32 tm = os::Timer::getRealTime()/1000;
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const core::dimension2d<u32> hMapSize= heightmap->getDimension();
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const core::dimension2d<u32> tMapSize= texture->getDimension();
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const core::position2d<f32> thRel(static_cast<f32>(tMapSize.Width) / hMapSize.Width, static_cast<f32>(tMapSize.Height) / hMapSize.Height);
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maxHeight /= 255.0f; // height step per color value
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core::position2d<u32> processed(0,0);
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while (processed.Y<hMapSize.Height)
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{
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while(processed.X<hMapSize.Width)
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{
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core::dimension2d<u32> blockSize = maxVtxBlockSize;
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if (processed.X + blockSize.Width > hMapSize.Width)
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blockSize.Width = hMapSize.Width - processed.X;
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if (processed.Y + blockSize.Height > hMapSize.Height)
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blockSize.Height = hMapSize.Height - processed.Y;
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SMeshBuffer* buffer = new SMeshBuffer();
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buffer->setHardwareMappingHint(scene::EHM_STATIC);
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buffer->Vertices.reallocate(blockSize.getArea());
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// add vertices of vertex block
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u32 y;
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core::vector2df pos(0.f, processed.Y*stretchSize.Height);
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const core::vector2df bs(1.f/blockSize.Width, 1.f/blockSize.Height);
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core::vector2df tc(0.f, 0.5f*bs.Y);
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for (y=0; y<blockSize.Height; ++y)
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{
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pos.X=processed.X*stretchSize.Width;
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tc.X=0.5f*bs.X;
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for (u32 x=0; x<blockSize.Width; ++x)
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{
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const f32 height = heightmap->getPixel(x+processed.X, y+processed.Y).getAverage() * maxHeight;
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vtx.Pos.set(pos.X, height, pos.Y);
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vtx.TCoords.set(tc);
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buffer->Vertices.push_back(vtx);
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pos.X += stretchSize.Width;
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tc.X += bs.X;
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}
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pos.Y += stretchSize.Height;
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tc.Y += bs.Y;
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}
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buffer->Indices.reallocate((blockSize.Height-1)*(blockSize.Width-1)*6);
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// add indices of vertex block
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s32 c1 = 0;
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for (y=0; y<blockSize.Height-1; ++y)
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{
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for (u32 x=0; x<blockSize.Width-1; ++x)
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{
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const s32 c = c1 + x;
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buffer->Indices.push_back(c);
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buffer->Indices.push_back(c + blockSize.Width);
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buffer->Indices.push_back(c + 1);
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buffer->Indices.push_back(c + 1);
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buffer->Indices.push_back(c + blockSize.Width);
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buffer->Indices.push_back(c + 1 + blockSize.Width);
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}
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c1 += blockSize.Width;
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}
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// recalculate normals
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|
for (u32 i=0; i<buffer->Indices.size(); i+=3)
|
|
{
|
|
const core::vector3df normal = core::plane3d<f32>(
|
|
buffer->Vertices[buffer->Indices[i+0]].Pos,
|
|
buffer->Vertices[buffer->Indices[i+1]].Pos,
|
|
buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
|
|
|
|
buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
|
|
buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
|
|
buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
|
|
}
|
|
|
|
if (buffer->Vertices.size())
|
|
{
|
|
c8 textureName[64];
|
|
// create texture for this block
|
|
video::IImage* img = driver->createImage(texture->getColorFormat(), core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y)));
|
|
texture->copyTo(img, core::position2di(0,0), core::recti(
|
|
core::position2d<s32>(core::floor32(processed.X*thRel.X), core::floor32(processed.Y*thRel.Y)),
|
|
core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y))), 0);
|
|
|
|
sprintf(textureName, "terrain%u_%u", tm, mesh->getMeshBufferCount());
|
|
|
|
buffer->Material.setTexture(0, driver->addTexture(textureName, img));
|
|
|
|
if (buffer->Material.getTexture(0))
|
|
{
|
|
c8 tmp[255];
|
|
sprintf(tmp, "Generated terrain texture (%ux%u): %s",
|
|
buffer->Material.getTexture(0)->getSize().Width,
|
|
buffer->Material.getTexture(0)->getSize().Height,
|
|
textureName);
|
|
os::Printer::log(tmp);
|
|
}
|
|
else
|
|
os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);
|
|
|
|
img->drop();
|
|
}
|
|
|
|
buffer->recalculateBoundingBox();
|
|
mesh->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
// keep on processing
|
|
processed.X += maxVtxBlockSize.Width - borderSkip;
|
|
}
|
|
|
|
// keep on processing
|
|
processed.X = 0;
|
|
processed.Y += maxVtxBlockSize.Height - borderSkip;
|
|
}
|
|
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
/*
|
|
a cylinder, a cone and a cross
|
|
point up on (0,1.f, 0.f )
|
|
*/
|
|
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
|
|
const u32 tesselationCone,
|
|
const f32 height,
|
|
const f32 cylinderHeight,
|
|
const f32 width0,
|
|
const f32 width1,
|
|
const video::SColor vtxColor0,
|
|
const video::SColor vtxColor1) const
|
|
{
|
|
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
|
|
|
|
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
|
|
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
|
|
{
|
|
scene::IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
|
|
for (u32 j=0; j<buffer->getVertexCount(); ++j)
|
|
buffer->getPosition(j).Y += cylinderHeight;
|
|
buffer->setDirty(EBT_VERTEX);
|
|
buffer->recalculateBoundingBox();
|
|
mesh->addMeshBuffer(buffer);
|
|
}
|
|
mesh2->drop();
|
|
mesh->setHardwareMappingHint(EHM_STATIC);
|
|
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
/* A sphere with proper normals and texture coords */
|
|
IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const
|
|
{
|
|
// thanks to Alfaz93 who made his code available for Irrlicht on which
|
|
// this one is based!
|
|
|
|
// we are creating the sphere mesh here.
|
|
|
|
if (polyCountX < 2)
|
|
polyCountX = 2;
|
|
if (polyCountY < 2)
|
|
polyCountY = 2;
|
|
while (polyCountX * polyCountY > 32767) // prevent u16 overflow
|
|
{
|
|
polyCountX /= 2;
|
|
polyCountY /= 2;
|
|
}
|
|
|
|
const u32 polyCountXPitch = polyCountX+1; // get to same vertex on next level
|
|
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
|
|
buffer->Indices.reallocate((polyCountX * polyCountY) * 6);
|
|
|
|
const video::SColor clr(255, 255,255,255);
|
|
|
|
u32 level = 0;
|
|
|
|
for (u32 p1 = 0; p1 < polyCountY-1; ++p1)
|
|
{
|
|
//main quads, top to bottom
|
|
for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
|
|
{
|
|
const u32 curr = level + p2;
|
|
buffer->Indices.push_back(curr + polyCountXPitch);
|
|
buffer->Indices.push_back(curr);
|
|
buffer->Indices.push_back(curr + 1);
|
|
buffer->Indices.push_back(curr + polyCountXPitch);
|
|
buffer->Indices.push_back(curr+1);
|
|
buffer->Indices.push_back(curr + 1 + polyCountXPitch);
|
|
}
|
|
|
|
// the connectors from front to end
|
|
buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
|
|
buffer->Indices.push_back(level + polyCountX - 1);
|
|
buffer->Indices.push_back(level + polyCountX);
|
|
|
|
buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
|
|
buffer->Indices.push_back(level + polyCountX);
|
|
buffer->Indices.push_back(level + polyCountX + polyCountXPitch);
|
|
level += polyCountXPitch;
|
|
}
|
|
|
|
const u32 polyCountSq = polyCountXPitch * polyCountY; // top point
|
|
const u32 polyCountSq1 = polyCountSq + 1; // bottom point
|
|
const u32 polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
|
|
|
|
for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
|
|
{
|
|
// create triangles which are at the top of the sphere
|
|
|
|
buffer->Indices.push_back(polyCountSq);
|
|
buffer->Indices.push_back(p2 + 1);
|
|
buffer->Indices.push_back(p2);
|
|
|
|
// create triangles which are at the bottom of the sphere
|
|
|
|
buffer->Indices.push_back(polyCountSqM1 + p2);
|
|
buffer->Indices.push_back(polyCountSqM1 + p2 + 1);
|
|
buffer->Indices.push_back(polyCountSq1);
|
|
}
|
|
|
|
// create final triangle which is at the top of the sphere
|
|
|
|
buffer->Indices.push_back(polyCountSq);
|
|
buffer->Indices.push_back(polyCountX);
|
|
buffer->Indices.push_back(polyCountX-1);
|
|
|
|
// create final triangle which is at the bottom of the sphere
|
|
|
|
buffer->Indices.push_back(polyCountSqM1 + polyCountX - 1);
|
|
buffer->Indices.push_back(polyCountSqM1);
|
|
buffer->Indices.push_back(polyCountSq1);
|
|
|
|
// calculate the angle which separates all points in a circle
|
|
const f64 AngleX = 2 * core::PI / polyCountX;
|
|
const f64 AngleY = core::PI / polyCountY;
|
|
|
|
u32 i=0;
|
|
f64 axz;
|
|
|
|
// we don't start at 0.
|
|
|
|
f64 ay = 0;//AngleY / 2;
|
|
|
|
buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2);
|
|
for (u32 y = 0; y < polyCountY; ++y)
|
|
{
|
|
ay += AngleY;
|
|
const f64 sinay = sin(ay);
|
|
axz = 0;
|
|
|
|
// calculate the necessary vertices without the doubled one
|
|
for (u32 xz = 0;xz < polyCountX; ++xz)
|
|
{
|
|
// calculate points position
|
|
|
|
const core::vector3df pos(static_cast<f32>(radius * cos(axz) * sinay),
|
|
static_cast<f32>(radius * cos(ay)),
|
|
static_cast<f32>(radius * sin(axz) * sinay));
|
|
// for spheres the normal is the position
|
|
core::vector3df normal(pos);
|
|
normal.normalize();
|
|
|
|
// calculate texture coordinates via sphere mapping
|
|
// tu is the same on each level, so only calculate once
|
|
f32 tu = 0.5f;
|
|
if (y==0)
|
|
{
|
|
if (normal.Y != -1.0f && normal.Y != 1.0f)
|
|
tu = static_cast<f32>(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64);
|
|
if (normal.Z < 0.0f)
|
|
tu=1-tu;
|
|
}
|
|
else
|
|
tu = buffer->Vertices[i-polyCountXPitch].TCoords.X;
|
|
buffer->Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z,
|
|
normal.X, normal.Y, normal.Z,
|
|
clr, tu,
|
|
static_cast<f32>(ay*core::RECIPROCAL_PI64));
|
|
++i;
|
|
axz += AngleX;
|
|
}
|
|
// This is the doubled vertex on the initial position
|
|
buffer->Vertices[i] = video::S3DVertex(buffer->Vertices[i-polyCountX]);
|
|
buffer->Vertices[i].TCoords.X=1.0f;
|
|
++i;
|
|
}
|
|
|
|
// the vertex at the top of the sphere
|
|
buffer->Vertices[i] = video::S3DVertex(0.0f,radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f);
|
|
|
|
// the vertex at the bottom of the sphere
|
|
++i;
|
|
buffer->Vertices[i] = video::S3DVertex(0.0f,-radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f);
|
|
|
|
// recalculate bounding box
|
|
|
|
buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
|
|
buffer->BoundingBox.addInternalPoint(buffer->Vertices[i-1].Pos);
|
|
buffer->BoundingBox.addInternalPoint(radius,0.0f,0.0f);
|
|
buffer->BoundingBox.addInternalPoint(-radius,0.0f,0.0f);
|
|
buffer->BoundingBox.addInternalPoint(0.0f,0.0f,radius);
|
|
buffer->BoundingBox.addInternalPoint(0.0f,0.0f,-radius);
|
|
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
mesh->setHardwareMappingHint(EHM_STATIC);
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
/* A cylinder with proper normals and texture coords */
|
|
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
|
|
u32 tesselation, const video::SColor& color,
|
|
bool closeTop, f32 oblique, u32 normalType) const
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
|
|
const f32 recTesselation = core::reciprocal((f32)tesselation);
|
|
const f32 recTesselationHalf = recTesselation * 0.5f;
|
|
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
|
|
const f32 angleStepHalf = angleStep*0.5f;
|
|
|
|
u32 i;
|
|
video::S3DVertex v;
|
|
v.Color = color;
|
|
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
|
|
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
|
|
f32 tcx = 0.f;
|
|
for ( i = 0; i <= tesselation; ++i )
|
|
{
|
|
const f32 angle = angleStep * i;
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
switch (normalType)
|
|
{
|
|
case 0: v.Normal = v.Pos; break;
|
|
case 1: v.Normal = v.Pos; break;
|
|
}
|
|
v.Normal.normalize();
|
|
v.TCoords.X=tcx;
|
|
v.TCoords.Y=0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X += oblique;
|
|
v.Pos.Y = length;
|
|
switch (normalType)
|
|
{
|
|
case 0: v.Normal = v.Pos; break;
|
|
case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
|
|
}
|
|
v.Normal.normalize();
|
|
v.TCoords.Y=1.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X = radius * cosf(angle + angleStepHalf);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle + angleStepHalf);
|
|
switch (normalType)
|
|
{
|
|
case 0: v.Normal = v.Pos; break;
|
|
case 1: v.Normal = v.Pos; break;
|
|
}
|
|
v.Normal.normalize();
|
|
v.TCoords.X=tcx+recTesselationHalf;
|
|
v.TCoords.Y=0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
v.Pos.X += oblique;
|
|
v.Pos.Y = length;
|
|
switch (normalType)
|
|
{
|
|
case 0: v.Normal = v.Pos; break;
|
|
case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
|
|
}
|
|
v.Normal.normalize();
|
|
v.TCoords.Y=1.f;
|
|
buffer->Vertices.push_back(v);
|
|
tcx += recTesselation;
|
|
}
|
|
|
|
// indices for the main hull part
|
|
const u32 nonWrappedSize = tesselation* 4;
|
|
for (i=0; i != nonWrappedSize; i += 2)
|
|
{
|
|
buffer->Indices.push_back(i + 2);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(i + 1);
|
|
|
|
buffer->Indices.push_back(i + 2);
|
|
buffer->Indices.push_back(i + 1);
|
|
buffer->Indices.push_back(i + 3);
|
|
}
|
|
|
|
// two closing quads between end and start
|
|
buffer->Indices.push_back(0);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(i + 1);
|
|
|
|
buffer->Indices.push_back(0);
|
|
buffer->Indices.push_back(i + 1);
|
|
buffer->Indices.push_back(1);
|
|
|
|
// close down
|
|
v.Pos.X = 0.f;
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = 0.f;
|
|
v.Normal.X = 0.f;
|
|
v.Normal.Y = -1.f;
|
|
v.Normal.Z = 0.f;
|
|
v.TCoords.X = 1.f;
|
|
v.TCoords.Y = 1.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
u32 index = buffer->Vertices.size() - 1;
|
|
|
|
for ( i = 0; i != nonWrappedSize; i += 2 )
|
|
{
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(i + 2);
|
|
}
|
|
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(0);
|
|
|
|
if (closeTop)
|
|
{
|
|
// close top
|
|
v.Pos.X = oblique;
|
|
v.Pos.Y = length;
|
|
v.Pos.Z = 0.f;
|
|
v.Normal.X = 0.f;
|
|
v.Normal.Y = 1.f;
|
|
v.Normal.Z = 0.f;
|
|
v.TCoords.X = 0.f;
|
|
v.TCoords.Y = 0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
index = buffer->Vertices.size() - 1;
|
|
|
|
for ( i = 0; i != nonWrappedSize; i += 2 )
|
|
{
|
|
buffer->Indices.push_back(i + 1);
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 3);
|
|
}
|
|
|
|
buffer->Indices.push_back(i + 1);
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(1);
|
|
}
|
|
|
|
buffer->recalculateBoundingBox();
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(buffer);
|
|
mesh->setHardwareMappingHint(EHM_STATIC);
|
|
mesh->recalculateBoundingBox();
|
|
buffer->drop();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
/* A cone with proper normals and texture coords */
|
|
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
|
|
const video::SColor& colorTop,
|
|
const video::SColor& colorBottom,
|
|
f32 oblique) const
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
|
|
const f32 angleStep = (core::PI * 2.f ) / tesselation;
|
|
const f32 angleStepHalf = angleStep*0.5f;
|
|
|
|
video::S3DVertex v;
|
|
u32 i;
|
|
|
|
v.Color = colorTop;
|
|
for ( i = 0; i != tesselation; ++i )
|
|
{
|
|
f32 angle = angleStep * f32(i);
|
|
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
buffer->Vertices.push_back(v);
|
|
|
|
angle += angleStepHalf;
|
|
v.Pos.X = radius * cosf(angle);
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = radius * sinf(angle);
|
|
v.Normal = v.Pos;
|
|
v.Normal.normalize();
|
|
buffer->Vertices.push_back(v);
|
|
}
|
|
const u32 nonWrappedSize = buffer->Vertices.size() - 1;
|
|
|
|
// close top
|
|
v.Pos.X = oblique;
|
|
v.Pos.Y = length;
|
|
v.Pos.Z = 0.f;
|
|
v.Normal.X = 0.f;
|
|
v.Normal.Y = 1.f;
|
|
v.Normal.Z = 0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
u32 index = buffer->Vertices.size() - 1;
|
|
|
|
for ( i = 0; i != nonWrappedSize; i += 1 )
|
|
{
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 1);
|
|
}
|
|
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(0);
|
|
|
|
// close down
|
|
v.Color = colorBottom;
|
|
v.Pos.X = 0.f;
|
|
v.Pos.Y = 0.f;
|
|
v.Pos.Z = 0.f;
|
|
v.Normal.X = 0.f;
|
|
v.Normal.Y = -1.f;
|
|
v.Normal.Z = 0.f;
|
|
buffer->Vertices.push_back(v);
|
|
|
|
index = buffer->Vertices.size() - 1;
|
|
|
|
for ( i = 0; i != nonWrappedSize; i += 1 )
|
|
{
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(i + 1);
|
|
}
|
|
|
|
buffer->Indices.push_back(index);
|
|
buffer->Indices.push_back(i + 0);
|
|
buffer->Indices.push_back(0);
|
|
|
|
buffer->recalculateBoundingBox();
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
mesh->setHardwareMappingHint(EHM_STATIC);
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
void CGeometryCreator::addToBuffer(const video::S3DVertex& v, SMeshBuffer* Buffer) const
|
|
{
|
|
const s32 tnidx = Buffer->Vertices.linear_reverse_search(v);
|
|
const bool alreadyIn = (tnidx != -1);
|
|
u16 nidx = (u16)tnidx;
|
|
if (!alreadyIn)
|
|
{
|
|
nidx = (u16)Buffer->Vertices.size();
|
|
Buffer->Indices.push_back(nidx);
|
|
Buffer->Vertices.push_back(v);
|
|
}
|
|
else
|
|
Buffer->Indices.push_back(nidx);
|
|
}
|
|
|
|
|
|
IMesh* CGeometryCreator::createVolumeLightMesh(
|
|
const u32 subdivideU, const u32 subdivideV,
|
|
const video::SColor footColor, const video::SColor tailColor,
|
|
const f32 lpDistance, const core::vector3df& lightDim) const
|
|
{
|
|
SMeshBuffer* Buffer = new SMeshBuffer();
|
|
Buffer->setHardwareMappingHint(EHM_STATIC);
|
|
|
|
const core::vector3df lightPoint(0, -(lpDistance*lightDim.Y), 0);
|
|
const f32 ax = lightDim.X * 0.5f; // X Axis
|
|
const f32 az = lightDim.Z * 0.5f; // Z Axis
|
|
|
|
Buffer->Vertices.clear();
|
|
Buffer->Vertices.reallocate(6+12*(subdivideU+subdivideV));
|
|
Buffer->Indices.clear();
|
|
Buffer->Indices.reallocate(6+12*(subdivideU+subdivideV));
|
|
//draw the bottom foot.. the glowing region
|
|
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, footColor, 0, 1),Buffer);
|
|
addToBuffer(video::S3DVertex( ax, 0, az, 0,0,0, footColor, 1, 1),Buffer);
|
|
addToBuffer(video::S3DVertex( ax, 0,-az, 0,0,0, footColor, 1, 0),Buffer);
|
|
|
|
addToBuffer(video::S3DVertex( ax, 0,-az, 0,0,0, footColor, 1, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(-ax, 0,-az, 0,0,0, footColor, 0, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, footColor, 0, 1),Buffer);
|
|
|
|
f32 tu = 0.f;
|
|
const f32 tuStep = 1.f/subdivideU;
|
|
f32 bx = -ax;
|
|
const f32 bxStep = lightDim.X * tuStep;
|
|
// Slices in X/U space
|
|
for (u32 i = 0; i <= subdivideU; ++i)
|
|
{
|
|
// These are the two endpoints for a slice at the foot
|
|
core::vector3df end1(bx, 0.0f, -az);
|
|
core::vector3df end2(bx, 0.0f, az);
|
|
|
|
end1 -= lightPoint; // get a vector from point to lightsource
|
|
end1.normalize(); // normalize vector
|
|
end1 *= lightDim.Y; // multiply it out by shootlength
|
|
|
|
end1.X += bx; // Add the original point location to the vector
|
|
end1.Z -= az;
|
|
|
|
// Do it again for the other point.
|
|
end2 -= lightPoint;
|
|
end2.normalize();
|
|
end2 *= lightDim.Y;
|
|
|
|
end2.X += bx;
|
|
end2.Z += az;
|
|
|
|
addToBuffer(video::S3DVertex(bx , 0, az, 0,0,0, footColor, tu, 1),Buffer);
|
|
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, footColor, tu, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
|
|
|
|
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, footColor, tu, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, tailColor, tu, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
|
|
|
|
//back side
|
|
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
|
|
addToBuffer(video::S3DVertex(-bx , 0, -az, 0,0,0, footColor, tu, 1),Buffer);
|
|
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, footColor, tu, 0),Buffer);
|
|
|
|
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, footColor, tu, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, tailColor, tu, 0),Buffer);
|
|
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, tu, 1),Buffer);
|
|
tu += tuStep;
|
|
bx += bxStep;
|
|
}
|
|
|
|
f32 tv = 0.f;
|
|
const f32 tvStep = 1.f/subdivideV;
|
|
f32 bz = -az;
|
|
const f32 bzStep = lightDim.Z * tvStep;
|
|
// Slices in Z/V space
|
|
for(u32 i = 0; i <= subdivideV; ++i)
|
|
{
|
|
// These are the two endpoints for a slice at the foot
|
|
core::vector3df end1(-ax, 0.0f, bz);
|
|
core::vector3df end2(ax, 0.0f, bz);
|
|
|
|
end1 -= lightPoint; // get a vector from point to lightsource
|
|
end1.normalize(); // normalize vector
|
|
end1 *= lightDim.Y; // multiply it out by shootlength
|
|
|
|
end1.X -= ax; // Add the original point location to the vector
|
|
end1.Z += bz;
|
|
|
|
// Do it again for the other point.
|
|
end2 -= lightPoint;
|
|
end2.normalize();
|
|
end2 *= lightDim.Y;
|
|
|
|
end2.X += ax;
|
|
end2.Z += bz;
|
|
|
|
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, footColor, 0, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(ax , 0, bz, 0,0,0, footColor, 1, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
|
|
|
|
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, tailColor, 0, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, footColor, 0, tv),Buffer);
|
|
|
|
//back side
|
|
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, footColor, 0, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(-ax , 0, -bz, 0,0,0, footColor, 1, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
|
|
|
|
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, tailColor, 1, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, tailColor, 0, tv),Buffer);
|
|
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, footColor, 0, tv),Buffer);
|
|
tv += tvStep;
|
|
bz += bzStep;
|
|
}
|
|
|
|
Buffer->recalculateBoundingBox();
|
|
|
|
Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
|
|
Buffer->Material.MaterialTypeParam = pack_textureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
|
|
|
|
Buffer->Material.Lighting = false;
|
|
Buffer->Material.ZWriteEnable = video::EZW_OFF;
|
|
|
|
Buffer->setDirty(EBT_VERTEX_AND_INDEX);
|
|
|
|
Buffer->recalculateBoundingBox();
|
|
SMesh* mesh = new SMesh();
|
|
mesh->addMeshBuffer(Buffer);
|
|
Buffer->drop();
|
|
|
|
mesh->recalculateBoundingBox();
|
|
return mesh;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|