Merged CiaranG's fence graphic updates (ugh, well, it worked, i guess, kind of.) This commit should also get rid of multiple heads on the server.
commit
75f3e68451
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@ -729,63 +729,90 @@ private:
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core::array<PreMeshBuffer> m_prebuffers;
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core::array<PreMeshBuffer> m_prebuffers;
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};
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};
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// Create a cuboid.
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// material - the material to use (for all 6 faces)
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// collector - the MeshCollector for the resulting polygons
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// pa - texture atlas pointer for the material
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// c - vertex colour - used for all
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// pos - the position of the centre of the cuboid
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// rz,ry,rz - the radius of the cuboid in each dimension
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. Alternatively, pass
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// NULL to use the entire texture for each face. The order of
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// the faces in the list is top-backi-right-front-left-bottom
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// If you specified 0,0,1,1 for each face, that would be the
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// same as passing NULL.
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void makeCuboid(video::SMaterial &material, MeshCollector *collector,
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void makeCuboid(video::SMaterial &material, MeshCollector *collector,
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AtlasPointer* pa, video::SColor &c,
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AtlasPointer* pa, video::SColor &c,
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v3f &pos, f32 rx, f32 ry, f32 rz)
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v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
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{
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{
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f32 tu0=pa->x0();
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f32 tu1=pa->x1();
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f32 tv0=pa->y0();
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f32 tv1=pa->y1();
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f32 txus=tu1-tu0;
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f32 txvs=tv1-tv0;
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video::S3DVertex v[4] =
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video::S3DVertex v[4] =
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{
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{
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video::S3DVertex(0,0,0, 0,0,0, c,
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
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pa->x0(), pa->y1()),
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
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video::S3DVertex(0,0,0, 0,0,0, c,
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
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pa->x1(), pa->y1()),
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x1(), pa->y0()),
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x0(), pa->y0())
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};
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};
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for(int i=0;i<6;i++)
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for(int i=0;i<6;i++)
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{
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{
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switch(i)
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switch(i)
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{
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{
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case 0:
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case 0: // top
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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break;
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break;
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case 1:
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case 1: // back
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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break;
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case 2:
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case 2: //right
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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break;
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case 3:
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case 3: // front
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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break;
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case 4:
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case 4: // left
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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break;
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case 5:
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case 5: // bottom
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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break;
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}
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}
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if(txc!=NULL)
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{
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v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
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v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
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v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
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v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
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txc+=4;
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}
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for(u16 i=0; i<4; i++)
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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v[i].Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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u16 indices[] = {0,1,2,2,3,0};
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@ -1569,9 +1596,16 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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// The post - always present
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// The post - always present
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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f32 postuv[24]={
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0.4,0.4,0.6,0.6,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.4,0.4,0.6,0.6};
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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post_rad,BS/2,post_rad);
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post_rad,BS/2,post_rad, postuv);
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// Now a section of fence, +X, if there's a post there
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// Now a section of fence, +X, if there's a post there
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v3s16 p2 = p;
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v3s16 p2 = p;
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@ -1582,14 +1616,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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pos = intToFloat(p+blockpos_nodes, BS);
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.X += BS/2;
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pos.X += BS/2;
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pos.Y += BS/4;
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pos.Y += BS/4;
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f32 xrailuv[24]={
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6};
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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bar_len,bar_rad,bar_rad, xrailuv);
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pos.Y -= BS/2;
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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bar_len,bar_rad,bar_rad, xrailuv);
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}
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}
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// Now a section of fence, +Z, if there's a post there
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// Now a section of fence, +Z, if there's a post there
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@ -1601,13 +1642,20 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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pos = intToFloat(p+blockpos_nodes, BS);
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.Z += BS/2;
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pos.Z += BS/2;
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pos.Y += BS/4;
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pos.Y += BS/4;
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f32 zrailuv[24]={
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6};
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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bar_rad,bar_rad,bar_len, zrailuv);
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pos.Y -= BS/2;
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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bar_rad,bar_rad,bar_len, zrailuv);
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}
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}
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