/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "camera.h" #include "debug.h" #include "client.h" #include "main.h" // for g_settings #include "map.h" #include "player.h" #include "tile.h" #include #include #include "settings.h" Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_smgr(smgr), m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), m_wieldmgr(NULL), m_wieldnode(NULL), m_draw_control(draw_control), m_viewing_range_min(5.0), m_viewing_range_max(5.0), m_camera_position(0,0,0), m_camera_direction(0,0,0), m_aspect(1.0), m_fov_x(1.0), m_fov_y(1.0), m_wanted_frametime(0.0), m_added_frametime(0), m_added_frames(0), m_range_old(0), m_frametime_old(0), m_frametime_counter(0), m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range m_view_bobbing_anim(0), m_view_bobbing_state(0), m_view_bobbing_speed(0), m_digging_anim(0), m_digging_button(-1) { //dstream<<__FUNCTION_NAME<addEmptySceneNode(smgr->getRootSceneNode()); m_headnode = smgr->addEmptySceneNode(m_playernode); m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode()); m_cameranode->bindTargetAndRotation(true); // This needs to be in its own scene manager. It is drawn after // all other 3D scene nodes and before the GUI. m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr); updateSettings(); } Camera::~Camera() { m_wieldmgr->drop(); m_wieldnode->drop(); } bool Camera::successfullyCreated(std::wstring& error_message) { if (m_playernode == NULL) { error_message = L"Failed to create the player scene node"; return false; } if (m_headnode == NULL) { error_message = L"Failed to create the head scene node"; return false; } if (m_cameranode == NULL) { error_message = L"Failed to create the camera scene node"; return false; } if (m_wieldmgr == NULL) { error_message = L"Failed to create the wielded item scene manager"; return false; } if (m_wieldnode == NULL) { error_message = L"Failed to create the wielded item scene node"; return false; } return true; } // Returns the fractional part of x inline f32 my_modf(f32 x) { double dummy; return modf(x, &dummy); } void Camera::step(f32 dtime) { if (m_view_bobbing_state != 0) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; f32 offset = dtime * m_view_bobbing_speed * 0.030; if (m_view_bobbing_state == 2) { #if 0 // Animation is getting turned off if (m_view_bobbing_anim < 0.5) m_view_bobbing_anim -= offset; else m_view_bobbing_anim += offset; if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1) { m_view_bobbing_anim = 0; m_view_bobbing_state = 0; } #endif #if 1 // Animation is getting turned off if(m_view_bobbing_anim < 0.25){ m_view_bobbing_anim -= offset; } else if(m_view_bobbing_anim > 0.75){ m_view_bobbing_anim += offset; } if(m_view_bobbing_anim < 0.5){ m_view_bobbing_anim += offset; if(m_view_bobbing_anim > 0.5) m_view_bobbing_anim = 0.5; } else { m_view_bobbing_anim -= offset; if(m_view_bobbing_anim < 0.5) m_view_bobbing_anim = 0.5; } if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || fabs(m_view_bobbing_anim - 0.5) < 0.01) { m_view_bobbing_anim = 0; m_view_bobbing_state = 0; } #endif } else { m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset); } } if (m_digging_button != -1) { f32 offset = dtime * 3.5; m_digging_anim += offset; if (m_digging_anim >= 1) { m_digging_anim = 0; m_digging_button = -1; } } } void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) { // Set player node transformation m_playernode->setPosition(player->getPosition()); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Set head node transformation m_headnode->setPosition(player->getEyeOffset()); m_headnode->setRotation(v3f(player->getPitch(), 0, 0)); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target v3f rel_cam_pos = v3f(0,0,0); v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); if (m_view_bobbing_anim != 0) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI); float f = 1.0; f *= g_settings->getFloat("view_bobbing_amount"); rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * PI); f32 angle_rad = angle_deg * PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), r * (cos(angle_rad) - 1), 0); rel_cam_pos += off; //rel_cam_target += off; rel_cam_up.rotateXYBy(angle_deg); #endif } // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Set camera node transformation m_cameranode->setPosition(m_camera_position); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); // FOV and and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); // Just so big a value that everything rendered is visible // Some more allowance that m_viewing_range_max * BS because of active objects etc. m_cameranode->setFarValue(m_viewing_range_max * BS * 10); // Position the wielded item v3f wield_position = v3f(45, -35, 65); v3f wield_rotation = v3f(-100, 110, -100); if (m_digging_button != -1) { f32 digfrac = m_digging_anim; wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI); wield_position.Y += 15 * sin(digfrac * 2 * PI); wield_position.Z += 5 * digfrac; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldnode->updateLight(player->light); // Render distance feedback loop updateViewingRange(frametime); // If the player seems to be walking on solid ground, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); if ((hypot(speed.X, speed.Z) > BS) && (player->touching_ground) && (g_settings->getBool("view_bobbing") == true) && (g_settings->getBool("free_move") == false)) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 40); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } } void Camera::updateViewingRange(f32 frametime_in) { if (m_draw_control.range_all) return; m_added_frametime += frametime_in; m_added_frames += 1; // Actually this counter kind of sucks because frametime is busytime m_frametime_counter -= frametime_in; if (m_frametime_counter > 0) return; m_frametime_counter = 0.2; /*dstream<<__FUNCTION_NAME <<": Collected "<getS16("viewing_range_nodes_min"); m_viewing_range_min = MYMAX(5.0, m_viewing_range_min); m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max); f32 fov_degrees = g_settings->getFloat("fov"); fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); m_fov_y = fov_degrees * PI / 180.0; f32 wanted_fps = g_settings->getFloat("wanted_fps"); wanted_fps = MYMAX(wanted_fps, 1.0); m_wanted_frametime = 1.0 / wanted_fps; } void Camera::wield(const InventoryItem* item) { if (item != NULL) { bool isCube = false; // Try to make a MaterialItem cube. if (std::string(item->getName()) == "MaterialItem") { // A block-type material MaterialItem* mat_item = (MaterialItem*) item; content_t content = mat_item->getMaterial(); if (content_features(content).solidness || content_features(content).visual_solidness) { m_wieldnode->setCube(content_features(content).tiles); m_wieldnode->setScale(v3f(30)); isCube = true; } } // If that failed, make an extruded sprite. if (!isCube) { m_wieldnode->setSprite(item->getImageRaw()); m_wieldnode->setScale(v3f(40)); } m_wieldnode->setVisible(true); } else { // Bare hands m_wieldnode->setVisible(false); } } void Camera::setDigging(s32 button) { if (m_digging_button == -1) m_digging_button = button; } void Camera::drawWieldedTool() { m_wieldmgr->getVideoDriver()->clearZBuffer(); scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); cam->setFOV(m_cameranode->getFOV()); cam->setNearValue(0.1); cam->setFarValue(100); m_wieldmgr->drawAll(); } ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode( scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, const v3f& position, const v3f& rotation, const v3f& scale ): ISceneNode(parent, mgr, id, position, rotation, scale) { m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true); m_thickness = 0.1; m_cubemesh = NULL; m_is_cube = false; m_light = LIGHT_MAX; } ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode() { removeChild(m_meshnode); if (m_cubemesh) m_cubemesh->drop(); } void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) { if (texture == NULL) { m_meshnode->setVisible(false); return; } io::path name = getExtrudedName(texture); scene::IMeshCache* cache = SceneManager->getMeshCache(); scene::IAnimatedMesh* mesh = cache->getMeshByName(name); if (mesh != NULL) { // Extruded texture has been found in cache. m_meshnode->setMesh(mesh); } else { // Texture was not yet extruded, do it now and save in cache mesh = extrude(texture); if (mesh == NULL) { dstream << "Warning: failed to extrude sprite" << std::endl; m_meshnode->setVisible(false); return; } cache->addMesh(name, mesh); m_meshnode->setMesh(mesh); mesh->drop(); } m_meshnode->setScale(v3f(1, 1, m_thickness)); m_meshnode->getMaterial(0).setTexture(0, texture); m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false); m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false); m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; m_meshnode->setVisible(true); m_is_cube = false; updateLight(m_light); } void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6]) { if (m_cubemesh == NULL) m_cubemesh = createCubeMesh(); m_meshnode->setMesh(m_cubemesh); m_meshnode->setScale(v3f(1)); for (int i = 0; i < 6; ++i) { // Get the tile texture and atlas transformation video::ITexture* atlas = tiles[i].texture.atlas; v2f pos = tiles[i].texture.pos; v2f size = tiles[i].texture.size; // Set material flags and texture video::SMaterial& material = m_meshnode->getMaterial(i); material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); tiles[i].applyMaterialOptions(material); material.setTexture(0, atlas); material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y); material.getTextureMatrix(0).setTextureScale(size.X, size.Y); } m_meshnode->setVisible(true); m_is_cube = true; updateLight(m_light); } void ExtrudedSpriteSceneNode::updateLight(u8 light) { m_light = light; u8 li = decode_light(light); // Set brightness one lower than incoming light diminish_light(li); video::SColor color(255,li,li,li); setMeshVerticesColor(m_meshnode->getMesh(), color); } void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture) { scene::IMeshCache* cache = SceneManager->getMeshCache(); scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture)); if (mesh != NULL) cache->removeMesh(mesh); } void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness) { m_thickness = thickness; if (!m_is_cube) m_meshnode->setScale(v3f(1, 1, thickness)); } const core::aabbox3d& ExtrudedSpriteSceneNode::getBoundingBox() const { return m_meshnode->getBoundingBox(); } void ExtrudedSpriteSceneNode::OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this); ISceneNode::OnRegisterSceneNode(); } void ExtrudedSpriteSceneNode::render() { // do nothing } io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture) { io::path path = texture->getName(); path.append("/[extruded]"); return path; } scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data) { const s32 argb_wstep = 4 * width; const s32 alpha_threshold = 1; scene::IMeshBuffer* buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); // Front and back { video::S3DVertex vertices[8] = { video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1), video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0), video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0), video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1), }; u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; buf->append(vertices, 8, indices, 12); } // "Interior" // (add faces where a solid pixel is next to a transparent one) u8* solidity = new u8[(width+2) * (height+2)]; u32 wstep = width + 2; for (u32 y = 0; y < height + 2; ++y) { u8* scanline = solidity + y * wstep; if (y == 0 || y == height + 1) { for (u32 x = 0; x < width + 2; ++x) scanline[x] = 0; } else { scanline[0] = 0; u8* argb_scanline = data + (y - 1) * argb_wstep; for (u32 x = 0; x < width; ++x) scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold); scanline[width + 1] = 0; } } // without this, there would be occasional "holes" in the mesh f32 eps = 0.01; for (u32 y = 0; y <= height; ++y) { u8* scanline = solidity + y * wstep + 1; for (u32 x = 0; x <= width; ++x) { if (scanline[x] && !scanline[x + wstep]) { u32 xx = x + 1; while (scanline[xx] && !scanline[xx + wstep]) ++xx; f32 vx1 = (x - eps) / (f32) width - 0.5; f32 vx2 = (xx + eps) / (f32) width - 0.5; f32 vy = 0.5 - (y - eps) / (f32) height; f32 tx1 = x / (f32) width; f32 tx2 = xx / (f32) width; f32 ty = (y - 0.5) / (f32) height; video::S3DVertex vertices[8] = { video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty), video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty), video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty), video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); x = xx - 1; } if (!scanline[x] && scanline[x + wstep]) { u32 xx = x + 1; while (!scanline[xx] && scanline[xx + wstep]) ++xx; f32 vx1 = (x - eps) / (f32) width - 0.5; f32 vx2 = (xx + eps) / (f32) width - 0.5; f32 vy = 0.5 - (y + eps) / (f32) height; f32 tx1 = x / (f32) width; f32 tx2 = xx / (f32) width; f32 ty = (y + 0.5) / (f32) height; video::S3DVertex vertices[8] = { video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty), video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty), video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty), video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); x = xx - 1; } } } for (u32 x = 0; x <= width; ++x) { u8* scancol = solidity + x + wstep; for (u32 y = 0; y <= height; ++y) { if (scancol[y * wstep] && !scancol[y * wstep + 1]) { u32 yy = y + 1; while (scancol[yy * wstep] && !scancol[yy * wstep + 1]) ++yy; f32 vx = (x - eps) / (f32) width - 0.5; f32 vy1 = 0.5 - (y - eps) / (f32) height; f32 vy2 = 0.5 - (yy + eps) / (f32) height; f32 tx = (x - 0.5) / (f32) width; f32 ty1 = y / (f32) height; f32 ty2 = yy / (f32) height; video::S3DVertex vertices[8] = { video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1), video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1), video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2), video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); y = yy - 1; } if (!scancol[y * wstep] && scancol[y * wstep + 1]) { u32 yy = y + 1; while (!scancol[yy * wstep] && scancol[yy * wstep + 1]) ++yy; f32 vx = (x + eps) / (f32) width - 0.5; f32 vy1 = 0.5 - (y - eps) / (f32) height; f32 vy2 = 0.5 - (yy + eps) / (f32) height; f32 tx = (x + 0.5) / (f32) width; f32 ty1 = y / (f32) height; f32 ty2 = yy / (f32) height; video::S3DVertex vertices[8] = { video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1), video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2), video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2), video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); y = yy - 1; } } } // Add to mesh scene::SMesh* mesh = new scene::SMesh(); buf->recalculateBoundingBox(); mesh->addMeshBuffer(buf); buf->drop(); mesh->recalculateBoundingBox(); scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh); mesh->drop(); return anim_mesh; } scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture) { scene::IAnimatedMesh* mesh = NULL; core::dimension2d size = texture->getSize(); video::ECOLOR_FORMAT format = texture->getColorFormat(); if (format == video::ECF_A8R8G8B8) { // Texture is in the correct color format, we can pass it // to extrudeARGB right away. void* data = texture->lock(true); if (data == NULL) return NULL; mesh = extrudeARGB(size.Width, size.Height, (u8*) data); texture->unlock(); } else { video::IVideoDriver* driver = SceneManager->getVideoDriver(); video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true)); if (img1 == NULL) return NULL; // img1 is in the texture's color format, convert to 8-bit ARGB video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size); if (img2 != NULL) { img1->copyTo(img2); img1->drop(); mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock()); img2->unlock(); img2->drop(); } img1->drop(); } return mesh; } scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh() { video::SColor c(255,255,255,255); video::S3DVertex vertices[24] = { // Up video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1), // Down video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1), // Right video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1), video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1), // Left video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0), video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0), // Back video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1), video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1), video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0), video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0), // Front video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), }; u16 indices[6] = {0,1,2,2,3,0}; scene::SMesh* mesh = new scene::SMesh(); for (u32 i=0; i<6; ++i) { scene::IMeshBuffer* buf = new scene::SMeshBuffer(); buf->append(vertices + 4 * i, 4, indices, 6); buf->recalculateBoundingBox(); mesh->addMeshBuffer(buf); buf->drop(); } mesh->recalculateBoundingBox(); return mesh; }