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added new entity style irregular_cube

This commit is contained in:
sapier 2012-01-15 20:30:26 +01:00
parent 0c78767754
commit 3454e67793
3 changed files with 71 additions and 0 deletions

View file

@ -1811,6 +1811,15 @@ public:
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(1));
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else if (m_prop->visual == "cube_disorted") {
infostream<<"LuaEntityCAO::addToScene(): irregular_cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS), m_prop->collisionbox);
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(1));
// Will be shown when we know the brightness
m_meshnode->setVisible(false);

View file

@ -82,6 +82,59 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
return anim_mesh;
}
scene::IAnimatedMesh* createCubeMesh(v3f scale,core::aabbox3d<f32> box)
{
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MinEdge.Z, 0,1,0, c, 0,1),
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, 0,1,0, c, 0,0),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, 0,1,0, c, 1,0),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MinEdge.Z, 0,1,0, c, 1,1),
// Down
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MinEdge.Z, 0,-1,0, c, 0,0),
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MinEdge.Z, 0,-1,0, c, 1,0),
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MaxEdge.Z, 0,-1,0, c, 1,1),
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MaxEdge.Z, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MinEdge.Z, 1,0,0, c, 0,1),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MinEdge.Z, 1,0,0, c, 0,0),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, 1,0,0, c, 1,0),
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MaxEdge.Z, 1,0,0, c, 1,1),
// Left
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MinEdge.Z, -1,0,0, c, 1,1),
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MaxEdge.Z, -1,0,0, c, 0,1),
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, -1,0,0, c, 0,0),
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MinEdge.Z, -1,0,0, c, 1,0),
// Back
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MaxEdge.Z, 0,0,1, c, 1,1),
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MaxEdge.Z, 0,0,1, c, 0,1),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, 0,0,1, c, 0,0),
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MaxEdge.Z, 0,0,1, c, 1,0),
// Front
video::S3DVertex(box.MinEdge.X,box.MinEdge.Y,box.MinEdge.Z, 0,0,-1, c, 0,1),
video::S3DVertex(box.MinEdge.X,box.MaxEdge.Y,box.MinEdge.Z, 0,0,-1, c, 0,0),
video::S3DVertex(box.MaxEdge.X,box.MaxEdge.Y,box.MinEdge.Z, 0,0,-1, c, 1,0),
video::S3DVertex(box.MaxEdge.X,box.MinEdge.Y,box.MinEdge.Z, 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);
mesh->addMeshBuffer(buf);
buf->drop();
}
scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
mesh->drop();
scaleMesh(anim_mesh, scale); // also recalculates bounding box
return anim_mesh;
}
scene::IAnimatedMesh* createPlantMesh(v3f scale)
{
video::SColor c(255,255,255,255);

View file

@ -31,6 +31,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
scene::IAnimatedMesh* createCubeMesh(v3f scale);
/*
Create a new cube mesh not linked to mapnode size.
Vertices are defined by given box.
The resulting mesh has 6 materials (up, down, right, left, back, front)
which must be defined by the caller.
*/
scene::IAnimatedMesh* createCubeMesh(v3f scale,core::aabbox3d<f32> box);
/*
Create a new extruded mesh from a texture.
Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z).