Use single box for halo mesh
This commit is contained in:
parent
c1044b9a4a
commit
9357294cfc
21
src/hud.cpp
21
src/hud.cpp
|
@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
|
|||
|
||||
m_selection_mesh = NULL;
|
||||
m_selection_boxes.clear();
|
||||
m_halo_boxes.clear();
|
||||
|
||||
m_selection_pos = v3f(0.0, 0.0, 0.0);
|
||||
std::string mode = g_settings->get("node_highlighting");
|
||||
m_selection_material.Lighting = false;
|
||||
|
@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
|
|||
0,0,1,1
|
||||
};
|
||||
|
||||
m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
|
||||
// Use single halo box instead of multiple overlapping boxes.
|
||||
// Temporary solution - problem can be solved with multiple
|
||||
// rendering targets, or some method to remove inner surfaces.
|
||||
// Thats because of halo transparency.
|
||||
|
||||
// scale final halo mesh
|
||||
scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
|
||||
aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
|
||||
m_halo_boxes.clear();
|
||||
|
||||
for (std::vector<aabb3f>::iterator
|
||||
i = m_selection_boxes.begin();
|
||||
i != m_selection_boxes.end(); ++i) {
|
||||
halo_box.addInternalBox(*i);
|
||||
}
|
||||
|
||||
m_halo_boxes.push_back(halo_box);
|
||||
m_selection_mesh = convertNodeboxesToMesh(
|
||||
m_halo_boxes, texture_uv, 0.5);
|
||||
}
|
||||
|
||||
void Hud::resizeHotbar() {
|
||||
|
|
|
@ -162,6 +162,7 @@ private:
|
|||
video::SColor hbar_colors[4];
|
||||
|
||||
std::vector<aabb3f> m_selection_boxes;
|
||||
std::vector<aabb3f> m_halo_boxes;
|
||||
v3f m_selection_pos;
|
||||
v3f m_selection_pos_with_offset;
|
||||
|
||||
|
|
30
src/mesh.cpp
30
src/mesh.cpp
|
@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
|
|||
}
|
||||
|
||||
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
|
||||
const f32 *uv_coords)
|
||||
const f32 *uv_coords, float expand)
|
||||
{
|
||||
scene::SMesh* dst_mesh = new scene::SMesh();
|
||||
|
||||
|
@ -421,31 +421,19 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
|
|||
|
||||
video::SColor c(255,255,255,255);
|
||||
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
for (std::vector<aabb3f>::const_iterator
|
||||
i = boxes.begin();
|
||||
i != boxes.end(); ++i)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
box.repair();
|
||||
|
||||
f32 temp;
|
||||
if (box.MinEdge.X > box.MaxEdge.X)
|
||||
{
|
||||
temp=box.MinEdge.X;
|
||||
box.MinEdge.X=box.MaxEdge.X;
|
||||
box.MaxEdge.X=temp;
|
||||
}
|
||||
if (box.MinEdge.Y > box.MaxEdge.Y)
|
||||
{
|
||||
temp=box.MinEdge.Y;
|
||||
box.MinEdge.Y=box.MaxEdge.Y;
|
||||
box.MaxEdge.Y=temp;
|
||||
}
|
||||
if (box.MinEdge.Z > box.MaxEdge.Z)
|
||||
{
|
||||
temp=box.MinEdge.Z;
|
||||
box.MinEdge.Z=box.MaxEdge.Z;
|
||||
box.MaxEdge.Z=temp;
|
||||
}
|
||||
box.MinEdge.X -= expand;
|
||||
box.MinEdge.Y -= expand;
|
||||
box.MinEdge.Z -= expand;
|
||||
box.MaxEdge.X += expand;
|
||||
box.MaxEdge.Y += expand;
|
||||
box.MaxEdge.Z += expand;
|
||||
|
||||
// Compute texture UV coords
|
||||
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
|
||||
|
|
|
@ -86,9 +86,10 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
|
|||
Convert nodeboxes to mesh.
|
||||
boxes - set of nodeboxes to be converted into cuboids
|
||||
uv_coords[24] - table of texture uv coords for each cuboid face
|
||||
expand - factor by which cuboids will be resized
|
||||
*/
|
||||
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
|
||||
const f32 *uv_coords = NULL);
|
||||
const f32 *uv_coords = NULL, float expand = 0);
|
||||
|
||||
/*
|
||||
Update bounding box for a mesh.
|
||||
|
|
Loading…
Reference in New Issue