Ability to set texture coordinates on a generated cuboid (for fences)
authorCiaran Gultnieks <ciaran@ciarang.com>
Mon, 30 May 2011 17:38:46 +0000 (18:38 +0100)
committerCiaran Gultnieks <ciaran@ciarang.com>
Mon, 30 May 2011 17:38:46 +0000 (18:38 +0100)
Note: can't test this properly yet - may be fixes to follow

--HG--
extra : rebase_source : e2d41621018f886d340c7847b29240042d4412ac

src/mapblock.cpp

index c448ef236eef520fa9737d50d76ab864de362c40..4feeb9aef478bdb460e464d1d4f589fefb14cb8d 100644 (file)
@@ -729,63 +729,90 @@ private:
        core::array<PreMeshBuffer> m_prebuffers;
 };
 
+// Create a cuboid.
+//  material  - the material to use (for all 6 faces)
+//  collector - the MeshCollector for the resulting polygons
+//  pa        - texture atlas pointer for the material
+//  c         - vertex colour - used for all
+//  pos       - the position of the centre of the cuboid
+//  rz,ry,rz  - the radius of the cuboid in each dimension
+//  txc       - texture coordinates - this is a list of texture coordinates
+//              for the opposite corners of each face - therefore, there
+//              should be (2+2)*6=24 values in the list. Alternatively, pass
+//              NULL to use the entire texture for each face. The order of
+//              the faces in the list is top-backi-right-front-left-bottom
+//              If you specified 0,0,1,1 for each face, that would be the
+//              same as passing NULL.
 void makeCuboid(video::SMaterial &material, MeshCollector *collector,
        AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz)
+       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
 {
+       f32 tu0=pa->x0();
+       f32 tu1=pa->x1();
+       f32 tv0=pa->y0();
+       f32 tv1=pa->y1();
+       f32 txus=tu1-tu0;
+       f32 txvs=tv1-tv0;
+
        video::S3DVertex v[4] =
        {
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x0(), pa->y1()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x1(), pa->y1()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x1(), pa->y0()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x0(), pa->y0())
+               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
        };
 
        for(int i=0;i<6;i++)
        {
                switch(i)
                {
-                       case 0:
+                       case 0: // top
                                v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
                                v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
                                v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
                                v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
                                break;
-                       case 1:
+                       case 1: // back
                                v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
                                v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
                                v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
                                v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
                                break;
-                       case 2:
+                       case 2: //right
                                v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
                                v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
                                v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
                                v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
                                break;
-                       case 3:
+                       case 3: // front
                                v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
                                v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
                                v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
                                v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
                                break;
-                       case 4:
+                       case 4: // left
                                v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
                                v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
                                v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
                                v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
                                break;
-                       case 5:
+                       case 5: // bottom
                                v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
                                v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
                                v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
                                v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
                                break;
                }
+
+               if(txc!=NULL)
+               {
+                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
+                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
+                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
+                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
+                       txc+=4;
+               }
+
                for(u16 i=0; i<4; i++)
                        v[i].Pos += pos;
                u16 indices[] = {0,1,2,2,3,0};
@@ -1569,9 +1596,16 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
                        // The post - always present
                        v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       f32 postuv[24]={
+                                       0,0,1,1,
+                                       0,0,1,1,
+                                       0,0,1,1,
+                                       0,0,1,1,
+                                       0,0,1,1,
+                                       0,0,1,1};
                        makeCuboid(material_wood, &collector,
                                &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad);
+                               post_rad,BS/2,post_rad, postuv);
 
                        // Now a section of fence, +X, if there's a post there
                        v3s16 p2 = p;
@@ -1584,12 +1618,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                pos.Y += BS/4;
                                makeCuboid(material_wood, &collector,
                                        &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad);
+                                       bar_len,bar_rad,bar_rad, NULL);
 
                                pos.Y -= BS/2;
                                makeCuboid(material_wood, &collector,
                                        &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad);
+                                       bar_len,bar_rad,bar_rad, NULL);
                        }
 
                        // Now a section of fence, +Z, if there's a post there
@@ -1603,11 +1637,11 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                pos.Y += BS/4;
                                makeCuboid(material_wood, &collector,
                                        &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len);
+                                       bar_rad,bar_rad,bar_len, NULL);
                                pos.Y -= BS/2;
                                makeCuboid(material_wood, &collector,
                                        &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len);
+                                       bar_rad,bar_rad,bar_len, NULL);
 
                        }