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minetest/src/camera.cpp

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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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"
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#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
#include "player.h"
#include "tile.h"
#include <cmath>
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#include <SAnimatedMesh.h>
#include "settings.h"
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#include "nodedef.h" // For wield visualization
// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
#define MY_ETLM_READ_ONLY true
#else
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
m_wieldmgr(NULL),
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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),
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m_view_bobbing_state(0),
m_view_bobbing_speed(0),
m_digging_anim(0),
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m_digging_button(-1)
{
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//dstream<<__FUNCTION_NAME<<std::endl;
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that.
m_playernode = smgr->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;
}
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if (m_wieldnode == NULL)
{
error_message = L"Failed to create the wielded item scene node";
return false;
}
return true;
}
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// 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
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if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim -= offset;
else
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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
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}
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));
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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);
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v3f rel_cam_up = v3f(0,1,0);
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if (m_view_bobbing_anim != 0)
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{
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f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
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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;
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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);
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#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
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}
// 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);
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v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Set camera node transformation
m_cameranode->setPosition(m_camera_position);
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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);
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// Position the wielded item
v3f wield_position = v3f(45, -35, 65);
v3f wield_rotation = v3f(-100, 110, -100);
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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;
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// 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);
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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;
}
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m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->updateLight(player->light);
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// 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) &&
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(player->touching_ground) &&
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(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;
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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;
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/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
<<m_added_frametime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_drawn
<<", m_draw_control.blocks_would_have_drawn="
<<m_draw_control.blocks_would_have_drawn
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<<std::endl;*/
m_draw_control.wanted_min_range = m_viewing_range_min;
m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
f32 block_draw_ratio = 1.0;
if (m_draw_control.blocks_would_have_drawn != 0)
{
block_draw_ratio = (f32)m_draw_control.blocks_drawn
/ (f32)m_draw_control.blocks_would_have_drawn;
}
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
m_added_frametime = 0.0;
m_added_frames = 0;
f32 wanted_frametime_change = m_wanted_frametime - frametime;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
// Let's see how this works out.
if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
}
f32 range = m_draw_control.wanted_range;
f32 new_range = range;
f32 d_range = range - m_range_old;
f32 d_frametime = frametime - m_frametime_old;
if (d_range != 0)
{
m_time_per_range = d_frametime / d_range;
}
// The minimum allowed calculated frametime-range derivative:
// Practically this sets the maximum speed of changing the range.
// The lower this value, the higher the maximum changing speed.
// A low value here results in wobbly range (0.001)
// A high value here results in slow changing range (0.0025)
// SUGG: This could be dynamically adjusted so that when
// the camera is turning, this is lower
//f32 min_time_per_range = 0.0015;
f32 min_time_per_range = 0.0010;
//f32 min_time_per_range = 0.05 / range;
if(m_time_per_range < min_time_per_range)
{
m_time_per_range = min_time_per_range;
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//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
}
else
{
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//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
}
f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
// Dampen the change a bit to kill oscillations
//wanted_range_change *= 0.9;
//wanted_range_change *= 0.75;
wanted_range_change *= 0.5;
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//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
// If needed range change is very small, just return
if(fabs(wanted_range_change) < 0.001)
{
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
return;
}
new_range += wanted_range_change;
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//f32 new_range_unclamped = new_range;
new_range = MYMAX(new_range, m_viewing_range_min);
new_range = MYMIN(new_range, m_viewing_range_max);
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/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
m_draw_control.wanted_range = new_range;
m_range_old = new_range;
m_frametime_old = frametime;
}
void Camera::updateSettings()
{
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m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
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m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
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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;
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f32 wanted_fps = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
m_wanted_frametime = 1.0 / wanted_fps;
}
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void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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{
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//ITextureSource *tsrc = gamedef->tsrc();
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INodeDefManager *ndef = gamedef->ndef();
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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();
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switch(ndef->get(content).drawtype){
case NDT_NORMAL:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID:
case NDT_GLASSLIKE:
case NDT_ALLFACES:
case NDT_ALLFACES_OPTIONAL:
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m_wieldnode->setCube(ndef->get(content).tiles);
m_wieldnode->setScale(v3f(30));
isCube = true;
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break;
default:
break;
}
}
// If that failed, make an extruded sprite.
if (!isCube)
{
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m_wieldnode->setSprite(item->getImageRaw());
m_wieldnode->setScale(v3f(40));
}
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m_wieldnode->setVisible(true);
}
else
{
// Bare hands
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m_wieldnode->setVisible(false);
}
}
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void Camera::setDigging(s32 button)
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{
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if (m_digging_button == -1)
m_digging_button = button;
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}
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();
}
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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;
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}
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);
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}
void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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{
if (m_cubemesh == NULL)
m_cubemesh = createCubeMesh();
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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);
}
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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);
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}
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<f32>& 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),
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};
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),
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};
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),
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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),
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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),
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};
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();
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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<u32> 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(MY_ETLM_READ_ONLY);
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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(MY_ETLM_READ_ONLY));
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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
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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;
}