diff options
-rw-r--r-- | src/hud.cpp | 21 | ||||
-rw-r--r-- | src/hud.h | 1 | ||||
-rw-r--r-- | src/mesh.cpp | 32 | ||||
-rw-r--r-- | src/mesh.h | 3 |
4 files changed, 31 insertions, 26 deletions
diff --git a/src/hud.cpp b/src/hud.cpp index 0a77a1a28..6b28021af 100644 --- a/src/hud.cpp +++ b/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. + + 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); + } - // scale final halo mesh - scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08)); + 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; diff --git a/src/mesh.cpp b/src/mesh.cpp index d79f545f3..3c3932204 100644 --- a/src/mesh.cpp +++ b/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; - - 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.repair(); + + 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; diff --git a/src/mesh.h b/src/mesh.h index ad3f8db4b..8e1893773 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -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. |