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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2016-02-21 06:50:41 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-11-12 06:41:04 +0000 |
commit | 68f5b877c72cf91106ac343673f8a31b9712a470 (patch) | |
tree | d9706d8b21a613c40e7ecf6eb254f41d5ca980ba /src | |
parent | 8a1a9fdc24d29419422f0fb41095fd0388c4be9e (diff) | |
download | minetest-68f5b877c72cf91106ac343673f8a31b9712a470.tar.gz minetest-68f5b877c72cf91106ac343673f8a31b9712a470.tar.bz2 minetest-68f5b877c72cf91106ac343673f8a31b9712a470.zip |
Halo: Highlight selected face
This is a slightly modified and cleaned up version of #3774 by RealBadAngel.
By sofar: Remove color change (just make it lighter) and some minor cleanups.
Diffstat (limited to 'src')
-rw-r--r-- | src/game.cpp | 2 | ||||
-rw-r--r-- | src/hud.cpp | 6 | ||||
-rw-r--r-- | src/hud.h | 9 | ||||
-rw-r--r-- | src/mesh.cpp | 20 | ||||
-rw-r--r-- | src/mesh.h | 4 |
5 files changed, 39 insertions, 2 deletions
diff --git a/src/game.cpp b/src/game.cpp index 33795abc5..e0ffa1be5 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -362,6 +362,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio min_distance = (selected_object->getPosition() - camera_position).getLength(); + hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0)); result.type = POINTEDTHING_OBJECT; result.object_id = selected_object->getId(); } @@ -473,6 +474,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio if (!facebox.intersectsWithLine(shootline)) continue; result.node_abovesurface = pointed_pos + facedir; + hud->setSelectedFaceNormal(v3f(facedir.X, facedir.Y, facedir.Z)); face_min_distance = distance; } } diff --git a/src/hud.cpp b/src/hud.cpp index 19feaef7b..43d957380 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -544,6 +544,12 @@ void Hud::drawSelectionMesh() video::SMaterial oldmaterial = driver->getMaterial2D(); driver->setMaterial(m_selection_material); setMeshColor(m_selection_mesh, m_selection_mesh_color); + video::SColor face_color(0, + MYMIN(255, m_selection_mesh_color.getRed() * 1.5), + MYMIN(255, m_selection_mesh_color.getGreen() * 1.5), + MYMIN(255, m_selection_mesh_color.getBlue() * 1.5)); + setMeshColorByNormal(m_selection_mesh, m_selected_face_normal, + face_color); scene::IMesh* mesh = cloneMesh(m_selection_mesh); translateMesh(mesh, m_selection_pos_with_offset); u32 mc = m_selection_mesh->getMeshBufferCount(); @@ -139,8 +139,11 @@ public: v3f getSelectionPos() const { return m_selection_pos; } - void setSelectionMeshColor(const video::SColor &c) - { m_selection_mesh_color = c; } + void setSelectionMeshColor(const video::SColor &color) + { m_selection_mesh_color = color; } + + void setSelectedFaceNormal(const v3f &face_normal) + { m_selected_face_normal = face_normal; } void drawLuaElements(const v3s16 &camera_offset); @@ -169,6 +172,8 @@ private: scene::IMesh* m_selection_mesh; video::SColor m_selection_mesh_color; + v3f m_selected_face_normal; + video::SMaterial m_selection_material; bool m_use_selection_mesh; }; diff --git a/src/mesh.cpp b/src/mesh.cpp index b5bf8660a..b68862d22 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -226,7 +226,27 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh, vertex->Color = colorY; else vertex->Color = colorZ; + } + } +} + +void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal, + const video::SColor &color) +{ + if (!mesh) + return; + u16 mc = mesh->getMeshBufferCount(); + for (u16 j = 0; j < mc; j++) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + const u32 stride = getVertexPitchFromType(buf->getVertexType()); + u32 vertex_count = buf->getVertexCount(); + u8 *vertices = (u8 *)buf->getVertices(); + for (u32 i = 0; i < vertex_count; i++) { + video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride); + if (normal == vertex->Normal) { + vertex->Color = color; + } } } } diff --git a/src/mesh.h b/src/mesh.h index 8e1893773..10df97015 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -64,6 +64,10 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh, const video::SColor &colorX, const video::SColor &colorY, const video::SColor &colorZ); + +void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal, + const video::SColor &color); + /* Rotate the mesh by 6d facedir value. Method only for meshnodes, not suitable for entities. |