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Use single box for halo mesh
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RealBadAngel authored and kahrl committed Feb 11, 2016
1 parent c1044b9 commit 9357294
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Showing 4 changed files with 31 additions and 26 deletions.
21 changes: 18 additions & 3 deletions src/hud.cpp
Expand Up @@ -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;
Expand Down Expand Up @@ -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() {
Expand Down
1 change: 1 addition & 0 deletions src/hud.h
Expand Up @@ -162,6 +162,7 @@ class Hud {
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;

Expand Down
32 changes: 10 additions & 22 deletions src/mesh.cpp
Expand Up @@ -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();

Expand All @@ -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;
Expand Down
3 changes: 2 additions & 1 deletion src/mesh.h
Expand Up @@ -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.
Expand Down

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