+ static const u8 light_indices[24] = {
+ 3, 7, 6, 2,
+ 0, 4, 5, 1,
+ 6, 7, 5, 4,
+ 3, 2, 0, 1,
+ 7, 3, 1, 5,
+ 2, 6, 4, 0
+ };
+ video::S3DVertex vertices[24] = {
+ // up
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]),
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]),
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]),
+ // down
+ video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]),
+ // right
+ video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]),
+ video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]),
+ video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]),
+ video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]),
+ // left
+ video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]),
+ video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]),
+ video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]),
+ video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]),
+ // back
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]),
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]),
+ // front
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]),
+ video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]),
+ };
+
+ for(int i = 0; i < 6; i++) {
+ switch (tiles[MYMIN(i, tilecount-1)].rotation) {
+ case 0:
+ break;
+ case 1: //R90
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ break;
+ case 2: //R180
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+ break;
+ case 3: //R270
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ break;
+ case 4: //FXR90
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 5: //FXR270
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 6: //FYR90
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 7: //FYR270
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 8: //FX
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ }
+ break;
+ case 9: //FY
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ u16 indices[] = {0,1,2,2,3,0};
+ for (s32 j = 0; j < 24; ++j) {
+ int tileindex = MYMIN(j / 4, tilecount - 1);
+ vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
+ tiles[tileindex].color, light_source);
+ if (!light_source)
+ applyFacesShading(vertices[j].Color, vertices[j].Normal);
+ }
+ // Add to mesh collector
+ for (s32 k = 0; k < 6; ++k) {
+ int tileindex = MYMIN(k, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6);
+ }
+}
+
+// Create a cuboid.
+// collector - the MeshCollector for the resulting polygons
+// box - the position and size of the box
+// tiles - the tiles (materials) to use (for all 6 faces)
+// tilecount - number of entries in tiles, 1<=tilecount<=6
+// c - color of the cuboid
+// 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 up-down-right-left-back-
+// front (compatible with ContentFeatures). If you specified
+// 0,0,1,1 for each face, that would be the same as
+// passing NULL.
+// light source - if greater than zero, the box's faces will not be shaded
+void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles,
+ int tilecount, const video::SColor &c, const f32* txc,
+ const u8 light_source)
+{
+ video::SColor color[6];
+ for (u8 i = 0; i < 6; i++)
+ color[i] = c;
+ makeCuboid(collector, box, tiles, tilecount, color, txc, light_source);