- // Set render target
- driver->setRenderTarget(rtt, true, true, video::SColor(0,0,0,0));
-
- // Get a scene manager
- scene::ISceneManager *smgr_main = device->getSceneManager();
- assert(smgr_main);
- scene::ISceneManager *smgr = smgr_main->createNewSceneManager();
- assert(smgr);
-
- scene::IMeshSceneNode* meshnode = smgr->addMeshSceneNode(mesh, NULL, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
- meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
- meshnode->setMaterialFlag(video::EMF_ANTI_ALIASING, true);
- meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
-
- scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(0,
- camera_position, camera_lookat);
- // second parameter of setProjectionMatrix (isOrthogonal) is ignored
- camera->setProjectionMatrix(camera_projection_matrix, false);
-
- smgr->setAmbientLight(ambient_light);
- smgr->addLightSceneNode(0, light_position, light_color, light_radius);
-
- // Render scene
- driver->beginScene(true, true, video::SColor(0,0,0,0));
- smgr->drawAll();
- driver->endScene();
-
- // NOTE: The scene nodes should not be dropped, otherwise
- // smgr->drop() segfaults
- /*cube->drop();
- camera->drop();
- light->drop();*/
- // Drop scene manager
- smgr->drop();
-
- // Unset render target
- driver->setRenderTarget(0, true, true, 0);
-
- return rtt;
+scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
+{
+ scene::SMesh* dst_mesh = new scene::SMesh();
+ for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
+ {
+ scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ u16 *indices = (u16*)buf->getIndices();
+ scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
+ temp_buf->append(vertices, buf->getVertexCount(),
+ indices, buf->getIndexCount());
+ dst_mesh->addMeshBuffer(temp_buf);
+ temp_buf->drop();
+ }
+ return dst_mesh;
+}
+
+scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
+{
+ scene::SMesh* dst_mesh = new scene::SMesh();
+ for (u16 j = 0; j < 6; j++)
+ {
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ dst_mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+
+ video::SColor c(255,255,255,255);
+
+ std::vector<aabb3f> boxes = f->node_box.fixed;
+
+ for(std::vector<aabb3f>::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;
+ }
+ // Compute texture coords
+ f32 tx1 = (box.MinEdge.X/BS)+0.5;
+ f32 ty1 = (box.MinEdge.Y/BS)+0.5;
+ f32 tz1 = (box.MinEdge.Z/BS)+0.5;
+ f32 tx2 = (box.MaxEdge.X/BS)+0.5;
+ f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
+ f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc[24] = {
+ // up
+ tx1, 1-tz2, tx2, 1-tz1,
+ // down
+ tx1, tz1, tx2, tz2,
+ // right
+ tz1, 1-ty2, tz2, 1-ty1,
+ // left
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ // back
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ // front
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ video::S3DVertex vertices[24] =
+ {
+ // up
+ video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+ // down
+ video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+ // right
+ video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+ video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+ video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+ video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+ // left
+ video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+ video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+ video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+ video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+ // back
+ video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+ // front
+ video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+ };
+
+ u16 indices[] = {0,1,2,2,3,0};
+
+ for(u16 j = 0; j < 24; j += 4)
+ {
+ scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
+ buf->append(vertices + j, 4, indices, 6);
+ }
+ }
+ return dst_mesh;