Exemplo n.º 1
0
void ConstructRegionBrushes(scene::INodePtr brushes[6], const Vector3& region_mins, const Vector3& region_maxs)
{
	const float THICKNESS = 10;
  {
    // set mins
    Vector3 mins(region_mins[0]-THICKNESS, region_mins[1]-THICKNESS, region_mins[2]-THICKNESS);

    // vary maxs
    for(std::size_t i=0; i<3; i++)
    {
      Vector3 maxs(region_maxs[0]+THICKNESS, region_maxs[1]+THICKNESS, region_maxs[2]+THICKNESS);
      maxs[i] = region_mins[i];
      Brush_ConstructCuboid(*Node_getBrush(brushes[i]), 
      						AABB::createFromMinMax(mins, maxs),
      						texdef_name_default(), 
      						TextureProjection());
    }
  }

  {
    // set maxs
    Vector3 maxs(region_maxs[0]+THICKNESS, region_maxs[1]+THICKNESS, region_maxs[2]+THICKNESS);

    // vary mins
    for(std::size_t i=0; i<3; i++)
    {
      Vector3 mins(region_mins[0]-THICKNESS, region_mins[1]-THICKNESS, region_mins[2]-THICKNESS);
      mins[i] = region_maxs[i];
      Brush_ConstructCuboid(*Node_getBrush(brushes[i+3]), 
      						AABB::createFromMinMax(mins, maxs),
      						texdef_name_default(),
      						TextureProjection());
    }
  }
}
Exemplo n.º 2
0
void ConstructRegionBrushes(scene::Node* brushes[6], const Vector3& region_mins, const Vector3& region_maxs)
{
  {
    // set mins
    Vector3 mins(region_mins[0]-32, region_mins[1]-32, region_mins[2]-32);

    // vary maxs
    for(std::size_t i=0; i<3; i++)
    {
      Vector3 maxs(region_maxs[0]+32, region_maxs[1]+32, region_maxs[2]+32);
      maxs[i] = region_mins[i];
      Brush_ConstructCuboid(*Node_getBrush(*brushes[i]), aabb_for_minmax(mins, maxs), texdef_name_default(), TextureProjection());
    }
  }

  {
    // set maxs
    Vector3 maxs(region_maxs[0]+32, region_maxs[1]+32, region_maxs[2]+32);

    // vary mins
    for(std::size_t i=0; i<3; i++)
    {
      Vector3 mins(region_mins[0]-32, region_mins[1]-32, region_mins[2]-32);
      mins[i] = region_maxs[i];
      Brush_ConstructCuboid(*Node_getBrush(*brushes[i+3]), aabb_for_minmax(mins, maxs), texdef_name_default(), TextureProjection());
    }
  }
}