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Add meshnode drawtype. #1738

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Add meshnode drawtype. #1738

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RealBadAngel
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Also convert nodeboxes to meshnodes on startup.

@rubenwardy
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+1, providing NodeBoxes are not depreciated, as they are a simple, clean format. (Call me biased) And that this doesn't decrease performance.

@RealBadAngel
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The nodeboxes stay as simple way to create primitive meshes.
Ofc meshnodes will be faster (no conversion needed) but nodeboxes will be stilll easier to use.
And this doesnt decrease performance, its a major speedup.
Converted nodebox (and the mesh of the same size) is like 10-15x faster when adding to mesh collector.

@Jordach
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Jordach commented Oct 16, 2014

Things I would like to see defined in this commit:

Screenshots
Animation playback of meshnodes
API info regarding the meshnode drawtype, eg, does it search in /models/ or in /textures/

@ghost
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ghost commented Oct 16, 2014

Here are some screenshots of meshnodes:
Screenshot1
Screenshot2

@4Evergreen4
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I agree with @Jordach

@RealBadAngel
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@Jordach, i will add docs later today.
Animated meshnodes need another drawtype and code and i will do them later.
They will need something in between the entities and nodes (models to be animated have to be separate scene nodes).
Also why i should provide screenshots? I made a drawtype, the tool, not the feature. You have to open your blender and make some models to use it :)

@CasimirKaPazi
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How is collision handled?

bbox = buf->getBoundingBox();
else
bbox.addInternalBox(buf->getBoundingBox());
src_mesh->setBoundingBox(bbox);
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Indentation!

@RealBadAngel
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Meshnodes have default collision box of regular node size.
Custom collision boxes should be added to nodedef. Will do that in separate commit.

for(std::vector<aabb3f>::iterator
i = boxes.begin();
i != boxes.end(); i++)
{
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coding style pls (above and below)

@RealBadAngel
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0066bd7

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7 participants