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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/clientobject.h
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/clientobject.h')
-rw-r--r--src/clientobject.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/clientobject.h b/src/clientobject.h
index cae551abc..24150628e 100644
--- a/src/clientobject.h
+++ b/src/clientobject.h
@@ -41,6 +41,7 @@ class ITextureSource;
class IGameDef;
class LocalPlayer;
struct ItemStack;
+class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
@@ -58,8 +59,10 @@ public:
virtual bool getCollisionBox(aabb3f *toset){return false;}
virtual bool collideWithObjects(){return false;}
virtual v3f getPosition(){return v3f(0,0,0);}
+ virtual scene::ISceneNode *getSceneNode(){return NULL;}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
+ virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
virtual bool isPlayer() const {return false;}
virtual bool isLocalPlayer() const {return false;}