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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/content_cao.cpp
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/content_cao.cpp')
-rw-r--r--src/content_cao.cpp313
1 files changed, 91 insertions, 222 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index d1de23d2a..8471b7e81 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -45,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "main.h" // g_settings
#include "camera.h" // CameraModes
+#include "wieldmesh.h"
#include "log.h"
class Settings;
@@ -551,6 +552,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_animated_meshnode(NULL),
+ m_wield_meshnode(NULL),
m_spritenode(NULL),
m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
@@ -683,38 +685,47 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
v3f GenericCAO::getPosition()
{
- if(getParent() != NULL)
- {
- if(m_meshnode)
- return m_meshnode->getAbsolutePosition();
- if(m_animated_meshnode)
- return m_animated_meshnode->getAbsolutePosition();
- if(m_spritenode)
- return m_spritenode->getAbsolutePosition();
- return m_position;
+ if (getParent() != NULL) {
+ scene::ISceneNode *node = getSceneNode();
+ if (node)
+ return node->getAbsolutePosition();
+ else
+ return m_position;
}
return pos_translator.vect_show;
}
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+scene::ISceneNode* GenericCAO::getSceneNode()
{
- if(m_meshnode)
+ if (m_meshnode)
return m_meshnode;
+ if (m_animated_meshnode)
+ return m_animated_meshnode;
+ if (m_wield_meshnode)
+ return m_wield_meshnode;
+ if (m_spritenode)
+ return m_spritenode;
return NULL;
}
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+ return m_meshnode;
+}
+
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
- if(m_animated_meshnode)
- return m_animated_meshnode;
- return NULL;
+ return m_animated_meshnode;
+}
+
+WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
+{
+ return m_wield_meshnode;
}
scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
{
- if(m_spritenode)
- return m_spritenode;
- return NULL;
+ return m_spritenode;
}
void GenericCAO::setAttachments()
@@ -769,6 +780,12 @@ void GenericCAO::removeFromScene(bool permanent)
m_animated_meshnode->drop();
m_animated_meshnode = NULL;
}
+ if(m_wield_meshnode)
+ {
+ m_wield_meshnode->remove();
+ m_wield_meshnode->drop();
+ m_wield_meshnode = NULL;
+ }
if(m_spritenode)
{
m_spritenode->remove();
@@ -789,7 +806,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
m_smgr = smgr;
m_irr = irr;
- if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+ if (getSceneNode() != NULL)
return;
m_visuals_expired = false;
@@ -918,28 +935,23 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
}
else if(m_prop.visual == "wielditem") {
- infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+ infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
if(m_prop.textures.size() >= 1){
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-
- // Copy mesh to be able to set unique vertex colors
- scene::IMeshManipulator *manip =
- irr->getVideoDriver()->getMeshManipulator();
- scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
- m_meshnode->grab();
- mesh->drop();
+ m_wield_meshnode = new WieldMeshSceneNode(
+ smgr->getRootSceneNode(), smgr, -1);
+ m_wield_meshnode->setItem(item, m_gamedef);
+ m_wield_meshnode->grab();
- m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+ m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
m_prop.visual_size.X/2));
u8 li = m_last_light;
- setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+ m_wield_meshnode->setColor(video::SColor(255,li,li,li));
}
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
@@ -947,14 +959,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
}
updateTextures("");
- scene::ISceneNode *node = NULL;
- if(m_spritenode)
- node = m_spritenode;
- else if(m_animated_meshnode)
- node = m_animated_meshnode;
- else if(m_meshnode)
- node = m_meshnode;
- if(node && m_is_player && !m_is_local_player){
+ scene::ISceneNode *node = getSceneNode();
+ if (node && m_is_player && !m_is_local_player) {
// Add a text node for showing the name
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
std::wstring wname = narrow_to_wide(m_name);
@@ -981,6 +987,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
setMeshColor(m_meshnode->getMesh(), color);
if(m_animated_meshnode)
setMeshColor(m_animated_meshnode->getMesh(), color);
+ if(m_wield_meshnode)
+ m_wield_meshnode->setColor(color);
if(m_spritenode)
m_spritenode->setColor(color);
}
@@ -993,27 +1001,19 @@ v3s16 GenericCAO::getLightPosition()
void GenericCAO::updateNodePos()
{
- if(getParent() != NULL)
+ if (getParent() != NULL)
return;
- v3s16 camera_offset = m_env->getCameraOffset();
- if(m_meshnode)
- {
- m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
- v3f rot = m_meshnode->getRotation();
- rot.Y = -m_yaw;
- m_meshnode->setRotation(rot);
- }
- if(m_animated_meshnode)
- {
- m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
- v3f rot = m_animated_meshnode->getRotation();
- rot.Y = -m_yaw;
- m_animated_meshnode->setRotation(rot);
- }
- if(m_spritenode)
- {
- m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+ scene::ISceneNode *node = getSceneNode();
+
+ if (node) {
+ v3s16 camera_offset = m_env->getCameraOffset();
+ node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+ if (node != m_spritenode) { // rotate if not a sprite
+ v3f rot = node->getRotation();
+ rot.Y = -m_yaw;
+ node->setRotation(rot);
+ }
}
}
@@ -1107,20 +1107,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
continue;
}
ClientActiveObject *obj = m_env->getActiveObject(*ci);
- if(obj)
- {
- scene::IMeshSceneNode *m_child_meshnode
- = obj->getMeshSceneNode();
- scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
- = obj->getAnimatedMeshSceneNode();
- scene::IBillboardSceneNode *m_child_spritenode
- = obj->getSpriteSceneNode();
- if(m_child_meshnode)
- m_child_meshnode->setParent(m_smgr->getRootSceneNode());
- if(m_child_animated_meshnode)
- m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
- if(m_child_spritenode)
- m_child_spritenode->setParent(m_smgr->getRootSceneNode());
+ if (obj) {
+ scene::ISceneNode *child_node = obj->getSceneNode();
+ if (child_node)
+ child_node->setParent(m_smgr->getRootSceneNode());
}
++ci;
}
@@ -1132,22 +1122,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
for(std::vector<u16>::iterator ci = m_children.begin();
ci != m_children.end(); ci++)
{
- // Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(*ci);
- if(obj)
- obj->setAttachments();
+ // Get the object of the child
+ ClientActiveObject *obj = m_env->getActiveObject(*ci);
+ if (obj)
+ obj->setAttachments();
}
}
// Make sure m_is_visible is always applied
- if(m_meshnode)
- m_meshnode->setVisible(m_is_visible);
- if(m_animated_meshnode)
- m_animated_meshnode->setVisible(m_is_visible);
- if(m_spritenode)
- m_spritenode->setVisible(m_is_visible);
- if(m_textnode)
- m_textnode->setVisible(m_is_visible);
+ scene::ISceneNode *node = getSceneNode();
+ if (node)
+ node->setVisible(m_is_visible);
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
{
@@ -1516,154 +1501,38 @@ void GenericCAO::updateAttachments()
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
{
- if(m_meshnode)
- {
- v3f old_position = m_meshnode->getAbsolutePosition();
- v3f old_rotation = m_meshnode->getRotation();
- m_meshnode->setParent(m_smgr->getRootSceneNode());
- m_meshnode->setPosition(old_position);
- m_meshnode->setRotation(old_rotation);
- m_meshnode->updateAbsolutePosition();
+ scene::ISceneNode *node = getSceneNode();
+ if (node) {
+ v3f old_position = node->getAbsolutePosition();
+ v3f old_rotation = node->getRotation();
+ node->setParent(m_smgr->getRootSceneNode());
+ node->setPosition(old_position);
+ node->setRotation(old_rotation);
+ node->updateAbsolutePosition();
}
- if(m_animated_meshnode)
- {
- v3f old_position = m_animated_meshnode->getAbsolutePosition();
- v3f old_rotation = m_animated_meshnode->getRotation();
- m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
- m_animated_meshnode->setPosition(old_position);
- m_animated_meshnode->setRotation(old_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- if(m_spritenode)
- {
- v3f old_position = m_spritenode->getAbsolutePosition();
- v3f old_rotation = m_spritenode->getRotation();
- m_spritenode->setParent(m_smgr->getRootSceneNode());
- m_spritenode->setPosition(old_position);
- m_spritenode->setRotation(old_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- if(m_is_local_player)
- {
+ if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = false;
}
}
else // Attach
{
- scene::IMeshSceneNode *parent_mesh = NULL;
- if(getParent()->getMeshSceneNode())
- parent_mesh = getParent()->getMeshSceneNode();
- scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
- if(getParent()->getAnimatedMeshSceneNode())
- parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
- scene::IBillboardSceneNode *parent_sprite = NULL;
- if(getParent()->getSpriteSceneNode())
- parent_sprite = getParent()->getSpriteSceneNode();
-
- scene::IBoneSceneNode *parent_bone = NULL;
- if(parent_animated_mesh && m_attachment_bone != "")
- {
- parent_bone =
- parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
- }
- // The spaghetti code below makes sure attaching works if either the
- // parent or child is a spritenode, meshnode, or animatedmeshnode
- // TODO: Perhaps use polymorphism here to save code duplication
- if(m_meshnode)
- {
- if(parent_bone)
- {
- m_meshnode->setParent(parent_bone);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else
- {
- if(parent_mesh)
- {
- m_meshnode->setParent(parent_mesh);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else if(parent_animated_mesh) {
- m_meshnode->setParent(parent_animated_mesh);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else if(parent_sprite) {
- m_meshnode->setParent(parent_sprite);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- }
- }
- if(m_animated_meshnode)
- {
- if(parent_bone)
- {
- m_animated_meshnode->setParent(parent_bone);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- else
- {
- if(parent_mesh)
- {
- m_animated_meshnode->setParent(parent_mesh);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- } else if(parent_animated_mesh) {
- m_animated_meshnode->setParent(parent_animated_mesh);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- } else if(parent_sprite) {
- m_animated_meshnode->setParent(parent_sprite);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- }
+ scene::ISceneNode *my_node = getSceneNode();
+
+ scene::ISceneNode *parent_node = getParent()->getSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+ getParent()->getAnimatedMeshSceneNode();
+ if (parent_animated_mesh_node && m_attachment_bone != "") {
+ parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
}
- if(m_spritenode)
- {
- if(parent_bone)
- {
- m_spritenode->setParent(parent_bone);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- } else {
- if(parent_mesh)
- {
- m_spritenode->setParent(parent_mesh);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- else if(parent_animated_mesh) {
- m_spritenode->setParent(parent_animated_mesh);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- else if(parent_sprite) {
- m_spritenode->setParent(parent_sprite);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- }
+
+ if (my_node && parent_node) {
+ my_node->setParent(parent_node);
+ my_node->setPosition(m_attachment_position);
+ my_node->setRotation(m_attachment_rotation);
+ my_node->updateAbsolutePosition();
}
- if(m_is_local_player)
- {
+ if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = true;
}