From 9b551d5cbcaf71a8c39bbf7e886290649aed4799 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Sun, 2 Nov 2014 03:47:43 +0100 Subject: 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. --- src/wieldmesh.h | 71 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 71 insertions(+) create mode 100644 src/wieldmesh.h (limited to 'src/wieldmesh.h') diff --git a/src/wieldmesh.h b/src/wieldmesh.h new file mode 100644 index 000000000..7761fd51b --- /dev/null +++ b/src/wieldmesh.h @@ -0,0 +1,71 @@ +/* +Minetest +Copyright (C) 2010-2014 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#ifndef WIELDMESH_HEADER +#define WIELDMESH_HEADER + +#include "irrlichttypes_extrabloated.h" +#include + +class ItemStack; +class IGameDef; +class ITextureSource; +struct TileSpec; + +/* + Wield item scene node, renders the wield mesh of some item +*/ +class WieldMeshSceneNode: public scene::ISceneNode +{ +public: + WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr, + s32 id = -1, bool lighting = false); + virtual ~WieldMeshSceneNode(); + + void setCube(const TileSpec tiles[6], + v3f wield_scale, ITextureSource *tsrc); + void setExtruded(const std::string &imagename, + v3f wield_scale, ITextureSource *tsrc); + void setItem(const ItemStack &item, IGameDef *gamedef); + + // Sets the vertex color of the wield mesh. + // Must only be used if the constructor was called with lighting = false + void setColor(video::SColor color); + + virtual void render(); + + virtual const core::aabbox3d& getBoundingBox() const + { return m_bounding_box; } + +private: + void changeToMesh(scene::IMesh *mesh); + + // Child scene node with the current wield mesh + scene::IMeshSceneNode *m_meshnode; + + // True if EMF_LIGHTING should be enabled. + bool m_lighting; + + // Bounding box culling is disabled for this type of scene node, + // so this variable is just required so we can implement + // getBoundingBox() and is set to an empty box. + core::aabbox3d m_bounding_box; +}; + +#endif -- cgit v1.2.3