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Convert any inventory item into a mesh, bring back InventoryItem::getImageRay(), some const-correctness fixes

This commit is contained in:
Kahrl 2011-09-19 06:37:24 +02:00
parent 36bcbca9ac
commit 02726f0003
5 changed files with 141 additions and 43 deletions

View file

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // for g_settings
#include "map.h"
#include "player.h"
#include "tile.h"
#include <cmath>
const s32 BOBFRAMES = 0x1000000; // must be a power of two
@ -343,17 +344,37 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
void Camera::wield(InventoryItem* item)
void Camera::wield(const InventoryItem* item)
{
if (item != NULL)
{
dstream << "wield item: " << item->getName() << std::endl;
m_wieldnode->setSprite(item->getImageRaw());
bool isCube = false;
// Try to make a MaterialItem cube.
if (std::string(item->getName()) == "MaterialItem")
{
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
if (content_features(content).solidness)
{
m_wieldnode->setCube(content_features(content).tiles);
isCube = true;
}
}
// If that failed, make an extruded sprite.
if (!isCube)
{
m_wieldnode->setSprite(item->getImageRaw());
}
m_wieldnode->setVisible(true);
}
else
{
dstream << "wield item: none" << std::endl;
// Bare hands
dstream << "bare hands" << std::endl;
m_wieldnode->setVisible(false);
}
}
@ -427,23 +448,37 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
m_is_cube = false;
}
void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
{
if (texture == NULL)
{
m_meshnode->setVisible(false);
return;
}
if (m_cubemesh == NULL)
m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
m_cubemesh = createCubeMesh();
m_meshnode->setMesh(m_cubemesh);
m_meshnode->setScale(v3f(1));
m_meshnode->getMaterial(0).setTexture(0, texture);
m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
for (int i = 0; i < 6; ++i)
{
// Get the tile texture and atlas transformation
u32 texture_id = tiles[i].texture.id;
video::ITexture* atlas = NULL;
v2f pos(0,0);
v2f size(1,1);
if (g_texturesource)
{
AtlasPointer ap = g_texturesource->getTexture(texture_id);
atlas = ap.atlas;
pos = ap.pos;
size = ap.size;
}
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
tiles[i].applyMaterialOptions(material);
material.setTexture(0, atlas);
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
}
m_meshnode->setVisible(true);
m_is_cube = true;
}
@ -500,13 +535,13 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
@ -557,8 +592,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
{
video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
@ -578,8 +613,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
@ -608,8 +643,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
};
u16 indices[6] = {0,1,2,2,3,0};
@ -631,8 +666,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
{
video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
@ -643,6 +678,7 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
// Add to mesh
scene::SMesh* mesh = new scene::SMesh();
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
mesh->recalculateBoundingBox();
@ -690,3 +726,54 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
return mesh;
}
scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
{
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
// Down
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
// Left
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
// Back
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,-1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,-1, c, 0,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,-1, c, 0,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,-1, c, 1,0),
// Front
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
};
u16 indices[6] = {0,1,2,2,3,0};
scene::SMesh* mesh = new scene::SMesh();
for (u32 i=0; i<6; ++i)
{
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
}
mesh->recalculateBoundingBox();
return mesh;
}