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https://github.com/luanti-org/luanti.git
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Revert "Fix handling of skinned meshes for nodes"
It literally breaks torches and doors in MTG.
Regardless of whether this is an oversight or not let's not pull this in so close to release.
This reverts commit 612db5b2ca
.
This commit is contained in:
parent
e039f4c8af
commit
8a28339ed3
6 changed files with 65 additions and 72 deletions
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@ -1676,7 +1676,7 @@ void MapblockMeshGenerator::drawMeshNode()
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if (cur_node.f->mesh_ptr) {
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// clone and rotate mesh
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mesh = cloneStaticMesh(cur_node.f->mesh_ptr);
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mesh = cloneMesh(cur_node.f->mesh_ptr);
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bool modified = true;
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if (facedir)
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rotateMeshBy6dFacedir(mesh, facedir);
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@ -3,8 +3,6 @@
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "mesh.h"
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#include "IMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "debug.h"
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#include "log.h"
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#include <cmath>
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@ -104,21 +102,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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return anim_mesh;
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}
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template<typename F>
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inline static void transformMeshBuffer(scene::IMeshBuffer *buf,
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const F &transform_vertex)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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auto *vertex = (video::S3DVertex *)(vertices + i * stride);
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transform_vertex(vertex);
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}
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buf->setDirty(scene::EBT_VERTEX);
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buf->recalculateBoundingBox();
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}
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if (mesh == NULL)
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@ -129,9 +112,14 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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transformMeshBuffer(buf, [scale](video::S3DVertex *vertex) {
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vertex->Pos *= scale;
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});
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
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buf->setDirty(scene::EBT_VERTEX);
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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@ -152,9 +140,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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transformMeshBuffer(buf, [vec](video::S3DVertex *vertex) {
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vertex->Pos += vec;
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});
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
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buf->setDirty(scene::EBT_VERTEX);
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if (j == 0)
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@ -337,40 +330,44 @@ bool checkMeshNormals(scene::IMesh *mesh)
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return true;
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}
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template<class VertexType, class SMeshBufferType>
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static scene::IMeshBuffer *cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
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{
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auto *v = static_cast<VertexType *>(mesh_buffer->getVertices());
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u16 *indices = mesh_buffer->getIndices();
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auto *cloned_buffer = new SMeshBufferType();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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// Rigidly animated meshes may have transformation matrices that need to be applied
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if (auto *sbuf = dynamic_cast<scene::SSkinMeshBuffer *>(mesh_buffer)) {
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transformMeshBuffer(cloned_buffer, [sbuf](video::S3DVertex *vertex) {
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sbuf->Transformation.transformVect(vertex->Pos);
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vertex->Normal = sbuf->Transformation.rotateAndScaleVect(vertex->Normal);
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vertex->Normal.normalize();
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});
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}
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return cloned_buffer;
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}
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
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{
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switch (mesh_buffer->getVertexType()) {
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case video::EVT_STANDARD:
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return cloneMeshBuffer<video::S3DVertex, scene::SMeshBuffer>(mesh_buffer);
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case video::EVT_2TCOORDS:
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return cloneMeshBuffer<video::S3DVertex2TCoords, scene::SMeshBufferLightMap>(mesh_buffer);
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case video::EVT_TANGENTS:
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return cloneMeshBuffer<video::S3DVertexTangents, scene::SMeshBufferTangents>(mesh_buffer);
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case video::EVT_STANDARD: {
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video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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case video::EVT_2TCOORDS: {
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video::S3DVertex2TCoords *v =
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(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferLightMap *cloned_buffer =
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new scene::SMeshBufferLightMap();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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case video::EVT_TANGENTS: {
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video::S3DVertexTangents *v =
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(video::S3DVertexTangents *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferTangents *cloned_buffer =
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new scene::SMeshBufferTangents();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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}
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}
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// This should not happen.
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sanity_check(false);
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return NULL;
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}
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scene::SMesh* cloneStaticMesh(scene::IMesh *src_mesh)
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scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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@ -93,8 +93,10 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
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*/
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
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/// Clone a mesh. For an animated mesh, this will clone the static pose.
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scene::SMesh* cloneStaticMesh(scene::IMesh *src_mesh);
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/*
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Clone the mesh.
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*/
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scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
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/*
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Convert nodeboxes to mesh. Each tile goes into a different buffer.
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@ -255,7 +255,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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dim = core::dimension2d<u32>(dim.Width, frame_height);
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}
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scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *mesh = cloneStaticMesh(original);
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scene::SMesh *mesh = cloneMesh(original);
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original->drop();
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//set texture
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
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@ -639,7 +639,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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// get mesh
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core::dimension2d<u32> dim = texture->getSize();
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scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *mesh = cloneStaticMesh(original);
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scene::SMesh *mesh = cloneMesh(original);
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original->drop();
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//set texture
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@ -13,7 +13,6 @@
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#include "client/texturesource.h"
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#include "client/tile.h"
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#include <IMeshManipulator.h>
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#include <SMesh.h>
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#include <SkinnedMesh.h>
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#endif
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#include "log.h"
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@ -960,28 +959,23 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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palette = tsrc->getPalette(palette_name);
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if (drawtype == NDT_MESH && !mesh.empty()) {
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// Note: By freshly reading, we get an unencumbered mesh.
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if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
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f32 mesh_scale = 1.0f;
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if (auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh)) {
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mesh_ptr = static_mesh;
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// Compatibility: Only apply BS scaling to static meshes (.obj). See #15811.
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mesh_scale = 10.0f;
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} else {
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// We only want to consider static meshes from here on.
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mesh_ptr = cloneStaticMesh(src_mesh);
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src_mesh->drop();
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}
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scaleMesh(mesh_ptr, v3f(mesh_scale * visual_scale));
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// Read the mesh and apply scale
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mesh_ptr = client->getMesh(mesh);
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if (mesh_ptr) {
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v3f scale = v3f(BS) * visual_scale;
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scaleMesh(mesh_ptr, scale);
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recalculateBoundingBox(mesh_ptr);
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if (!checkMeshNormals(mesh_ptr)) {
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// TODO this should be done consistently when the mesh is loaded
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infostream << "ContentFeatures: recalculating normals for mesh "
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<< mesh << std::endl;
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meshmanip->recalculateNormals(mesh_ptr, true, false);
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} else {
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// Animation is not supported, but we need to reset it to
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// default state if it is animated.
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// Note: recalculateNormals() also does this hence the else-block
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if (mesh_ptr->getMeshType() == scene::EAMT_SKINNED)
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((scene::SkinnedMesh*) mesh_ptr)->resetAnimation();
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}
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} else {
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mesh_ptr = nullptr;
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}
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}
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}
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@ -342,7 +342,7 @@ struct ContentFeatures
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enum NodeDrawType drawtype;
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std::string mesh;
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#if CHECK_CLIENT_BUILD()
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scene::SMesh *mesh_ptr; // mesh in case of mesh node
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scene::IMesh *mesh_ptr; // mesh in case of mesh node
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video::SColor minimap_color;
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#endif
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float visual_scale; // Misc. scale parameter
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