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Add support for using arbitrary meshes as items
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5 changed files with 185 additions and 9 deletions
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@ -66,6 +66,8 @@ struct ItemDefinition
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std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
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std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
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v3f wield_scale;
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std::string meshname; // name of internal mesh (or meshfile to use TBD)
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std::string meshtexture; // meshtexture
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/*
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Item stack and interaction properties
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@ -211,6 +213,13 @@ private:
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const ItemDefinition& def, INodeDefManager* nodedef,
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ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
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void createMeshItemTexture(const std::string& name,
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const ItemDefinition& def, INodeDefManager* nodedef,
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ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
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void renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
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ClientCached* cc, ITextureSource* tsrc) const;
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ClientCached* createClientCachedDirect(const std::string &name,
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IGameDef *gamedef) const;
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