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Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
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51104d9cd4
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13 changed files with 37 additions and 52 deletions
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@ -38,16 +38,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CAMERA_OFFSET_STEP 200
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#include "nodedef.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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Client *client):
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Camera::Camera(MapDrawControl &draw_control, Client *client):
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m_draw_control(draw_control),
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m_client(client)
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{
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//dstream<<FUNCTION_NAME<<std::endl;
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m_driver = smgr->getVideoDriver();
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scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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@ -59,7 +54,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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// all other 3D scene nodes and before the GUI.
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m_wieldmgr = smgr->createNewSceneManager();
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m_wieldmgr->addCameraSceneNode();
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_client);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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@ -643,7 +638,7 @@ void Camera::drawNametags()
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utf8_to_wide(nametag_colorless).c_str());
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f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
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core::reciprocal(transformed_pos[3]);
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v2u32 screensize = m_driver->getScreenSize();
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v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
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v2s32 screen_pos;
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screen_pos.X = screensize.X *
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(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
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