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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
This commit is contained in:
Loïc Blot 2017-07-02 20:29:58 +02:00 committed by GitHub
parent 51104d9cd4
commit 94c294bfdc
13 changed files with 37 additions and 52 deletions

View file

@ -40,12 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "touchscreengui.h"
#endif
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
Hud::Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
Inventory *inventory)
{
this->driver = driver;
this->smgr = smgr;
driver = RenderingEngine::get_video_driver();
this->guienv = guienv;
this->client = client;
this->player = player;
@ -339,7 +337,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
v3f p_pos = player->getPosition() / BS;
v3f w_pos = e->world_pos * BS;
float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
scene::ICameraSceneNode* camera = smgr->getActiveCamera();
scene::ICameraSceneNode* camera =
RenderingEngine::get_scene_manager()->getActiveCamera();
w_pos -= intToFloat(camera_offset, BS);
core::matrix4 trans = camera->getProjectionMatrix();
trans *= camera->getViewMatrix();