mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
This commit is contained in:
parent
cc8d7b8640
commit
9b551d5cbc
22 changed files with 696 additions and 632 deletions
|
@ -23,12 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "main.h" // for g_settings
|
||||
#include "map.h"
|
||||
#include "clientmap.h" // MapDrawControl
|
||||
#include "mesh.h"
|
||||
#include "player.h"
|
||||
#include "tile.h"
|
||||
#include <cmath>
|
||||
#include "settings.h"
|
||||
#include "itemdef.h" // For wield visualization
|
||||
#include "wieldmesh.h"
|
||||
#include "noise.h" // easeCurve
|
||||
#include "gamedef.h"
|
||||
#include "sound.h"
|
||||
|
@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
|||
|
||||
m_wieldmgr(NULL),
|
||||
m_wieldnode(NULL),
|
||||
m_wieldlight(0),
|
||||
|
||||
m_draw_control(draw_control),
|
||||
m_gamedef(gamedef),
|
||||
|
@ -77,12 +74,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
|||
|
||||
m_digging_anim(0),
|
||||
m_digging_button(-1),
|
||||
m_dummymesh(createCubeMesh(v3f(1,1,1))),
|
||||
|
||||
m_wield_change_timer(0.125),
|
||||
m_wield_mesh_next(NULL),
|
||||
m_previous_playeritem(-1),
|
||||
m_previous_itemname(""),
|
||||
m_wield_item_next(),
|
||||
|
||||
m_camera_mode(CAMERA_MODE_FIRST)
|
||||
{
|
||||
|
@ -99,14 +93,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
|||
// all other 3D scene nodes and before the GUI.
|
||||
m_wieldmgr = smgr->createNewSceneManager();
|
||||
m_wieldmgr->addCameraSceneNode();
|
||||
m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
|
||||
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
|
||||
m_wieldnode->setItem(ItemStack(), m_gamedef);
|
||||
m_wieldnode->drop(); // m_wieldmgr grabbed it
|
||||
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
|
||||
}
|
||||
|
||||
Camera::~Camera()
|
||||
{
|
||||
m_wieldmgr->drop();
|
||||
|
||||
delete m_dummymesh;
|
||||
}
|
||||
|
||||
bool Camera::successfullyCreated(std::wstring& error_message)
|
||||
|
@ -156,22 +151,10 @@ void Camera::step(f32 dtime)
|
|||
}
|
||||
|
||||
bool was_under_zero = m_wield_change_timer < 0;
|
||||
if(m_wield_change_timer < 0.125)
|
||||
m_wield_change_timer += dtime;
|
||||
if(m_wield_change_timer > 0.125)
|
||||
m_wield_change_timer = 0.125;
|
||||
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
|
||||
|
||||
if(m_wield_change_timer >= 0 && was_under_zero)
|
||||
{
|
||||
if(m_wield_mesh_next)
|
||||
{
|
||||
m_wieldnode->setMesh(m_wield_mesh_next);
|
||||
m_wieldnode->setVisible(true);
|
||||
} else {
|
||||
m_wieldnode->setVisible(false);
|
||||
}
|
||||
m_wield_mesh_next = NULL;
|
||||
}
|
||||
if (m_wield_change_timer >= 0 && was_under_zero)
|
||||
m_wieldnode->setItem(m_wield_item_next, m_gamedef);
|
||||
|
||||
if (m_view_bobbing_state != 0)
|
||||
{
|
||||
|
@ -445,10 +428,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
|||
v3f wield_position = v3f(55, -35, 65);
|
||||
//v3f wield_rotation = v3f(-100, 120, -100);
|
||||
v3f wield_rotation = v3f(-100, 120, -100);
|
||||
if(m_wield_change_timer < 0)
|
||||
wield_position.Y -= 40 + m_wield_change_timer*320;
|
||||
else
|
||||
wield_position.Y -= 40 - m_wield_change_timer*320;
|
||||
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
|
||||
if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
|
||||
{
|
||||
f32 frac = 1.0;
|
||||
|
@ -486,7 +466,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
|||
}
|
||||
m_wieldnode->setPosition(wield_position);
|
||||
m_wieldnode->setRotation(wield_rotation);
|
||||
m_wieldlight = player->light;
|
||||
|
||||
// Shine light upon the wield mesh
|
||||
video::SColor black(255,0,0,0);
|
||||
m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
|
||||
m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
|
||||
m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
|
||||
|
||||
// Render distance feedback loop
|
||||
updateViewingRange(frametime, busytime);
|
||||
|
@ -658,48 +643,20 @@ void Camera::setDigging(s32 button)
|
|||
m_digging_button = button;
|
||||
}
|
||||
|
||||
void Camera::wield(const ItemStack &item, u16 playeritem)
|
||||
void Camera::wield(const ItemStack &item)
|
||||
{
|
||||
IItemDefManager *idef = m_gamedef->idef();
|
||||
std::string itemname = item.getDefinition(idef).name;
|
||||
m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
|
||||
if(playeritem != m_previous_playeritem &&
|
||||
!(m_previous_itemname == "" && itemname == ""))
|
||||
{
|
||||
m_previous_playeritem = playeritem;
|
||||
m_previous_itemname = itemname;
|
||||
if(m_wield_change_timer >= 0.125)
|
||||
m_wield_change_timer = -0.125;
|
||||
else if(m_wield_change_timer > 0)
|
||||
{
|
||||
if (item.name != m_wield_item_next.name) {
|
||||
m_wield_item_next = item;
|
||||
if (m_wield_change_timer > 0)
|
||||
m_wield_change_timer = -m_wield_change_timer;
|
||||
}
|
||||
} else {
|
||||
if(m_wield_mesh_next) {
|
||||
m_wieldnode->setMesh(m_wield_mesh_next);
|
||||
m_wieldnode->setVisible(true);
|
||||
} else {
|
||||
m_wieldnode->setVisible(false);
|
||||
}
|
||||
m_wield_mesh_next = NULL;
|
||||
if(m_previous_itemname != itemname)
|
||||
{
|
||||
m_previous_itemname = itemname;
|
||||
m_wield_change_timer = 0;
|
||||
}
|
||||
else
|
||||
m_wield_change_timer = 0.125;
|
||||
else if (m_wield_change_timer == 0)
|
||||
m_wield_change_timer = -0.001;
|
||||
}
|
||||
}
|
||||
|
||||
void Camera::drawWieldedTool(irr::core::matrix4* translation)
|
||||
{
|
||||
// Set vertex colors of wield mesh according to light level
|
||||
u8 li = m_wieldlight;
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshColor(m_wieldnode->getMesh(), color);
|
||||
|
||||
// Clear Z buffer
|
||||
// Clear Z buffer so that the wielded tool stay in front of world geometry
|
||||
m_wieldmgr->getVideoDriver()->clearZBuffer();
|
||||
|
||||
// Draw the wielded node (in a separate scene manager)
|
||||
|
@ -707,7 +664,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
|
|||
cam->setAspectRatio(m_cameranode->getAspectRatio());
|
||||
cam->setFOV(72.0*M_PI/180.0);
|
||||
cam->setNearValue(0.1);
|
||||
cam->setFarValue(100);
|
||||
cam->setFarValue(1000);
|
||||
if (translation != NULL)
|
||||
{
|
||||
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue