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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:
Kahrl 2014-11-02 03:47:43 +01:00
parent cc8d7b8640
commit 9b551d5cbc
22 changed files with 696 additions and 632 deletions

View file

@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class LocalPlayer;
struct MapDrawControl;
class IGameDef;
class WieldMeshSceneNode;
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
@ -127,7 +128,7 @@ public:
void setDigging(s32 button);
// Replace the wielded item mesh
void wield(const ItemStack &item, u16 playeritem);
void wield(const ItemStack &item);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
@ -157,8 +158,8 @@ private:
scene::ICameraSceneNode* m_cameranode;
scene::ISceneManager* m_wieldmgr;
scene::IMeshSceneNode* m_wieldnode;
u8 m_wieldlight;
WieldMeshSceneNode* m_wieldnode;
scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;
@ -203,14 +204,9 @@ private:
// If 1, right-click digging animation
s32 m_digging_button;
//dummymesh for camera
irr::scene::IAnimatedMesh* m_dummymesh;
// Animation when changing wielded item
f32 m_wield_change_timer;
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
ItemStack m_wield_item_next;
CameraMode m_camera_mode;
};