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https://github.com/luanti-org/luanti.git
synced 2025-07-22 17:18:39 +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
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@ -45,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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#include "main.h" // g_settings
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#include "camera.h" // CameraModes
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#include "wieldmesh.h"
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#include "log.h"
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class Settings;
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@ -551,6 +552,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_animated_meshnode(NULL),
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m_wield_meshnode(NULL),
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m_spritenode(NULL),
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m_textnode(NULL),
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m_position(v3f(0,10*BS,0)),
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@ -683,38 +685,47 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
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v3f GenericCAO::getPosition()
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{
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if(getParent() != NULL)
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{
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if(m_meshnode)
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return m_meshnode->getAbsolutePosition();
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if(m_animated_meshnode)
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return m_animated_meshnode->getAbsolutePosition();
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if(m_spritenode)
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return m_spritenode->getAbsolutePosition();
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return m_position;
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if (getParent() != NULL) {
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scene::ISceneNode *node = getSceneNode();
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if (node)
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return node->getAbsolutePosition();
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else
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return m_position;
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}
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return pos_translator.vect_show;
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}
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scene::ISceneNode* GenericCAO::getSceneNode()
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{
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if (m_meshnode)
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return m_meshnode;
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if (m_animated_meshnode)
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return m_animated_meshnode;
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if (m_wield_meshnode)
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return m_wield_meshnode;
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if (m_spritenode)
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return m_spritenode;
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return NULL;
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}
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scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
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{
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if(m_meshnode)
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return m_meshnode;
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return NULL;
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return m_meshnode;
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}
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scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
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{
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if(m_animated_meshnode)
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return m_animated_meshnode;
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return NULL;
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return m_animated_meshnode;
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}
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WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
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{
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return m_wield_meshnode;
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}
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scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
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{
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if(m_spritenode)
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return m_spritenode;
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return NULL;
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return m_spritenode;
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}
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void GenericCAO::setAttachments()
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@ -769,6 +780,12 @@ void GenericCAO::removeFromScene(bool permanent)
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m_animated_meshnode->drop();
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m_animated_meshnode = NULL;
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}
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if(m_wield_meshnode)
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{
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m_wield_meshnode->remove();
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m_wield_meshnode->drop();
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m_wield_meshnode = NULL;
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}
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if(m_spritenode)
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{
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m_spritenode->remove();
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@ -789,7 +806,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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m_smgr = smgr;
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m_irr = irr;
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if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
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if (getSceneNode() != NULL)
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return;
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m_visuals_expired = false;
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@ -918,28 +935,23 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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}
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else if(m_prop.visual == "wielditem") {
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infostream<<"GenericCAO::addToScene(): node"<<std::endl;
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infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
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infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
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if(m_prop.textures.size() >= 1){
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infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
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// Copy mesh to be able to set unique vertex colors
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scene::IMeshManipulator *manip =
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irr->getVideoDriver()->getMeshManipulator();
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scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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m_wield_meshnode = new WieldMeshSceneNode(
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smgr->getRootSceneNode(), smgr, -1);
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m_wield_meshnode->setItem(item, m_gamedef);
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m_wield_meshnode->grab();
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m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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m_prop.visual_size.Y/2,
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m_prop.visual_size.X/2));
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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m_wield_meshnode->setColor(video::SColor(255,li,li,li));
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}
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} else {
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infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
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@ -947,14 +959,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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}
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updateTextures("");
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scene::ISceneNode *node = NULL;
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if(m_spritenode)
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node = m_spritenode;
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else if(m_animated_meshnode)
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node = m_animated_meshnode;
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else if(m_meshnode)
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node = m_meshnode;
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if(node && m_is_player && !m_is_local_player){
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scene::ISceneNode *node = getSceneNode();
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if (node && m_is_player && !m_is_local_player) {
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// Add a text node for showing the name
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gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
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std::wstring wname = narrow_to_wide(m_name);
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@ -981,6 +987,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
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setMeshColor(m_meshnode->getMesh(), color);
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if(m_animated_meshnode)
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setMeshColor(m_animated_meshnode->getMesh(), color);
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if(m_wield_meshnode)
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m_wield_meshnode->setColor(color);
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if(m_spritenode)
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m_spritenode->setColor(color);
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}
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@ -993,27 +1001,19 @@ v3s16 GenericCAO::getLightPosition()
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void GenericCAO::updateNodePos()
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{
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if(getParent() != NULL)
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if (getParent() != NULL)
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return;
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v3s16 camera_offset = m_env->getCameraOffset();
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if(m_meshnode)
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{
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m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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v3f rot = m_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_meshnode->setRotation(rot);
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}
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if(m_animated_meshnode)
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{
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m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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v3f rot = m_animated_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_animated_meshnode->setRotation(rot);
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}
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if(m_spritenode)
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{
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m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
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scene::ISceneNode *node = getSceneNode();
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if (node) {
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v3s16 camera_offset = m_env->getCameraOffset();
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node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
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if (node != m_spritenode) { // rotate if not a sprite
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v3f rot = node->getRotation();
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rot.Y = -m_yaw;
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node->setRotation(rot);
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}
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}
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}
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@ -1107,20 +1107,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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continue;
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}
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if(obj)
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{
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scene::IMeshSceneNode *m_child_meshnode
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= obj->getMeshSceneNode();
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scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
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= obj->getAnimatedMeshSceneNode();
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scene::IBillboardSceneNode *m_child_spritenode
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= obj->getSpriteSceneNode();
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if(m_child_meshnode)
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m_child_meshnode->setParent(m_smgr->getRootSceneNode());
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if(m_child_animated_meshnode)
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m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
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if(m_child_spritenode)
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m_child_spritenode->setParent(m_smgr->getRootSceneNode());
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if (obj) {
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scene::ISceneNode *child_node = obj->getSceneNode();
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if (child_node)
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child_node->setParent(m_smgr->getRootSceneNode());
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}
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++ci;
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}
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@ -1132,22 +1122,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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for(std::vector<u16>::iterator ci = m_children.begin();
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ci != m_children.end(); ci++)
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{
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// Get the object of the child
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if(obj)
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obj->setAttachments();
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// Get the object of the child
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if (obj)
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obj->setAttachments();
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}
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}
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// Make sure m_is_visible is always applied
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if(m_meshnode)
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m_meshnode->setVisible(m_is_visible);
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if(m_animated_meshnode)
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m_animated_meshnode->setVisible(m_is_visible);
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if(m_spritenode)
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m_spritenode->setVisible(m_is_visible);
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if(m_textnode)
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m_textnode->setVisible(m_is_visible);
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scene::ISceneNode *node = getSceneNode();
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if (node)
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node->setVisible(m_is_visible);
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if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
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{
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@ -1516,154 +1501,38 @@ void GenericCAO::updateAttachments()
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if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
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{
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if(m_meshnode)
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{
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v3f old_position = m_meshnode->getAbsolutePosition();
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v3f old_rotation = m_meshnode->getRotation();
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m_meshnode->setParent(m_smgr->getRootSceneNode());
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m_meshnode->setPosition(old_position);
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m_meshnode->setRotation(old_rotation);
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m_meshnode->updateAbsolutePosition();
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scene::ISceneNode *node = getSceneNode();
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if (node) {
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v3f old_position = node->getAbsolutePosition();
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v3f old_rotation = node->getRotation();
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node->setParent(m_smgr->getRootSceneNode());
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node->setPosition(old_position);
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node->setRotation(old_rotation);
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node->updateAbsolutePosition();
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}
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if(m_animated_meshnode)
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{
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v3f old_position = m_animated_meshnode->getAbsolutePosition();
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v3f old_rotation = m_animated_meshnode->getRotation();
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m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
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m_animated_meshnode->setPosition(old_position);
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m_animated_meshnode->setRotation(old_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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}
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if(m_spritenode)
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{
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v3f old_position = m_spritenode->getAbsolutePosition();
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v3f old_rotation = m_spritenode->getRotation();
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m_spritenode->setParent(m_smgr->getRootSceneNode());
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m_spritenode->setPosition(old_position);
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m_spritenode->setRotation(old_rotation);
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m_spritenode->updateAbsolutePosition();
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}
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if(m_is_local_player)
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{
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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player->isAttached = false;
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}
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}
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else // Attach
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{
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scene::IMeshSceneNode *parent_mesh = NULL;
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if(getParent()->getMeshSceneNode())
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parent_mesh = getParent()->getMeshSceneNode();
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scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
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if(getParent()->getAnimatedMeshSceneNode())
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parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
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scene::IBillboardSceneNode *parent_sprite = NULL;
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if(getParent()->getSpriteSceneNode())
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parent_sprite = getParent()->getSpriteSceneNode();
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scene::ISceneNode *my_node = getSceneNode();
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scene::IBoneSceneNode *parent_bone = NULL;
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if(parent_animated_mesh && m_attachment_bone != "")
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{
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parent_bone =
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parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
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scene::ISceneNode *parent_node = getParent()->getSceneNode();
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scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
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getParent()->getAnimatedMeshSceneNode();
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if (parent_animated_mesh_node && m_attachment_bone != "") {
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parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
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}
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// The spaghetti code below makes sure attaching works if either the
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// parent or child is a spritenode, meshnode, or animatedmeshnode
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// TODO: Perhaps use polymorphism here to save code duplication
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if(m_meshnode)
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{
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if(parent_bone)
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{
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m_meshnode->setParent(parent_bone);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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}
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else
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{
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if(parent_mesh)
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{
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m_meshnode->setParent(parent_mesh);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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}
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else if(parent_animated_mesh) {
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m_meshnode->setParent(parent_animated_mesh);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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}
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else if(parent_sprite) {
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m_meshnode->setParent(parent_sprite);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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}
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}
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if (my_node && parent_node) {
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my_node->setParent(parent_node);
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my_node->setPosition(m_attachment_position);
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my_node->setRotation(m_attachment_rotation);
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my_node->updateAbsolutePosition();
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}
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if(m_animated_meshnode)
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{
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if(parent_bone)
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{
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m_animated_meshnode->setParent(parent_bone);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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}
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else
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{
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if(parent_mesh)
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{
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m_animated_meshnode->setParent(parent_mesh);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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} else if(parent_animated_mesh) {
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m_animated_meshnode->setParent(parent_animated_mesh);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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} else if(parent_sprite) {
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m_animated_meshnode->setParent(parent_sprite);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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}
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}
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}
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if(m_spritenode)
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{
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if(parent_bone)
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{
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m_spritenode->setParent(parent_bone);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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} else {
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if(parent_mesh)
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{
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m_spritenode->setParent(parent_mesh);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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}
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else if(parent_animated_mesh) {
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m_spritenode->setParent(parent_animated_mesh);
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m_spritenode->setPosition(m_attachment_position);
|
||||
m_spritenode->setRotation(m_attachment_rotation);
|
||||
m_spritenode->updateAbsolutePosition();
|
||||
}
|
||||
else if(parent_sprite) {
|
||||
m_spritenode->setParent(parent_sprite);
|
||||
m_spritenode->setPosition(m_attachment_position);
|
||||
m_spritenode->setRotation(m_attachment_rotation);
|
||||
m_spritenode->updateAbsolutePosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
if(m_is_local_player)
|
||||
{
|
||||
if (m_is_local_player) {
|
||||
LocalPlayer *player = m_env->getLocalPlayer();
|
||||
player->isAttached = true;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue