1
0
Fork 0
mirror of 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:
Kahrl 2014-11-02 03:47:43 +01:00
parent cc8d7b8640
commit 9b551d5cbc
22 changed files with 696 additions and 632 deletions

View file

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