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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.
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22 changed files with 696 additions and 632 deletions
380
src/wieldmesh.cpp
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380
src/wieldmesh.cpp
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/*
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Minetest
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Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "wieldmesh.h"
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#include "inventory.h"
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#include "gamedef.h"
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#include "itemdef.h"
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#include "nodedef.h"
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#include "mesh.h"
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#include "tile.h"
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#include "log.h"
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#include "util/numeric.h"
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#include <map>
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#include <IMeshManipulator.h>
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#define WIELD_SCALE_FACTOR 30.0
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
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#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
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#define MAX_EXTRUSION_MESH_RESOLUTION 512
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static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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{
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const f32 r = 0.5;
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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v3f scale(1.0, 1.0, 0.1);
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// Front and back
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{
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video::S3DVertex vertices[8] = {
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// z-
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video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
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video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
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video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
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video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
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// z+
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video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
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video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
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video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
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video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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f32 pixelsize_x = 1 / (f32) resolution_x;
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f32 pixelsize_y = 1 / (f32) resolution_y;
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for (int i = 0; i < resolution_x; ++i) {
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f32 pixelpos_x = i * pixelsize_x - 0.5;
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f32 x0 = pixelpos_x;
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f32 x1 = pixelpos_x + pixelsize_x;
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f32 tex0 = (i + 0.1) * pixelsize_x;
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f32 tex1 = (i + 0.9) * pixelsize_x;
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video::S3DVertex vertices[8] = {
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// x-
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video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
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video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
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video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
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video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
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// x+
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video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
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video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
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video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
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video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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for (int i = 0; i < resolution_y; ++i) {
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f32 pixelpos_y = i * pixelsize_y - 0.5;
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f32 y0 = -pixelpos_y - pixelsize_y;
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f32 y1 = -pixelpos_y;
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f32 tex0 = (i + 0.1) * pixelsize_y;
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f32 tex1 = (i + 0.9) * pixelsize_y;
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video::S3DVertex vertices[8] = {
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// y-
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video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
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video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
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video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
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video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
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// y+
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video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
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video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
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video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
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video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// Define default material
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video::SMaterial *material = &buf->getMaterial();
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material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material->BackfaceCulling = true;
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material->setFlag(video::EMF_LIGHTING, false);
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material->setFlag(video::EMF_BILINEAR_FILTER, false);
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material->setFlag(video::EMF_TRILINEAR_FILTER, false);
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// anisotropic filtering removes "thin black line" artifacts
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material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
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material->setFlag(video::EMF_TEXTURE_WRAP, false);
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// Create mesh object
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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buf->drop();
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scaleMesh(mesh, scale); // also recalculates bounding box
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return mesh;
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}
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/*
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Caches extrusion meshes so that only one of them per resolution
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is needed. Also caches one cube (for convenience).
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E.g. there is a single extrusion mesh that is used for all
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16x16 px images, another for all 256x256 px images, and so on.
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WARNING: Not thread safe. This should not be a problem since
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rendering related classes (such as WieldMeshSceneNode) will be
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used from the rendering thread only.
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*/
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class ExtrusionMeshCache: public IReferenceCounted
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{
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public:
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// Constructor
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ExtrusionMeshCache()
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{
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for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
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resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
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resolution *= 2) {
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m_extrusion_meshes[resolution] =
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createExtrusionMesh(resolution, resolution);
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}
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m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
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}
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// Destructor
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virtual ~ExtrusionMeshCache()
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{
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for (std::map<int, scene::IMesh*>::iterator
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it = m_extrusion_meshes.begin();
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it != m_extrusion_meshes.end(); ++it) {
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it->second->drop();
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}
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m_cube->drop();
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}
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// Get closest extrusion mesh for given image dimensions
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// Caller must drop the returned pointer
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scene::IMesh* create(core::dimension2d<u32> dim)
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{
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// handle non-power of two textures inefficiently without cache
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if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
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return createExtrusionMesh(dim.Width, dim.Height);
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}
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int maxdim = MYMAX(dim.Width, dim.Height);
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std::map<int, scene::IMesh*>::iterator
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it = m_extrusion_meshes.lower_bound(maxdim);
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if (it == m_extrusion_meshes.end()) {
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// no viable resolution found; use largest one
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it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
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assert(it != m_extrusion_meshes.end());
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}
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scene::IMesh *mesh = it->second;
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mesh->grab();
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return mesh;
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}
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// Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
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// Caller must drop the returned pointer
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scene::IMesh* createCube()
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{
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m_cube->grab();
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return m_cube;
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}
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private:
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std::map<int, scene::IMesh*> m_extrusion_meshes;
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scene::IMesh *m_cube;
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};
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ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
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WieldMeshSceneNode::WieldMeshSceneNode(
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scene::ISceneNode *parent,
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scene::ISceneManager *mgr,
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s32 id,
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bool lighting
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):
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scene::ISceneNode(parent, mgr, id),
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m_meshnode(NULL),
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m_lighting(lighting),
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m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
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{
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// If this is the first wield mesh scene node, create a cache
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// for extrusion meshes (and a cube mesh), otherwise reuse it
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if (g_extrusion_mesh_cache == NULL)
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g_extrusion_mesh_cache = new ExtrusionMeshCache();
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else
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g_extrusion_mesh_cache->grab();
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// Disable bounding box culling for this scene node
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// since we won't calculate the bounding box.
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setAutomaticCulling(scene::EAC_OFF);
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// Create the child scene node
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scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
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m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
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m_meshnode->setReadOnlyMaterials(false);
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m_meshnode->setVisible(false);
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dummymesh->drop(); // m_meshnode grabbed it
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}
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WieldMeshSceneNode::~WieldMeshSceneNode()
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{
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assert(g_extrusion_mesh_cache);
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if (g_extrusion_mesh_cache->drop())
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g_extrusion_mesh_cache = NULL;
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}
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void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
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v3f wield_scale, ITextureSource *tsrc)
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{
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scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
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changeToMesh(cubemesh);
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cubemesh->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
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// Customize materials
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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assert(i < 6);
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.setTexture(0, tiles[i].texture);
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tiles[i].applyMaterialOptions(material);
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}
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}
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void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc)
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{
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video::ITexture *texture = tsrc->getTexture(imagename);
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if (!texture) {
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changeToMesh(NULL);
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return;
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}
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scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
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// Customize material
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assert(m_meshnode->getMaterialCount() == 1);
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, texture);
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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{
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ITextureSource *tsrc = gamedef->getTextureSource();
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IItemDefManager *idef = gamedef->getItemDefManager();
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const ItemDefinition &def = item.getDefinition(idef);
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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setExtruded(def.wield_image, def.wield_scale, tsrc);
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return;
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}
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// Handle nodes
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// See also CItemDefManager::createClientCached()
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if (def.type == ITEM_NODE) {
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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const ContentFeatures &f = ndef->get(def.name);
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if (f.mesh_ptr[0]) {
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// e.g. mesh nodes and nodeboxes
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changeToMesh(f.mesh_ptr[0]);
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// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
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m_meshnode->setScale(
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def.wield_scale * WIELD_SCALE_FACTOR
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/ (BS * f.visual_scale));
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// Customize materials
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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assert(i < 6);
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.setTexture(0, f.tiles[i].texture);
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f.tiles[i].applyMaterialOptions(material);
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}
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return;
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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return;
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} else if (f.drawtype == NDT_AIRLIKE) {
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changeToMesh(NULL);
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return;
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}
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// If none of the above standard cases worked, use the wield mesh from ClientCached
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scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
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if (mesh) {
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changeToMesh(mesh);
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m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
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return;
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}
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}
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// default to inventory_image
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if (def.inventory_image != "") {
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setExtruded(def.inventory_image, def.wield_scale, tsrc);
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return;
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}
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// no wield mesh found
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changeToMesh(NULL);
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}
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void WieldMeshSceneNode::setColor(video::SColor color)
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{
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assert(!m_lighting);
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setMeshColor(m_meshnode->getMesh(), color);
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}
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void WieldMeshSceneNode::render()
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{
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// note: if this method is changed to actually do something,
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// you probably should implement OnRegisterSceneNode as well
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}
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void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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{
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if (mesh == NULL) {
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scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
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m_meshnode->setVisible(false);
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m_meshnode->setMesh(dummymesh);
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dummymesh->drop(); // m_meshnode grabbed it
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}
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if (m_lighting) {
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m_meshnode->setMesh(mesh);
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} else {
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/*
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Lighting is disabled, this means the caller can (and probably will)
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call setColor later. We therefore need to clone the mesh so that
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setColor will only modify this scene node's mesh, not others'.
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*/
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scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
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scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
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m_meshnode->setMesh(new_mesh);
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new_mesh->drop(); // m_meshnode grabbed it
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}
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m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
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// need to normalize normals when lighting is enabled (because of setScale())
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m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
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m_meshnode->setVisible(true);
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}
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