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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
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src/wieldmesh.h
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71
src/wieldmesh.h
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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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#ifndef WIELDMESH_HEADER
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#define WIELDMESH_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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class ItemStack;
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class IGameDef;
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class ITextureSource;
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struct TileSpec;
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/*
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Wield item scene node, renders the wield mesh of some item
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*/
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class WieldMeshSceneNode: public scene::ISceneNode
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{
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public:
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WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
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s32 id = -1, bool lighting = false);
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virtual ~WieldMeshSceneNode();
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void setCube(const TileSpec tiles[6],
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v3f wield_scale, ITextureSource *tsrc);
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void setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc);
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void setItem(const ItemStack &item, IGameDef *gamedef);
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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virtual void render();
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{ return m_bounding_box; }
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private:
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void changeToMesh(scene::IMesh *mesh);
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// Child scene node with the current wield mesh
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scene::IMeshSceneNode *m_meshnode;
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// True if EMF_LIGHTING should be enabled.
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bool m_lighting;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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core::aabbox3d<f32> m_bounding_box;
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};
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#endif
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