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On-demand item meshes and textures

This commit is contained in:
Perttu Ahola 2012-11-30 18:12:32 +02:00
parent ba73e75ef9
commit bee170570d
8 changed files with 309 additions and 201 deletions

View file

@ -72,14 +72,6 @@ struct ItemDefinition
// "" = no prediction
std::string node_placement_prediction;
/*
Cached stuff
*/
#ifndef SERVER
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
#endif
/*
Some helpful methods
*/
@ -108,6 +100,14 @@ public:
virtual std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const=0;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const=0;
#endif
virtual void serialize(std::ostream &os)=0;
};
@ -126,6 +126,14 @@ public:
virtual std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const=0;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const=0;
#endif
// Remove all registered item and node definitions and aliases
// Then re-add the builtin item definitions
@ -138,15 +146,11 @@ public:
virtual void registerAlias(const std::string &name,
const std::string &convert_to)=0;
/*
Update inventory textures and wield meshes to latest
return values of ITextureSource and INodeDefManager.
Call after updating the texture atlas of a texture source.
*/
virtual void updateTexturesAndMeshes(IGameDef *gamedef)=0;
virtual void serialize(std::ostream &os)=0;
virtual void deSerialize(std::istream &is)=0;
// Do stuff asked by threads that can only be done in the main thread
virtual void processQueue(IGameDef *gamedef)=0;
};
IWritableItemDefManager* createItemDefManager();