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Create new instance of mesh every time it's required (Solves #703)

This commit is contained in:
Perttu Ahola 2014-01-06 13:24:06 +02:00
parent 86c616a545
commit d76957ee22
4 changed files with 44 additions and 24 deletions

View file

@ -893,30 +893,12 @@ bool Client::loadMedia(const std::string &data, const std::string &filename)
name = removeStringEnd(filename, model_ext);
if(name != "")
{
verbosestream<<"Client: Storing model into Irrlicht: "
verbosestream<<"Client: Storing model into memory: "
<<"\""<<filename<<"\""<<std::endl;
scene::ISceneManager *smgr = m_device->getSceneManager();
//check if mesh was already cached
scene::IAnimatedMesh *mesh =
smgr->getMeshCache()->getMeshByName(filename.c_str());
if (mesh != NULL) {
errorstream << "Multiple models with name: " << filename.c_str() <<
" found replacing previous model!" << std::endl;
smgr->getMeshCache()->removeMesh(mesh);
mesh = 0;
}
io::IFileSystem *irrfs = m_device->getFileSystem();
io::IReadFile *rfile = irrfs->createMemoryReadFile(
*data_rw, data_rw.getSize(), filename.c_str());
assert(rfile);
mesh = smgr->getMesh(rfile);
smgr->getMeshCache()->addMesh(filename.c_str(), mesh);
rfile->drop();
if(m_mesh_data.count(filename))
errorstream<<"Multiple models with name \""<<filename.c_str()
<<"\" found; replacing previous model"<<std::endl;
m_mesh_data[filename] = data;
return true;
}
@ -2836,3 +2818,31 @@ MtEventManager* Client::getEventManager()
return m_event;
}
scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
{
std::map<std::string, std::string>::const_iterator i =
m_mesh_data.find(filename);
if(i == m_mesh_data.end()){
errorstream<<"Client::getMesh(): Mesh not found: \""<<filename<<"\""
<<std::endl;
return NULL;
}
const std::string &data = i->second;
scene::ISceneManager *smgr = m_device->getSceneManager();
// Create the mesh, remove it from cache and return it
// This allows unique vertex colors and other properties for each instance
Buffer<char> data_rw(data.c_str(), data.size()); // Const-incorrect Irrlicht
io::IFileSystem *irrfs = m_device->getFileSystem();
io::IReadFile *rfile = irrfs->createMemoryReadFile(
*data_rw, data_rw.getSize(), filename.c_str());
assert(rfile);
scene::IAnimatedMesh *mesh = smgr->getMesh(rfile);
rfile->drop();
// NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
// of uniquely named instances and re-use them
mesh->grab();
smgr->getMeshCache()->removeMesh(mesh);
return mesh;
}