Refactoring and code style fixes in preparation of adding mesh typed items
authorSapier <sapier AT gmx dot net>
Sat, 19 Dec 2015 12:29:06 +0000 (13:29 +0100)
committerSapier <sapier AT gmx dot net>
Tue, 29 Dec 2015 15:27:06 +0000 (16:27 +0100)
src/itemdef.cpp
src/itemdef.h

index 60a7dc64e33316f109eb3c20b81f6fb953792cea..fa277f4ffe1ddb5310022b565a4165c607ae90b8 100644 (file)
@@ -28,15 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapblock_mesh.h"
 #include "mesh.h"
 #include "wieldmesh.h"
-#include "client/tile.h"
 #endif
 #include "log.h"
 #include "settings.h"
 #include "util/serialize.h"
-#include "util/container.h"
-#include "util/thread.h"
-#include <map>
-#include <set>
 
 #ifdef __ANDROID__
 #include <GLES/gl.h>
@@ -227,429 +222,437 @@ void ItemDefinition::deSerialize(std::istream &is)
 
 // SUGG: Support chains of aliases?
 
-class CItemDefManager: public IWritableItemDefManager
-{
 #ifndef SERVER
-       struct ClientCached
-       {
-               video::ITexture *inventory_texture;
-               scene::IMesh *wield_mesh;
-
-               ClientCached():
-                       inventory_texture(NULL),
-                       wield_mesh(NULL)
-               {}
-       };
+CItemDefManager::ClientCached::ClientCached() :
+               inventory_texture(NULL),
+               wield_mesh(NULL)
+{}
 #endif
 
-public:
-       CItemDefManager()
-       {
-
+CItemDefManager::CItemDefManager()
+{
 #ifndef SERVER
-               m_main_thread = thr_get_current_thread_id();
+       m_main_thread = thr_get_current_thread_id();
 #endif
-               clear();
-       }
-       virtual ~CItemDefManager()
-       {
+       clear();
+}
+
+/******************************************************************************/
+CItemDefManager::~CItemDefManager()
+{
 #ifndef SERVER
-               const std::vector<ClientCached*> &values = m_clientcached.getValues();
-               for(std::vector<ClientCached*>::const_iterator
-                               i = values.begin(); i != values.end(); ++i)
-               {
-                       ClientCached *cc = *i;
-                       if (cc->wield_mesh)
-                               cc->wield_mesh->drop();
-                       delete cc;
-               }
+       const std::vector<ClientCached*> &values = m_clientcached.getValues();
+       for(std::vector<ClientCached*>::const_iterator
+                       i = values.begin(); i != values.end(); ++i) {
+
+               ClientCached *cc = *i;
+               if (cc->wield_mesh)
+                       cc->wield_mesh->drop();
+               delete cc;
+       }
 
 #endif
-               for (std::map<std::string, ItemDefinition*>::iterator iter =
-                               m_item_definitions.begin(); iter != m_item_definitions.end();
-                               ++iter) {
-                       delete iter->second;
-               }
-               m_item_definitions.clear();
-       }
-       virtual const ItemDefinition& get(const std::string &name_) const
-       {
-               // Convert name according to possible alias
-               std::string name = getAlias(name_);
-               // Get the definition
-               std::map<std::string, ItemDefinition*>::const_iterator i;
-               i = m_item_definitions.find(name);
-               if(i == m_item_definitions.end())
-                       i = m_item_definitions.find("unknown");
-               assert(i != m_item_definitions.end());
-               return *(i->second);
-       }
-       virtual std::string getAlias(const std::string &name) const
-       {
-               StringMap::const_iterator it = m_aliases.find(name);
-               if (it != m_aliases.end())
-                       return it->second;
-               return name;
+       for (std::map<std::string, ItemDefinition*>::iterator iter =
+                       m_item_definitions.begin(); iter != m_item_definitions.end();
+                       ++iter) {
+
+               delete iter->second;
        }
-       virtual std::set<std::string> getAll() const
-       {
-               std::set<std::string> result;
-               for(std::map<std::string, ItemDefinition *>::const_iterator
-                               it = m_item_definitions.begin();
-                               it != m_item_definitions.end(); ++it) {
-                       result.insert(it->first);
-               }
-               for (StringMap::const_iterator
-                               it = m_aliases.begin();
-                               it != m_aliases.end(); ++it) {
-                       result.insert(it->first);
-               }
-               return result;
+       m_item_definitions.clear();
+}
+
+/******************************************************************************/
+const ItemDefinition& CItemDefManager::get(const std::string &name_) const
+{
+       // Convert name according to possible alias
+       std::string name = getAlias(name_);
+       // Get the definition
+       std::map<std::string, ItemDefinition*>::const_iterator i;
+       i = m_item_definitions.find(name);
+       if(i == m_item_definitions.end())
+               i = m_item_definitions.find("unknown");
+       assert(i != m_item_definitions.end());
+       return *(i->second);
+}
+
+/******************************************************************************/
+std::string CItemDefManager::getAlias(const std::string &name) const
+{
+       StringMap::const_iterator it = m_aliases.find(name);
+       if (it != m_aliases.end())
+               return it->second;
+
+       return name;
+}
+
+/******************************************************************************/
+std::set<std::string> CItemDefManager::getAll() const
+{
+       std::set<std::string> result;
+       for(std::map<std::string, ItemDefinition *>::const_iterator
+                       it = m_item_definitions.begin();
+                       it != m_item_definitions.end(); ++it) {
+
+               result.insert(it->first);
        }
-       virtual bool isKnown(const std::string &name_) const
-       {
-               // Convert name according to possible alias
-               std::string name = getAlias(name_);
-               // Get the definition
-               std::map<std::string, ItemDefinition*>::const_iterator i;
-               return m_item_definitions.find(name) != m_item_definitions.end();
+       for (StringMap::const_iterator
+                       it = m_aliases.begin();
+                       it != m_aliases.end(); ++it) {
+
+               result.insert(it->first);
        }
-#ifndef SERVER
-public:
-       ClientCached* createClientCachedDirect(const std::string &name,
-                       IGameDef *gamedef) const
-       {
-               infostream<<"Lazily creating item texture and mesh for \""
-                               <<name<<"\""<<std::endl;
-
-               // This is not thread-safe
-               sanity_check(thr_is_current_thread(m_main_thread));
-
-               // Skip if already in cache
-               ClientCached *cc = NULL;
-               m_clientcached.get(name, &cc);
-               if(cc)
-                       return cc;
-
-               ITextureSource *tsrc = gamedef->getTextureSource();
-               INodeDefManager *nodedef = gamedef->getNodeDefManager();
-               const ItemDefinition &def = get(name);
-
-               // Create new ClientCached
-               cc = new ClientCached();
-
-               // Create an inventory texture
-               cc->inventory_texture = NULL;
-               if(def.inventory_image != "")
-                       cc->inventory_texture = tsrc->getTexture(def.inventory_image);
-
-               // Additional processing for nodes:
-               // - Create a wield mesh if WieldMeshSceneNode can't render
-               //   the node on its own.
-               // - If inventory_texture isn't set yet, create one using
-               //   render-to-texture.
-               if (def.type == ITEM_NODE) {
-                       // Get node properties
-                       content_t id = nodedef->getId(name);
-                       const ContentFeatures &f = nodedef->get(id);
-
-                       bool need_rtt_mesh = cc->inventory_texture == NULL;
-
-                       // Keep this in sync with WieldMeshSceneNode::setItem()
-                       bool need_wield_mesh =
-                               !(f.mesh_ptr[0] ||
-                                 f.drawtype == NDT_NORMAL ||
-                                 f.drawtype == NDT_ALLFACES ||
-                                 f.drawtype == NDT_AIRLIKE);
-
-                       scene::IMesh *node_mesh = NULL;
-
-                       if (need_rtt_mesh || need_wield_mesh) {
-                               u8 param1 = 0;
-                               if (f.param_type == CPT_LIGHT)
-                                       param1 = 0xee;
-
-                               /*
-                                       Make a mesh from the node
-                               */
-                               MeshMakeData mesh_make_data(gamedef, false);
-                               u8 param2 = 0;
-                               if (f.param_type_2 == CPT2_WALLMOUNTED)
-                                       param2 = 1;
-                               MapNode mesh_make_node(id, param1, param2);
-                               mesh_make_data.fillSingleNode(&mesh_make_node);
-                               MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
-                               node_mesh = mapblock_mesh.getMesh();
-                               node_mesh->grab();
-                               video::SColor c(255, 255, 255, 255);
-                               setMeshColor(node_mesh, c);
-
-                               // scale and translate the mesh so it's a
-                               // unit cube centered on the origin
-                               scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
-                               translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
-                       }
+       return result;
+}
 
-                       /*
-                               Draw node mesh into a render target texture
-                       */
-                       if (need_rtt_mesh) {
-                               TextureFromMeshParams params;
-                               params.mesh = node_mesh;
-                               params.dim.set(64, 64);
-                               params.rtt_texture_name = "INVENTORY_"
-                                       + def.name + "_RTT";
-                               params.delete_texture_on_shutdown = true;
-                               params.camera_position.set(0, 1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.camera_lookat.set(0, 0, 0);
-                               // Set orthogonal projection
-                               params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
-                                               1.65, 1.65, 0, 100);
-                               params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
-                               params.light_position.set(10, 100, -50);
-                               params.light_color.set(1.0, 0.5, 0.5, 0.5);
-                               params.light_radius = 1000;
+/******************************************************************************/
+bool CItemDefManager::isKnown(const std::string &name_) const
+{
+       // Convert name according to possible alias
+       std::string name = getAlias(name_);
+       // Get the definition
+       std::map<std::string, ItemDefinition*>::const_iterator i;
 
-#ifdef __ANDROID__
-                               params.camera_position.set(0, -1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.light_position.set(10, -100, -50);
-#endif
-                               cc->inventory_texture =
-                                       tsrc->generateTextureFromMesh(params);
+       return m_item_definitions.find(name) != m_item_definitions.end();
+}
+#ifndef SERVER
 
-                               // render-to-target didn't work
-                               if (cc->inventory_texture == NULL) {
-                                       cc->inventory_texture =
-                                               tsrc->getTexture(f.tiledef[0].name);
-                               }
-                       }
+/******************************************************************************/
+CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
+               IGameDef *gamedef) const
+{
+       infostream<<"Lazily creating item texture and mesh for \""
+                       <<name<<"\""<<std::endl;
 
-                       /*
-                               Use the node mesh as the wield mesh
-                       */
-                       if (need_wield_mesh) {
-                               cc->wield_mesh = node_mesh;
-                               cc->wield_mesh->grab();
+       // This is not thread-safe
+       sanity_check(thr_is_current_thread(m_main_thread));
 
-                               // no way reference count can be smaller than 2 in this place!
-                               assert(cc->wield_mesh->getReferenceCount() >= 2);
-                       }
+       // Skip if already in cache
+       ClientCached *cc = NULL;
+       m_clientcached.get(name, &cc);
+       if (cc)
+               return cc;
 
-                       if (node_mesh)
-                               node_mesh->drop();
-               }
+       ITextureSource *tsrc = gamedef->getTextureSource();
+       INodeDefManager *nodedef = gamedef->getNodeDefManager();
+       const ItemDefinition &def = get(name);
+
+       // Create new ClientCached
+       cc = new ClientCached();
+
+       // Create an inventory texture
+       cc->inventory_texture = NULL;
+       if (def.inventory_image != "")
+               cc->inventory_texture = tsrc->getTexture(def.inventory_image);
+
+       // Additional processing for nodes:
+       // - Create a wield mesh if WieldMeshSceneNode can't render
+       //   the node on its own.
+       // - If inventory_texture isn't set yet, create one using
+       //   render-to-texture.
+       if (def.type == ITEM_NODE) {
+               createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
+       }
+
+       // Put in cache
+       m_clientcached.set(name, cc);
 
-               // Put in cache
-               m_clientcached.set(name, cc);
+       return cc;
+}
 
+/******************************************************************************/
+CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
+               IGameDef *gamedef) const
+{
+       ClientCached *cc = NULL;
+       m_clientcached.get(name, &cc);
+       if (cc)
                return cc;
+
+       if (thr_is_current_thread(m_main_thread)) {
+
+               return createClientCachedDirect(name, gamedef);
        }
-       ClientCached* getClientCached(const std::string &name,
-                       IGameDef *gamedef) const
+       else
        {
-               ClientCached *cc = NULL;
-               m_clientcached.get(name, &cc);
-               if(cc)
-                       return cc;
+               // We're gonna ask the result to be put into here
+               static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
 
-               if(thr_is_current_thread(m_main_thread))
-               {
-                       return createClientCachedDirect(name, gamedef);
-               }
-               else
-               {
-                       // We're gonna ask the result to be put into here
-                       static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
-
-                       // Throw a request in
-                       m_get_clientcached_queue.add(name, 0, 0, &result_queue);
-                       try{
-                               while(true) {
-                                       // Wait result for a second
-                                       GetResult<std::string, ClientCached*, u8, u8>
-                                               result = result_queue.pop_front(1000);
-
-                                       if (result.key == name) {
-                                               return result.item;
-                                       }
+               // Throw a request in
+               m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+               try{
+                       while (true) {
+                               // Wait result for a second
+                               GetResult<std::string, ClientCached*, u8, u8>
+                                       result = result_queue.pop_front(1000);
+
+                               if (result.key == name) {
+                                       return result.item;
                                }
                        }
-                       catch(ItemNotFoundException &e)
-                       {
-                               errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
-                               return &m_dummy_clientcached;
-                       }
                }
-       }
-       // Get item inventory texture
-       virtual video::ITexture* getInventoryTexture(const std::string &name,
-                       IGameDef *gamedef) const
-       {
-               ClientCached *cc = getClientCached(name, gamedef);
-               if(!cc)
-                       return NULL;
-               return cc->inventory_texture;
-       }
-       // Get item wield mesh
-       virtual scene::IMesh* getWieldMesh(const std::string &name,
-                       IGameDef *gamedef) const
-       {
-               ClientCached *cc = getClientCached(name, gamedef);
-               if(!cc)
-                       return NULL;
-               return cc->wield_mesh;
-       }
-#endif
-       void clear()
-       {
-               for(std::map<std::string, ItemDefinition*>::const_iterator
-                               i = m_item_definitions.begin();
-                               i != m_item_definitions.end(); ++i)
+               catch(ItemNotFoundException &e)
                {
-                       delete i->second;
+                       errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
+                       return &m_dummy_clientcached;
                }
-               m_item_definitions.clear();
-               m_aliases.clear();
-
-               // Add the four builtin items:
-               //   "" is the hand
-               //   "unknown" is returned whenever an undefined item
-               //     is accessed (is also the unknown node)
-               //   "air" is the air node
-               //   "ignore" is the ignore node
-
-               ItemDefinition* hand_def = new ItemDefinition;
-               hand_def->name = "";
-               hand_def->wield_image = "wieldhand.png";
-               hand_def->tool_capabilities = new ToolCapabilities;
-               m_item_definitions.insert(std::make_pair("", hand_def));
-
-               ItemDefinition* unknown_def = new ItemDefinition;
-               unknown_def->type = ITEM_NODE;
-               unknown_def->name = "unknown";
-               m_item_definitions.insert(std::make_pair("unknown", unknown_def));
-
-               ItemDefinition* air_def = new ItemDefinition;
-               air_def->type = ITEM_NODE;
-               air_def->name = "air";
-               m_item_definitions.insert(std::make_pair("air", air_def));
-
-               ItemDefinition* ignore_def = new ItemDefinition;
-               ignore_def->type = ITEM_NODE;
-               ignore_def->name = "ignore";
-               m_item_definitions.insert(std::make_pair("ignore", ignore_def));
        }
-       virtual void registerItem(const ItemDefinition &def)
-       {
-               verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
-               // Ensure that the "" item (the hand) always has ToolCapabilities
-               if(def.name == "")
-                       FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
-
-               if(m_item_definitions.count(def.name) == 0)
-                       m_item_definitions[def.name] = new ItemDefinition(def);
-               else
-                       *(m_item_definitions[def.name]) = def;
-
-               // Remove conflicting alias if it exists
-               bool alias_removed = (m_aliases.erase(def.name) != 0);
-               if(alias_removed)
-                       infostream<<"ItemDefManager: erased alias "<<def.name
-                                       <<" because item was defined"<<std::endl;
+}
+
+/******************************************************************************/
+// Get item inventory texture
+video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
+               IGameDef *gamedef) const
+{
+       ClientCached *cc = getClientCached(name, gamedef);
+       if (!cc)
+               return NULL;
+
+       return cc->inventory_texture;
+}
+
+/******************************************************************************/
+// Get item wield mesh
+scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
+               IGameDef *gamedef) const
+{
+       ClientCached *cc = getClientCached(name, gamedef);
+       if (!cc)
+               return NULL;
+
+       return cc->wield_mesh;
+}
+#endif
+
+/******************************************************************************/
+void CItemDefManager::clear()
+{
+       for (std::map<std::string, ItemDefinition*>::const_iterator
+                       i = m_item_definitions.begin();
+                       i != m_item_definitions.end(); ++i) {
+
+               delete i->second;
        }
-       virtual void registerAlias(const std::string &name,
-                       const std::string &convert_to)
-       {
-               if(m_item_definitions.find(name) == m_item_definitions.end())
-               {
-                       verbosestream<<"ItemDefManager: setting alias "<<name
-                               <<" -> "<<convert_to<<std::endl;
-                       m_aliases[name] = convert_to;
-               }
+       m_item_definitions.clear();
+       m_aliases.clear();
+
+       // Add the four builtin items:
+       //   "" is the hand
+       //   "unknown" is returned whenever an undefined item
+       //     is accessed (is also the unknown node)
+       //   "air" is the air node
+       //   "ignore" is the ignore node
+
+       ItemDefinition* hand_def = new ItemDefinition;
+       hand_def->name = "";
+       hand_def->wield_image = "wieldhand.png";
+       hand_def->tool_capabilities = new ToolCapabilities;
+       m_item_definitions.insert(std::make_pair("", hand_def));
+
+       ItemDefinition* unknown_def = new ItemDefinition;
+       unknown_def->type = ITEM_NODE;
+       unknown_def->name = "unknown";
+       m_item_definitions.insert(std::make_pair("unknown", unknown_def));
+
+       ItemDefinition* air_def = new ItemDefinition;
+       air_def->type = ITEM_NODE;
+       air_def->name = "air";
+       m_item_definitions.insert(std::make_pair("air", air_def));
+
+       ItemDefinition* ignore_def = new ItemDefinition;
+       ignore_def->type = ITEM_NODE;
+       ignore_def->name = "ignore";
+       m_item_definitions.insert(std::make_pair("ignore", ignore_def));
+}
+
+/******************************************************************************/
+void CItemDefManager::registerItem(const ItemDefinition &def)
+{
+       verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
+       // Ensure that the "" item (the hand) always has ToolCapabilities
+       if (def.name == "")
+               FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
+
+       if (m_item_definitions.count(def.name) == 0)
+               m_item_definitions[def.name] = new ItemDefinition(def);
+       else
+               *(m_item_definitions[def.name]) = def;
+
+       // Remove conflicting alias if it exists
+       bool alias_removed = (m_aliases.erase(def.name) != 0);
+       if (alias_removed)
+               infostream<<"ItemDefManager: erased alias "<<def.name
+                               <<" because item was defined"<<std::endl;
+}
+
+/******************************************************************************/
+void CItemDefManager::registerAlias(const std::string &name,
+               const std::string &convert_to)
+{
+       if (m_item_definitions.find(name) == m_item_definitions.end()) {
+
+               verbosestream<<"ItemDefManager: setting alias "<<name
+                       <<" -> "<<convert_to<<std::endl;
+               m_aliases[name] = convert_to;
+       }
+}
+
+/******************************************************************************/
+void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
+{
+       writeU8(os, 0); // version
+       u16 count = m_item_definitions.size();
+       writeU16(os, count);
+
+       for (std::map<std::string, ItemDefinition *>::const_iterator
+                       it = m_item_definitions.begin();
+                       it != m_item_definitions.end(); ++it) {
+               ItemDefinition *def = it->second;
+               // Serialize ItemDefinition and write wrapped in a string
+               std::ostringstream tmp_os(std::ios::binary);
+               def->serialize(tmp_os, protocol_version);
+               os << serializeString(tmp_os.str());
        }
-       void serialize(std::ostream &os, u16 protocol_version)
-       {
-               writeU8(os, 0); // version
-               u16 count = m_item_definitions.size();
-               writeU16(os, count);
-
-               for (std::map<std::string, ItemDefinition *>::const_iterator
-                               it = m_item_definitions.begin();
-                               it != m_item_definitions.end(); ++it) {
-                       ItemDefinition *def = it->second;
-                       // Serialize ItemDefinition and write wrapped in a string
-                       std::ostringstream tmp_os(std::ios::binary);
-                       def->serialize(tmp_os, protocol_version);
-                       os << serializeString(tmp_os.str());
-               }
 
-               writeU16(os, m_aliases.size());
+       writeU16(os, m_aliases.size());
 
-               for (StringMap::const_iterator
-                               it = m_aliases.begin();
-                               it != m_aliases.end(); ++it) {
-                       os << serializeString(it->first);
-                       os << serializeString(it->second);
-               }
+       for (StringMap::const_iterator
+                       it = m_aliases.begin();
+                       it != m_aliases.end(); ++it) {
+               os << serializeString(it->first);
+               os << serializeString(it->second);
        }
-       void deSerialize(std::istream &is)
-       {
-               // Clear everything
-               clear();
-               // Deserialize
-               int version = readU8(is);
-               if(version != 0)
-                       throw SerializationError("unsupported ItemDefManager version");
-               u16 count = readU16(is);
-               for(u16 i=0; i<count; i++)
-               {
-                       // Deserialize a string and grab an ItemDefinition from it
-                       std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
-                       ItemDefinition def;
-                       def.deSerialize(tmp_is);
-                       // Register
-                       registerItem(def);
-               }
-               u16 num_aliases = readU16(is);
-               for(u16 i=0; i<num_aliases; i++)
-               {
-                       std::string name = deSerializeString(is);
-                       std::string convert_to = deSerializeString(is);
-                       registerAlias(name, convert_to);
-               }
+}
+
+/******************************************************************************/
+void CItemDefManager::deSerialize(std::istream &is)
+{
+       // Clear everything
+       clear();
+       // Deserialize
+       int version = readU8(is);
+       if(version != 0)
+               throw SerializationError("unsupported ItemDefManager version");
+       u16 count = readU16(is);
+
+       for (u16 i=0; i<count; i++) {
+
+               // Deserialize a string and grab an ItemDefinition from it
+               std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
+               ItemDefinition def;
+               def.deSerialize(tmp_is);
+               // Register
+               registerItem(def);
        }
-       void processQueue(IGameDef *gamedef)
-       {
+
+       u16 num_aliases = readU16(is);
+       for (u16 i=0; i<num_aliases; i++) {
+
+               std::string name = deSerializeString(is);
+               std::string convert_to = deSerializeString(is);
+               registerAlias(name, convert_to);
+       }
+}
+
+/******************************************************************************/
+void CItemDefManager::processQueue(IGameDef *gamedef)
+{
 #ifndef SERVER
-               //NOTE this is only thread safe for ONE consumer thread!
-               while(!m_get_clientcached_queue.empty())
-               {
-                       GetRequest<std::string, ClientCached*, u8, u8>
-                                       request = m_get_clientcached_queue.pop();
+       //NOTE this is only thread safe for ONE consumer thread!
+       while (!m_get_clientcached_queue.empty()) {
 
-                       m_get_clientcached_queue.pushResult(request,
-                                       createClientCachedDirect(request.key, gamedef));
-               }
-#endif
+               GetRequest<std::string, ClientCached*, u8, u8>
+                               request = m_get_clientcached_queue.pop();
+
+               m_get_clientcached_queue.pushResult(request,
+                               createClientCachedDirect(request.key, gamedef));
        }
-private:
-       // Key is name
-       std::map<std::string, ItemDefinition*> m_item_definitions;
-       // Aliases
-       StringMap m_aliases;
+#endif
+}
+
 #ifndef SERVER
-       // The id of the thread that is allowed to use irrlicht directly
-       threadid_t m_main_thread;
-       // A reference to this can be returned when nothing is found, to avoid NULLs
-       mutable ClientCached m_dummy_clientcached;
-       // Cached textures and meshes
-       mutable MutexedMap<std::string, ClientCached*> m_clientcached;
-       // Queued clientcached fetches (to be processed by the main thread)
-       mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
+/******************************************************************************/
+void CItemDefManager::createNodeItemTexture(const std::string& name,
+               const ItemDefinition& def, INodeDefManager* nodedef,
+               ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
+{
+       // Get node properties
+       content_t id = nodedef->getId(name);
+       const ContentFeatures& f = nodedef->get(id);
+       bool need_rtt_mesh = cc->inventory_texture == NULL;
+       // Keep this in sync with WieldMeshSceneNode::setItem()
+       bool need_wield_mesh = !(f.mesh_ptr[0] || f.drawtype == NDT_NORMAL
+                       || f.drawtype == NDT_ALLFACES || f.drawtype == NDT_AIRLIKE);
+       scene::IMesh* node_mesh = NULL;
+
+       if (need_rtt_mesh || need_wield_mesh) {
+
+               u8 param1 = 0;
+               if (f.param_type == CPT_LIGHT)
+                       param1 = 0xee;
+
+               /*
+                Make a mesh from the node
+                */
+               MeshMakeData mesh_make_data(gamedef, false);
+               u8 param2 = 0;
+               if (f.param_type_2 == CPT2_WALLMOUNTED)
+                       param2 = 1;
+
+               MapNode mesh_make_node(id, param1, param2);
+               mesh_make_data.fillSingleNode(&mesh_make_node);
+               MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+               node_mesh = mapblock_mesh.getMesh();
+               node_mesh->grab();
+               video::SColor c(255, 255, 255, 255);
+               setMeshColor(node_mesh, c);
+               // scale and translate the mesh so it's a
+               // unit cube centered on the origin
+               scaleMesh(node_mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
+               translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+       }
+       /*
+        Draw node mesh into a render target texture
+        */
+       if (need_rtt_mesh) {
+
+               TextureFromMeshParams params;
+               params.mesh = node_mesh;
+               params.dim.set(64, 64);
+               params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
+               params.delete_texture_on_shutdown = true;
+               params.camera_position.set(0, 1.0, -1.5);
+               params.camera_position.rotateXZBy(45);
+               params.camera_lookat.set(0, 0, 0);
+               // Set orthogonal projection
+               params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65,
+                               1.65, 0, 100);
+               params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
+               params.light_position.set(10, 100, -50);
+               params.light_color.set(1.0, 0.5, 0.5, 0.5);
+               params.light_radius = 1000;
+               cc->inventory_texture = tsrc->generateTextureFromMesh(params);
+               // render-to-target didn't work
+               if (cc->inventory_texture == NULL) {
+
+                       cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name);
+               }
+       }
+       /*
+        Use the node mesh as the wield mesh
+        */
+       if (need_wield_mesh) {
+
+               cc->wield_mesh = node_mesh;
+               cc->wield_mesh->grab();
+               // no way reference count can be smaller than 2 in this place!
+               assert(cc->wield_mesh->getReferenceCount() >= 2);
+       }
+       if (node_mesh)
+               node_mesh->drop();
+}
 #endif
-};
+
+/******************************************************************************/
 
 IWritableItemDefManager* createItemDefManager()
 {
index 805b4aa5dd09bfb8b977bad71b93177a4d7bdcef..fb157705f2b04006ae7d9e54374e657e65c73924 100644 (file)
@@ -25,9 +25,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <string>
 #include <iostream>
 #include <set>
+#include <map>
 #include "itemgroup.h"
 #include "sound.h"
+#include "util/container.h"
+#include "util/thread.h"
+
+#ifndef SERVER
+#include "client/tile.h"
+#endif
+
 class IGameDef;
+class INodeDefManager;
 struct ToolCapabilities;
 
 /*
@@ -39,7 +48,7 @@ enum ItemType
        ITEM_NONE,
        ITEM_NODE,
        ITEM_CRAFT,
-       ITEM_TOOL,
+       ITEM_TOOL
 };
 
 struct ItemDefinition
@@ -157,6 +166,77 @@ public:
        virtual void processQueue(IGameDef *gamedef)=0;
 };
 
+
+class CItemDefManager: public IWritableItemDefManager
+{
+public:
+       CItemDefManager();
+       virtual ~CItemDefManager();
+       virtual const ItemDefinition& get(const std::string &name_) const;
+       virtual std::string getAlias(const std::string &name) const;
+       virtual std::set<std::string> getAll() const;
+       virtual bool isKnown(const std::string &name_) const;
+
+#ifndef SERVER
+       // Get item inventory texture
+       virtual video::ITexture* getInventoryTexture(const std::string &name,
+                       IGameDef *gamedef) const;
+
+       // Get item wield mesh
+       virtual scene::IMesh* getWieldMesh(const std::string &name,
+                       IGameDef *gamedef) const;
+#endif
+       void clear();
+
+       virtual void registerItem(const ItemDefinition &def);
+       virtual void registerAlias(const std::string &name,
+                       const std::string &convert_to);
+       void serialize(std::ostream &os, u16 protocol_version);
+       void deSerialize(std::istream &is);
+
+       void processQueue(IGameDef *gamedef);
+
+private:
+
+#ifndef SERVER
+       struct ClientCached
+       {
+               video::ITexture *inventory_texture;
+               scene::IMesh *wield_mesh;
+
+               ClientCached();
+       };
+
+       void createNodeItemTexture(const std::string& name,
+                       const ItemDefinition& def, INodeDefManager* nodedef,
+                       ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
+
+       ClientCached* createClientCachedDirect(const std::string &name,
+                       IGameDef *gamedef) const;
+
+       ClientCached* getClientCached(const std::string &name,
+                       IGameDef *gamedef) const;
+
+       // The id of the thread that is allowed to use irrlicht directly
+       threadid_t m_main_thread;
+
+       // A reference to this can be returned when nothing is found, to avoid NULLs
+       mutable ClientCached m_dummy_clientcached;
+
+       // Cached textures and meshes
+       mutable MutexedMap<std::string, ClientCached*> m_clientcached;
+
+       // Queued clientcached fetches (to be processed by the main thread)
+       mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
+#endif
+
+       // Key is name
+       std::map<std::string, ItemDefinition*> m_item_definitions;
+
+       // Aliases
+       std::map<std::string, std::string> m_aliases;
+};
+
 IWritableItemDefManager* createItemDefManager();
 
 #endif