IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- m_wield_meshnode = new WieldMeshSceneNode(
- smgr->getRootSceneNode(), smgr, -1);
- m_wield_meshnode->setItem(item, m_gamedef);
-
- m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
- m_prop.visual_size.Y/2,
- m_prop.visual_size.X/2));
- u8 li = m_last_light;
- m_wield_meshnode->setColor(video::SColor(255,li,li,li));
+ if (!item.getDefinition(idef).meshname.empty())
+ {
+ scene::IAnimatedMesh *mesh = m_gamedef->getMesh(item.getDefinition(idef).meshname);
+ if(mesh)
+ {
+ m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+
+ m_animated_meshnode->grab();
+ mesh->drop(); // The scene node took hold of it
+ m_animated_meshnode->animateJoints(); // Needed for some animations
+ m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
+ m_prop.visual_size.Y,
+ m_prop.visual_size.X));
+ u8 li = m_last_light;
+ setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ bool backface_culling = m_prop.backface_culling;
+ if (m_is_player)
+ backface_culling = false;
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
+ }
+ }
+ else {
+ m_wield_meshnode = new WieldMeshSceneNode(
+ smgr->getRootSceneNode(), smgr, -1);
+ m_wield_meshnode->setItem(item, m_gamedef);
+ m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+ m_prop.visual_size.Y/2,
+ m_prop.visual_size.X/2));
+ u8 li = m_last_light;
+ m_wield_meshnode->setColor(video::SColor(255,li,li,li));
+ }
}
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
}
}
+ else if (m_prop.visual == "wielditem") {
+ IItemDefManager *idef = m_gamedef->idef();
+ ItemStack item(m_prop.textures[0], 1, 0, "", idef);
+
+ if (!item.getDefinition(idef).meshname.empty()) {
+
+ unsigned int materialcount = m_animated_meshnode->getMaterialCount();
+
+ for (unsigned int i = 0; i < materialcount; i++) {
+ m_animated_meshnode->getMaterial(i)
+ .setTexture(0, tsrc->getTexture(item
+ .getDefinition(idef).meshtexture));
+ }
+ }
+ }
}
if(m_meshnode)
{
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
range = def.range;
+ meshname = def.meshname;
+ meshtexture = def.meshtexture;
return *this;
}
os << serializeString(sound_place_failed.name);
writeF1000(os, sound_place_failed.gain);
}
+
+ //TODO check for protocol version?
+ os<<serializeString(meshname);
+ os<<serializeString(meshtexture);
}
void ItemDefinition::deSerialize(std::istream &is)
sound_place_failed.name = deSerializeString(is);
sound_place_failed.gain = readF1000(is);
} catch(SerializationError &e) {};
+
+ //TODO check for protocol?
+ meshname = deSerializeString(is);
+ meshtexture = deSerializeString(is);
}
/*
// Create an inventory texture
cc->inventory_texture = NULL;
- if (def.inventory_image != "")
+ if (!def.inventory_image.empty())
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Additional processing for nodes:
if (def.type == ITEM_NODE) {
createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
}
+ else if (def.type == ITEM_CRAFT) {
+ if ( !def.meshname.empty())
+ createMeshItemTexture(name, def, nodedef, cc, gamedef, tsrc);
+ }
// Put in cache
m_clientcached.set(name, cc);
if (node_mesh)
node_mesh->drop();
}
+
+/******************************************************************************/
+void CItemDefManager::renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
+ ClientCached* cc, ITextureSource* tsrc) const
+{
+ video::ITexture *itemimage = cc->inventory_texture;
+
+ /*
+ Draw node mesh into a render target texture
+ */
+ TextureFromMeshParams params;
+ params.mesh = 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, 0.9, 0.9, 0.9);
+ 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 = itemimage;
+ }
+}
+
+/******************************************************************************/
+void CItemDefManager::createMeshItemTexture(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);
+
+ if (def.meshname == "")
+ return;
+
+ video::ITexture *texture = tsrc->getTexture(def.meshtexture);
+
+ infostream<<"CItemDefManager::createMeshItemTexture(): mesh"<<std::endl;
+
+ scene::IAnimatedMesh *mesh = gamedef->getMesh(def.meshname);
+ if(mesh)
+ {
+
+ video::SColor c(255, 255, 255, 255);
+ setMeshColor(mesh, c);
+
+ rotateMeshXZby(mesh, 180);
+
+ // scale and translate the mesh so it's a
+ // unit cube centered on the origin
+ scaleMesh(mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
+
+ // Customize materials
+ for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
+
+ video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
+ material.setTexture(0, texture);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ }
+
+ /*
+ Draw node mesh into a render target texture
+ */
+ renderMeshToTexture(def, mesh, cc, tsrc);
+
+ /*
+ Use the ingot mesh as the wield mesh
+ */
+
+ cc->wield_mesh = mesh;
+ cc->wield_mesh->grab();
+ // no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+
+ if (mesh)
+ mesh->drop();
+
+ }
+ else
+ errorstream<<"CItemDefManager::createMeshItemTexture(): Could not load mesh "<<def.meshname<<std::endl;
+}
#endif
/******************************************************************************/
std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
v3f wield_scale;
+ std::string meshname; // name of internal mesh (or meshfile to use TBD)
+ std::string meshtexture; // meshtexture
/*
Item stack and interaction properties
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
+ void createMeshItemTexture(const std::string& name,
+ const ItemDefinition& def, INodeDefManager* nodedef,
+ ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
+
+ void renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
+ ClientCached* cc, ITextureSource* tsrc) const;
+
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const;
getstringfield(L, index, "description", def.description);
getstringfield(L, index, "inventory_image", def.inventory_image);
getstringfield(L, index, "wield_image", def.wield_image);
+ getstringfield(L, index, "mesh", def.meshname);
+ getstringfield(L, index, "meshtexture", def.meshtexture);
lua_getfield(L, index, "wield_scale");
if(lua_istable(L, -1)){
}
return;
}
+ else if (idef->getWieldMesh(def.name, gamedef) != 0) {
+ irr::scene::IMesh * mesh = idef->getWieldMesh(def.name, gamedef);
+ m_meshnode->setMesh(mesh);
+ u32 material_count = m_meshnode->getMaterialCount();
+ for (u32 i = 0; i < material_count; ++i) {
+ video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+ material.MaterialType = m_material_type;
+ material.setTexture(0, tsrc->getTexture(def.meshtexture));
+ }
+ return;
+ }
else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
return;