Revert "Add support for using arbitrary meshes as items"

This reverts commit 91bafceee6606fab79db1bde4cba01b84fed65c7.

Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
This commit is contained in:
Sapier 2015-12-29 19:53:38 +01:00
parent 61cb4d52a6
commit 25d128da36
5 changed files with 9 additions and 185 deletions

@ -954,43 +954,15 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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_wield_meshnode = new WieldMeshSceneNode(
smgr->getRootSceneNode(), smgr, -1);
m_wield_meshnode->setItem(item, m_gamedef);
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));
}
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
@ -1430,21 +1402,6 @@ void GenericCAO::updateTextures(const std::string &mod)
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)
{

@ -77,8 +77,6 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
range = def.range;
meshname = def.meshname;
meshtexture = def.meshtexture;
return *this;
}
@ -159,10 +157,6 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
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)
@ -220,10 +214,6 @@ 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);
}
/*
@ -351,7 +341,7 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
// Create an inventory texture
cc->inventory_texture = NULL;
if (!def.inventory_image.empty())
if (def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Additional processing for nodes:
@ -362,10 +352,6 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
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);
@ -664,100 +650,6 @@ void CItemDefManager::createNodeItemTexture(const std::string& name,
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
/******************************************************************************/

@ -66,8 +66,6 @@ struct ItemDefinition
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
@ -213,13 +211,6 @@ private:
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;

@ -58,8 +58,6 @@ ItemDefinition read_item_definition(lua_State* L,int index,
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)){

@ -386,20 +386,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
}
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;