forked from Mirrorlandia_minetest/minetest
Add a check for animation when getting an extruded mesh
Fixes issue #2667
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9af7f38e3f
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5fa4fed097
@ -259,14 +259,20 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
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}
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void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc)
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
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{
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video::ITexture *texture = tsrc->getTexture(imagename);
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if (!texture) {
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changeToMesh(NULL);
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return;
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}
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core::dimension2d<u32> dim = texture->getSize();
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// Detect animation texture and pull off top frame instead of using entire thing
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if (num_frames > 1) {
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u32 frame_height = dim.Height / num_frames;
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dim = core::dimension2d<u32>(dim.Width, frame_height);
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}
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scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
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changeToMesh(mesh);
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mesh->drop();
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@ -319,7 +325,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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setExtruded(def.wield_image, def.wield_scale, tsrc);
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setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
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return;
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}
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// Handle nodes
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@ -335,7 +341,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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} else if (f.drawtype == NDT_AIRLIKE) {
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changeToMesh(NULL);
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} else if (f.drawtype == NDT_PLANTLIKE) {
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setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
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setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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} else {
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@ -385,7 +391,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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return;
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}
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else if (def.inventory_image != "") {
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setExtruded(def.inventory_image, def.wield_scale, tsrc);
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setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
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return;
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}
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@ -41,7 +41,7 @@ public:
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void setCube(const TileSpec tiles[6],
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v3f wield_scale, ITextureSource *tsrc);
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void setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc);
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, IGameDef *gamedef);
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// Sets the vertex color of the wield mesh.
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