forked from Mirrorlandia_minetest/minetest
fix: some code tidy about includes & irr namespaces
This commit is contained in:
parent
48d5abd5be
commit
de85bc9227
@ -1475,7 +1475,7 @@ bool Client::updateWieldedItem()
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return true;
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}
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irr::scene::ISceneManager* Client::getSceneManager()
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scene::ISceneManager* Client::getSceneManager()
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{
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return m_rendering_engine->get_scene_manager();
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}
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@ -356,7 +356,7 @@ public:
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void setCamera(Camera* camera) { m_camera = camera; }
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Camera* getCamera () { return m_camera; }
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irr::scene::ISceneManager *getSceneManager();
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scene::ISceneManager *getSceneManager();
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bool shouldShowMinimap() const;
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@ -33,17 +33,13 @@ class LocalPlayer;
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struct ItemStack;
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class WieldMeshSceneNode;
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namespace irr { namespace scene {
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class ISceneManager;
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}}
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
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virtual ~ClientActiveObject();
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virtual void addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr) = 0;
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virtual void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr) = 0;
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virtual void removeFromScene(bool permanent) {}
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virtual void updateLight(u32 day_night_ratio) {}
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@ -30,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Menu clouds are created later
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class Clouds;
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Clouds *g_menuclouds = NULL;
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irr::scene::ISceneManager *g_menucloudsmgr = NULL;
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scene::ISceneManager *g_menucloudsmgr = NULL;
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// Constant for now
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static constexpr const float cloud_size = BS * 64.0f;
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@ -29,8 +29,7 @@ class Clouds;
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extern Clouds *g_menuclouds;
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// Scene manager used for menu clouds
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namespace irr{namespace scene{class ISceneManager;}}
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extern irr::scene::ISceneManager *g_menucloudsmgr;
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extern scene::ISceneManager *g_menucloudsmgr;
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class Clouds : public scene::ISceneNode
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{
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@ -188,7 +188,7 @@ public:
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr);
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void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
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void removeFromScene(bool permanent);
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void updateLight(u32 day_night_ratio);
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void updateNodePos();
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@ -219,7 +219,7 @@ ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
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return new TestCAO(client, env);
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}
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void TestCAO::addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr)
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void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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{
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if(m_node != NULL)
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return;
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@ -590,7 +590,7 @@ void GenericCAO::removeFromScene(bool permanent)
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m_client->getMinimap()->removeMarker(&m_marker);
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}
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void GenericCAO::addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr)
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void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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{
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m_smgr = smgr;
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@ -1484,10 +1484,10 @@ void GenericCAO::updateBonePosition()
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if (m_bone_position.empty() || !m_animated_meshnode)
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return;
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
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for (auto &it : m_bone_position) {
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std::string bone_name = it.first;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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if (bone) {
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bone->setPosition(it.second.X);
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bone->setRotation(it.second.Y);
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@ -1496,7 +1496,7 @@ void GenericCAO::updateBonePosition()
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// search through bones to find mistakenly rotated bones due to bug in Irrlicht
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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if (!bone)
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continue;
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@ -1924,7 +1924,7 @@ void GenericCAO::updateMeshCulling()
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return;
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}
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irr::scene::ISceneNode *node = getSceneNode();
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scene::ISceneNode *node = getSceneNode();
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if (!node)
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return;
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@ -236,7 +236,7 @@ public:
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void removeFromScene(bool permanent);
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void addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr);
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void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
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inline void expireVisuals()
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{
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@ -61,7 +61,7 @@ static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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irr::scene::IMeshManipulator *mm):
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scene::IMeshManipulator *mm):
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data(input),
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collector(output),
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nodedef(data->m_client->ndef()),
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@ -173,7 +173,7 @@ public:
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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irr::scene::IMeshManipulator *mm);
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scene::IMeshManipulator *mm);
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void generate();
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void renderSingle(content_t node, u8 param2 = 0x00);
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};
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@ -839,7 +839,7 @@ private:
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MapDrawControl *draw_control = nullptr;
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Camera *camera = nullptr;
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Clouds *clouds = nullptr; // Free using ->Drop()
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Sky *m_sky = nullptr; // Free using ->Drop()
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Sky *sky = nullptr; // Free using ->Drop()
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Hud *hud = nullptr;
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Minimap *mapper = nullptr;
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@ -1159,8 +1159,8 @@ void Game::shutdown()
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if (gui_chat_console)
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gui_chat_console->drop();
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if (m_sky)
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m_sky->drop();
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if (sky)
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sky->drop();
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/* cleanup menus */
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while (g_menumgr.menuCount() > 0) {
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@ -1346,8 +1346,8 @@ bool Game::createClient(const GameStartData &start_data)
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/* Skybox
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*/
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m_sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
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scsf->setSky(m_sky);
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sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
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scsf->setSky(sky);
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skybox = NULL; // This is used/set later on in the main run loop
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/* Pre-calculated values
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@ -2754,23 +2754,23 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
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void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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{
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m_sky->setVisible(false);
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sky->setVisible(false);
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// Whether clouds are visible in front of a custom skybox.
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m_sky->setCloudsEnabled(event->set_sky->clouds);
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sky->setCloudsEnabled(event->set_sky->clouds);
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if (skybox) {
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skybox->remove();
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skybox = NULL;
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}
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// Clear the old textures out in case we switch rendering type.
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m_sky->clearSkyboxTextures();
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sky->clearSkyboxTextures();
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// Handle according to type
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if (event->set_sky->type == "regular") {
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// Shows the mesh skybox
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m_sky->setVisible(true);
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sky->setVisible(true);
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// Update mesh based skybox colours if applicable.
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m_sky->setSkyColors(event->set_sky->sky_color);
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m_sky->setHorizonTint(
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sky->setSkyColors(event->set_sky->sky_color);
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sky->setHorizonTint(
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event->set_sky->fog_sun_tint,
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event->set_sky->fog_moon_tint,
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event->set_sky->fog_tint_type
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@ -2778,27 +2778,27 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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} else if (event->set_sky->type == "skybox" &&
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event->set_sky->textures.size() == 6) {
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// Disable the dyanmic mesh skybox:
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m_sky->setVisible(false);
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sky->setVisible(false);
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// Set fog colors:
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m_sky->setFallbackBgColor(event->set_sky->bgcolor);
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sky->setFallbackBgColor(event->set_sky->bgcolor);
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// Set sunrise and sunset fog tinting:
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m_sky->setHorizonTint(
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sky->setHorizonTint(
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event->set_sky->fog_sun_tint,
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event->set_sky->fog_moon_tint,
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event->set_sky->fog_tint_type
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);
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// Add textures to skybox.
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for (int i = 0; i < 6; i++)
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m_sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
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sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
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} else {
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// Handle everything else as plain color.
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if (event->set_sky->type != "plain")
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infostream << "Unknown sky type: "
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<< (event->set_sky->type) << std::endl;
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m_sky->setVisible(false);
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m_sky->setFallbackBgColor(event->set_sky->bgcolor);
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sky->setVisible(false);
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sky->setFallbackBgColor(event->set_sky->bgcolor);
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// Disable directional sun/moon tinting on plain or invalid skyboxes.
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m_sky->setHorizonTint(
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sky->setHorizonTint(
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event->set_sky->bgcolor,
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event->set_sky->bgcolor,
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"custom"
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@ -2810,30 +2810,30 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
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{
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m_sky->setSunVisible(event->sun_params->visible);
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m_sky->setSunTexture(event->sun_params->texture,
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sky->setSunVisible(event->sun_params->visible);
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sky->setSunTexture(event->sun_params->texture,
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event->sun_params->tonemap, texture_src);
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m_sky->setSunScale(event->sun_params->scale);
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m_sky->setSunriseVisible(event->sun_params->sunrise_visible);
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m_sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
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sky->setSunScale(event->sun_params->scale);
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sky->setSunriseVisible(event->sun_params->sunrise_visible);
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sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
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delete event->sun_params;
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}
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void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
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{
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m_sky->setMoonVisible(event->moon_params->visible);
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m_sky->setMoonTexture(event->moon_params->texture,
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sky->setMoonVisible(event->moon_params->visible);
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sky->setMoonTexture(event->moon_params->texture,
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event->moon_params->tonemap, texture_src);
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m_sky->setMoonScale(event->moon_params->scale);
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sky->setMoonScale(event->moon_params->scale);
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delete event->moon_params;
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}
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void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
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{
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m_sky->setStarsVisible(event->star_params->visible);
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m_sky->setStarCount(event->star_params->count, false);
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m_sky->setStarColor(event->star_params->starcolor);
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m_sky->setStarScale(event->star_params->scale);
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sky->setStarsVisible(event->star_params->visible);
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sky->setStarCount(event->star_params->count, false);
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sky->setStarColor(event->star_params->starcolor);
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sky->setStarScale(event->star_params->scale);
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delete event->star_params;
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}
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@ -3710,7 +3710,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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direct_brightness = time_brightness;
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sunlight_seen = true;
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} else {
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float old_brightness = m_sky->getBrightness();
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float old_brightness = sky->getBrightness();
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direct_brightness = client->getEnv().getClientMap()
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.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
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daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
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@ -3737,7 +3737,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.time_of_day_smooth = time_of_day_smooth;
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m_sky->update(time_of_day_smooth, time_brightness, direct_brightness,
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sky->update(time_of_day_smooth, time_brightness, direct_brightness,
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sunlight_seen, camera->getCameraMode(), player->getYaw(),
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player->getPitch());
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@ -3745,7 +3745,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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Update clouds
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*/
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if (clouds) {
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if (m_sky->getCloudsVisible()) {
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if (sky->getCloudsVisible()) {
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clouds->setVisible(true);
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clouds->step(dtime);
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// camera->getPosition is not enough for 3rd person views
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@ -3755,14 +3755,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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clouds->update(camera_node_position,
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m_sky->getCloudColor());
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sky->getCloudColor());
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if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
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// if inside clouds, and fog enabled, use that as sky
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// color(s)
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video::SColor clouds_dark = clouds->getColor()
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.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
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m_sky->overrideColors(clouds_dark, clouds->getColor());
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m_sky->setInClouds(true);
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sky->overrideColors(clouds_dark, clouds->getColor());
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sky->setInClouds(true);
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runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
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// do not draw clouds after all
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clouds->setVisible(false);
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@ -3783,7 +3783,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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if (m_cache_enable_fog) {
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driver->setFog(
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m_sky->getBgColor(),
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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runData.fog_range * m_cache_fog_start,
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runData.fog_range * 1.0,
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@ -3793,7 +3793,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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);
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} else {
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driver->setFog(
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m_sky->getBgColor(),
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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100000 * BS,
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110000 * BS,
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@ -3873,7 +3873,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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Drawing begins
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*/
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const video::SColor &skycolor = m_sky->getSkyColor();
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const video::SColor &skycolor = sky->getSkyColor();
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TimeTaker tt_draw("Draw scene");
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driver->beginScene(true, true, skycolor);
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@ -225,7 +225,7 @@ bool RenderingEngine::print_video_modes()
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return videomode_list != NULL;
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}
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void RenderingEngine::removeMesh(const irr::scene::IMesh* mesh)
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void RenderingEngine::removeMesh(const scene::IMesh* mesh)
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{
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m_device->getSceneManager()->getMeshCache()->removeMesh(mesh);
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}
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@ -26,9 +26,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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namespace irr { namespace scene {
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class IMesh;
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}}
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class ITextureSource;
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class Camera;
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class Client;
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@ -60,7 +57,7 @@ public:
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static bool print_video_modes();
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void cleanupMeshCache();
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void removeMesh(const irr::scene::IMesh* mesh);
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void removeMesh(const scene::IMesh* mesh);
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static v2u32 getWindowSize()
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{
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@ -39,6 +39,8 @@ extern "C" {
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#include "itemgroup.h"
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#include "itemdef.h"
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#include "c_types.h"
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// We do a explicit path include because by default c_content.h include src/client/hud.h
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// prior to the src/hud.h, which is not good on server only build
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#include "../../hud.h"
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namespace Json { class Value; }
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@ -29,7 +29,7 @@ public:
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TestClientActiveObject() : ClientActiveObject(0, nullptr, nullptr) {}
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~TestClientActiveObject() = default;
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ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_TEST; }
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virtual void addToScene(ITextureSource *tsrc, irr::scene::ISceneManager *smgr) {}
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virtual void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr) {}
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};
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class TestClientActiveObjectMgr : public TestBase
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