Add meshnode drawtype.

This commit is contained in:
RealBadAngel 2014-10-15 04:13:53 +02:00
parent d1ccc64e1e
commit 0066bd77d2
11 changed files with 374 additions and 6 deletions

@ -103,6 +103,7 @@ mods
| |-- screenshot.png
| |-- description.txt
| |-- init.lua
| |-- models
| |-- textures
| | |-- modname_stuff.png
| | `-- modname_something_else.png
@ -137,6 +138,9 @@ init.lua:
minetest.setting_get(name) and minetest.setting_getbool(name) can be used
to read custom or existing settings at load time, if necessary.
models:
Models for entities or meshnodes.
textures, sounds, media:
Media files (textures, sounds, whatever) that will be transferred to the
client and will be available for use by the mod.
@ -430,6 +434,7 @@ Look for examples in games/minimal or games/minetest_game.
- fencelike
- raillike
- nodebox -- See below. EXPERIMENTAL
- mesh -- use models for nodes
*_optional drawtypes need less rendering time if deactivated (always client side)
@ -469,6 +474,12 @@ A box of a regular node would look like:
type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
Meshes
-----------
If drawtype "mesh" is used tiles should hold model materials textures.
Only static meshes are implemented.
For supported model formats see Irrlicht engine documentation.
Ore types
---------------
These tell in what manner the ore is generated.
@ -2405,7 +2416,7 @@ Node definition (register_node)
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0,
^ Supported for drawtypes "plantlike", "signlike", "torchlike".
^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
^ For plantlike, the image will start at the bottom of the node; for the
^ other drawtypes, the image will be centered on the node.
^ Note that positioning for "torchlike" may still change.
@ -2439,6 +2450,7 @@ Node definition (register_node)
light_source = 0, -- Amount of light emitted by node
damage_per_second = 0, -- If player is inside node, this damage is caused
node_box = {type="regular"}, -- See "Node boxes"
mesh = "model",
selection_box = {type="regular"}, -- See "Node boxes"
^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
legacy_facedir_simple = false, -- Support maps made in and before January 2012

@ -2678,7 +2678,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
// Update node textures and assign shaders to each tile
infostream<<"- Updating node textures"<<std::endl;
m_nodedef->updateTextures(m_tsrc, m_shsrc);
m_nodedef->updateTextures(this);
// Preload item textures and meshes if configured to
if(g_settings->getBool("preload_item_visuals"))

@ -1715,6 +1715,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
makeCuboid(&collector, box, tiles, 6, c, txc);
}
break;}
case NDT_MESH:
{
v3f pos = intToFloat(p, BS);
video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
u8 facedir = n.getFaceDir(nodedef);
for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
collector.append(getNodeTileN(n, p, j, data),
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
buf->getIndices(), buf->getIndexCount(), pos, c);
}
break;}
}
}
}

@ -1428,3 +1428,54 @@ void MeshCollector::append(const TileSpec &tile,
p->vertices.push_back(vertices[i]);
}
}
/*
MeshCollector - for meshnodes and converted drawtypes.
*/
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c)
{
if(numIndices > 65535)
{
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
if(pp.indices.size() + numIndices > 65535)
continue;
p = &pp;
break;
}
if(p == NULL)
{
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
video::S3DVertex vert = vertices[i];
vert.Pos += pos;
vert.Color = c;
p->vertices.push_back(vert);
}
}

@ -174,6 +174,10 @@ struct MeshCollector
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c);
};
// This encodes

@ -408,3 +408,219 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
}
}
}
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
int axisdir = facedir>>2;
facedir &= 0x03;
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
switch (axisdir)
{
case 0:
if(facedir == 1)
vertices[i].Pos.rotateXZBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateXZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXZBy(90);
break;
case 1: // z+
vertices[i].Pos.rotateYZBy(90);
if(facedir == 1)
vertices[i].Pos.rotateXYBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateXYBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXYBy(-90);
break;
case 2: //z-
vertices[i].Pos.rotateYZBy(-90);
if(facedir == 1)
vertices[i].Pos.rotateXYBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateXYBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXYBy(90);
break;
case 3: //x+
vertices[i].Pos.rotateXYBy(-90);
if(facedir == 1)
vertices[i].Pos.rotateYZBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateYZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateYZBy(-90);
break;
case 4: //x-
vertices[i].Pos.rotateXYBy(90);
if(facedir == 1)
vertices[i].Pos.rotateYZBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateYZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateYZBy(90);
break;
case 5:
vertices[i].Pos.rotateXYBy(-180);
if(facedir == 1)
vertices[i].Pos.rotateXZBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateXZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXZBy(-90);
break;
default:
break;
}
}
}
}
void recalculateBoundingBox(scene::IMesh *src_mesh)
{
core::aabbox3d<f32> bbox;
bbox.reset(0,0,0);
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
{
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
buf->recalculateBoundingBox();
if(j == 0)
bbox = buf->getBoundingBox();
else
bbox.addInternalBox(buf->getBoundingBox());
}
src_mesh->setBoundingBox(bbox);
}
scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
{
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 *indices = (u16*)buf->getIndices();
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
temp_buf->append(vertices, buf->getVertexCount(),
indices, buf->getIndexCount());
dst_mesh->addMeshBuffer(temp_buf);
temp_buf->drop();
}
return dst_mesh;
}
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for (u16 j = 0; j < 6; j++)
{
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
dst_mesh->addMeshBuffer(buf);
buf->drop();
}
video::SColor c(255,255,255,255);
std::vector<aabb3f> boxes = f->node_box.fixed;
for(std::vector<aabb3f>::iterator
i = boxes.begin();
i != boxes.end(); i++)
{
aabb3f box = *i;
f32 temp;
if (box.MinEdge.X > box.MaxEdge.X)
{
temp=box.MinEdge.X;
box.MinEdge.X=box.MaxEdge.X;
box.MaxEdge.X=temp;
}
if (box.MinEdge.Y > box.MaxEdge.Y)
{
temp=box.MinEdge.Y;
box.MinEdge.Y=box.MaxEdge.Y;
box.MaxEdge.Y=temp;
}
if (box.MinEdge.Z > box.MaxEdge.Z)
{
temp=box.MinEdge.Z;
box.MinEdge.Z=box.MaxEdge.Z;
box.MaxEdge.Z=temp;
}
// Compute texture coords
f32 tx1 = (box.MinEdge.X/BS)+0.5;
f32 ty1 = (box.MinEdge.Y/BS)+0.5;
f32 tz1 = (box.MinEdge.Z/BS)+0.5;
f32 tx2 = (box.MaxEdge.X/BS)+0.5;
f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
f32 txc[24] = {
// up
tx1, 1-tz2, tx2, 1-tz1,
// down
tx1, tz1, tx2, tz2,
// right
tz1, 1-ty2, tz2, 1-ty1,
// left
1-tz2, 1-ty2, 1-tz1, 1-ty1,
// back
1-tx2, 1-ty2, 1-tx1, 1-ty1,
// front
tx1, 1-ty2, tx2, 1-ty1,
};
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
video::S3DVertex vertices[24] =
{
// up
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
// down
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
// right
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
// left
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
// back
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
// front
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
};
u16 indices[] = {0,1,2,2,3,0};
for(u16 j = 0; j < 24; j += 4)
{
scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
buf->append(vertices + j, 4, indices, 6);
}
}
return dst_mesh;
}

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define MESH_HEADER
#include "irrlichttypes_extrabloated.h"
#include "nodedef.h"
#include <string>
/*
@ -68,5 +69,25 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorX,
const video::SColor &colorY,
const video::SColor &colorZ);
/*
Rotate the mesh by 6d facedir value.
Method only for meshnodes, not suitable for entities.
*/
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
/*
Clone the mesh.
*/
scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodebox drawtype node to mesh.
*/
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f);
/*
Update bounding box for a mesh.
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);
#endif

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "itemdef.h"
#ifndef SERVER
#include "tile.h"
#include "mesh.h"
#endif
#include "log.h"
#include "settings.h"
@ -31,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/serialize.h"
#include "exceptions.h"
#include "debug.h"
#include "gamedef.h"
/*
NodeBox
@ -195,6 +197,11 @@ void ContentFeatures::reset()
// Unknown nodes can be dug
groups["dig_immediate"] = 2;
drawtype = NDT_NORMAL;
mesh = "";
#ifndef SERVER
for(u32 i = 0; i < 24; i++)
mesh_ptr[i] = NULL;
#endif
visual_scale = 1.0;
for(u32 i = 0; i < 6; i++)
tiledef[i] = TileDef();
@ -295,6 +302,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version)
writeU8(os, waving);
// Stuff below should be moved to correct place in a version that otherwise changes
// the protocol version
os<<serializeString(mesh);
}
void ContentFeatures::deSerialize(std::istream &is)
@ -363,6 +371,7 @@ void ContentFeatures::deSerialize(std::istream &is)
try{
// Stuff below should be moved to correct place in a version that
// otherwise changes the protocol version
mesh = deSerializeString(is);
}catch(SerializationError &e) {};
}
@ -386,7 +395,7 @@ public:
virtual content_t set(const std::string &name, const ContentFeatures &def);
virtual content_t allocateDummy(const std::string &name);
virtual void updateAliases(IItemDefManager *idef);
virtual void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc);
virtual void updateTextures(IGameDef *gamedef);
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
@ -669,12 +678,15 @@ void CNodeDefManager::updateAliases(IItemDefManager *idef)
}
void CNodeDefManager::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc)
void CNodeDefManager::updateTextures(IGameDef *gamedef)
{
#ifndef SERVER
infostream << "CNodeDefManager::updateTextures(): Updating "
"textures in node definitions" << std::endl;
ITextureSource *tsrc = gamedef->tsrc();
IShaderSource *shdsrc = gamedef->getShaderSource();
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool connected_glass = g_settings->getBool("connected_glass");
@ -771,6 +783,10 @@ void CNodeDefManager::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
f->backface_culling = false;
f->solidness = 0;
break;
case NDT_MESH:
f->solidness = 0;
f->backface_culling = false;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
@ -810,6 +826,34 @@ void CNodeDefManager::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tile_shader[j], use_normal_texture,
f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
// Meshnode drawtype
// Read the mesh and apply scale
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
recalculateBoundingBox(f->mesh_ptr[0]);
}
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
if ((f->drawtype == NDT_NODEBOX) &&
((f->node_box.type == NODEBOX_REGULAR) || (f->node_box.type == NODEBOX_FIXED)) &&
(!f->node_box.fixed.empty())) {
f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
recalculateBoundingBox(f->mesh_ptr[0]);
}
//Cache 6dfacedir rotated clones of meshes
if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
for (u16 j = 1; j < 24; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
recalculateBoundingBox(f->mesh_ptr[j]);
}
}
}
#endif
}

@ -152,6 +152,7 @@ enum NodeDrawType
NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
// uses 2 textures, one for frames, second for faces
NDT_MESH, // Uses static meshes
};
#define CF_SPECIAL_COUNT 6
@ -187,6 +188,10 @@ struct ContentFeatures
// Visual definition
enum NodeDrawType drawtype;
std::string mesh;
#ifndef SERVER
scene::IMesh *mesh_ptr[24];
#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
@ -328,8 +333,7 @@ public:
/*
Update tile textures to latest return values of TextueSource.
*/
virtual void updateTextures(ITextureSource *tsrc,
IShaderSource *shdsrc)=0;
virtual void updateTextures(IGameDef *gamedef)=0;
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is)=0;

@ -281,6 +281,9 @@ ContentFeatures read_content_features(lua_State *L, int index)
ScriptApiNode::es_DrawType,NDT_NORMAL);
getfloatfield(L, index, "visual_scale", f.visual_scale);
/* Meshnode model filename */
getstringfield(L, index, "mesh", f.mesh);
// tiles = {}
lua_getfield(L, index, "tiles");
// If nil, try the deprecated name "tile_images" instead

@ -45,6 +45,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_FENCELIKE, "fencelike"},
{NDT_RAILLIKE, "raillike"},
{NDT_NODEBOX, "nodebox"},
{NDT_MESH, "mesh"},
{0, NULL},
};