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Add meshnode drawtype.
This commit is contained in:
parent
d1ccc64e1e
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@ -103,6 +103,7 @@ mods
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| |-- screenshot.png
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| |-- description.txt
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| |-- init.lua
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| |-- models
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| |-- textures
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| | |-- modname_stuff.png
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| | `-- modname_something_else.png
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@ -137,6 +138,9 @@ init.lua:
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minetest.setting_get(name) and minetest.setting_getbool(name) can be used
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to read custom or existing settings at load time, if necessary.
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models:
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Models for entities or meshnodes.
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textures, sounds, media:
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod.
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@ -430,6 +434,7 @@ Look for examples in games/minimal or games/minetest_game.
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- fencelike
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- raillike
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- nodebox -- See below. EXPERIMENTAL
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- mesh -- use models for nodes
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*_optional drawtypes need less rendering time if deactivated (always client side)
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@ -469,6 +474,12 @@ A box of a regular node would look like:
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type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
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Meshes
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-----------
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If drawtype "mesh" is used tiles should hold model materials textures.
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Only static meshes are implemented.
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For supported model formats see Irrlicht engine documentation.
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Ore types
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---------------
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These tell in what manner the ore is generated.
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@ -2405,7 +2416,7 @@ Node definition (register_node)
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drawtype = "normal", -- See "Node drawtypes"
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visual_scale = 1.0,
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^ Supported for drawtypes "plantlike", "signlike", "torchlike".
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^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
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^ For plantlike, the image will start at the bottom of the node; for the
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^ other drawtypes, the image will be centered on the node.
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^ Note that positioning for "torchlike" may still change.
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@ -2439,6 +2450,7 @@ Node definition (register_node)
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light_source = 0, -- Amount of light emitted by node
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damage_per_second = 0, -- If player is inside node, this damage is caused
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node_box = {type="regular"}, -- See "Node boxes"
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mesh = "model",
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selection_box = {type="regular"}, -- See "Node boxes"
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
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legacy_facedir_simple = false, -- Support maps made in and before January 2012
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@ -2678,7 +2678,7 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
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// Update node textures and assign shaders to each tile
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infostream<<"- Updating node textures"<<std::endl;
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m_nodedef->updateTextures(m_tsrc, m_shsrc);
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m_nodedef->updateTextures(this);
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// Preload item textures and meshes if configured to
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if(g_settings->getBool("preload_item_visuals"))
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@ -1715,6 +1715,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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makeCuboid(&collector, box, tiles, 6, c, txc);
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}
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break;}
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case NDT_MESH:
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{
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v3f pos = intToFloat(p, BS);
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video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
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u8 facedir = n.getFaceDir(nodedef);
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for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
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collector.append(getNodeTileN(n, p, j, data),
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(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
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buf->getIndices(), buf->getIndexCount(), pos, c);
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}
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break;}
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}
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}
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}
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@ -1428,3 +1428,54 @@ void MeshCollector::append(const TileSpec &tile,
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p->vertices.push_back(vertices[i]);
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}
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}
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/*
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MeshCollector - for meshnodes and converted drawtypes.
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*/
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void MeshCollector::append(const TileSpec &tile,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c)
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{
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if(numIndices > 65535)
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{
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dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
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return;
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}
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<prebuffers.size(); i++)
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{
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PreMeshBuffer &pp = prebuffers[i];
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if(pp.tile != tile)
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continue;
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if(pp.indices.size() + numIndices > 65535)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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PreMeshBuffer pp;
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pp.tile = tile;
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prebuffers.push_back(pp);
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p = &prebuffers[prebuffers.size()-1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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u32 j = indices[i] + vertex_count;
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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video::S3DVertex vert = vertices[i];
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vert.Pos += pos;
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vert.Color = c;
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p->vertices.push_back(vert);
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}
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}
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@ -174,6 +174,10 @@ struct MeshCollector
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c);
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};
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// This encodes
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216
src/mesh.cpp
216
src/mesh.cpp
@ -408,3 +408,219 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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}
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}
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}
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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{
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int axisdir = facedir>>2;
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facedir &= 0x03;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j = 0; j < mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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switch (axisdir)
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{
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case 0:
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if(facedir == 1)
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vertices[i].Pos.rotateXZBy(-90);
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else if(facedir == 2)
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vertices[i].Pos.rotateXZBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateXZBy(90);
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break;
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case 1: // z+
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vertices[i].Pos.rotateYZBy(90);
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if(facedir == 1)
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vertices[i].Pos.rotateXYBy(90);
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else if(facedir == 2)
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vertices[i].Pos.rotateXYBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateXYBy(-90);
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break;
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case 2: //z-
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vertices[i].Pos.rotateYZBy(-90);
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if(facedir == 1)
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vertices[i].Pos.rotateXYBy(-90);
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else if(facedir == 2)
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vertices[i].Pos.rotateXYBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateXYBy(90);
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break;
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case 3: //x+
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vertices[i].Pos.rotateXYBy(-90);
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if(facedir == 1)
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vertices[i].Pos.rotateYZBy(90);
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else if(facedir == 2)
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vertices[i].Pos.rotateYZBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateYZBy(-90);
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break;
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case 4: //x-
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vertices[i].Pos.rotateXYBy(90);
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if(facedir == 1)
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vertices[i].Pos.rotateYZBy(-90);
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else if(facedir == 2)
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vertices[i].Pos.rotateYZBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateYZBy(90);
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break;
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case 5:
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vertices[i].Pos.rotateXYBy(-180);
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if(facedir == 1)
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vertices[i].Pos.rotateXZBy(90);
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else if(facedir == 2)
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vertices[i].Pos.rotateXZBy(180);
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else if(facedir == 3)
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vertices[i].Pos.rotateXZBy(-90);
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break;
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default:
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break;
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}
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}
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}
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}
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void recalculateBoundingBox(scene::IMesh *src_mesh)
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{
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core::aabbox3d<f32> bbox;
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bbox.reset(0,0,0);
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for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
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{
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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buf->recalculateBoundingBox();
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if(j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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src_mesh->setBoundingBox(bbox);
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}
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scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
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{
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 *indices = (u16*)buf->getIndices();
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scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
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temp_buf->append(vertices, buf->getVertexCount(),
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indices, buf->getIndexCount());
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dst_mesh->addMeshBuffer(temp_buf);
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temp_buf->drop();
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}
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return dst_mesh;
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}
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scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
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{
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scene::SMesh* dst_mesh = new scene::SMesh();
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for (u16 j = 0; j < 6; j++)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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dst_mesh->addMeshBuffer(buf);
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buf->drop();
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}
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video::SColor c(255,255,255,255);
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std::vector<aabb3f> boxes = f->node_box.fixed;
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for(std::vector<aabb3f>::iterator
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i = boxes.begin();
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i != boxes.end(); i++)
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{
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aabb3f box = *i;
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f32 temp;
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if (box.MinEdge.X > box.MaxEdge.X)
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{
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temp=box.MinEdge.X;
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box.MinEdge.X=box.MaxEdge.X;
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box.MaxEdge.X=temp;
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}
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if (box.MinEdge.Y > box.MaxEdge.Y)
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{
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temp=box.MinEdge.Y;
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box.MinEdge.Y=box.MaxEdge.Y;
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box.MaxEdge.Y=temp;
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}
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if (box.MinEdge.Z > box.MaxEdge.Z)
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{
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temp=box.MinEdge.Z;
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box.MinEdge.Z=box.MaxEdge.Z;
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box.MaxEdge.Z=temp;
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}
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// Compute texture coords
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f32 tx1 = (box.MinEdge.X/BS)+0.5;
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f32 ty1 = (box.MinEdge.Y/BS)+0.5;
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f32 tz1 = (box.MinEdge.Z/BS)+0.5;
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f32 tx2 = (box.MaxEdge.X/BS)+0.5;
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f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
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f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
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f32 txc[24] = {
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// up
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tx1, 1-tz2, tx2, 1-tz1,
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// down
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tx1, tz1, tx2, tz2,
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// right
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tz1, 1-ty2, tz2, 1-ty1,
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// left
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1-tz2, 1-ty2, 1-tz1, 1-ty1,
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// back
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1-tx2, 1-ty2, 1-tx1, 1-ty1,
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// front
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tx1, 1-ty2, tx2, 1-ty1,
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};
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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video::S3DVertex vertices[24] =
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{
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// up
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video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
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video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
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video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
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// down
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video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
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// right
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video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
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video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
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video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
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video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
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// left
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video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
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video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
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video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
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video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
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// back
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video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
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video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
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// front
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video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
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video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
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};
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u16 indices[] = {0,1,2,2,3,0};
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for(u16 j = 0; j < 24; j += 4)
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{
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scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
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buf->append(vertices + j, 4, indices, 6);
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}
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}
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return dst_mesh;
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}
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21
src/mesh.h
21
src/mesh.h
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define MESH_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "nodedef.h"
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#include <string>
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/*
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@ -68,5 +69,25 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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const video::SColor &colorZ);
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/*
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Rotate the mesh by 6d facedir value.
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Method only for meshnodes, not suitable for entities.
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*/
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
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/*
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Clone the mesh.
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*/
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scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
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/*
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Convert nodebox drawtype node to mesh.
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*/
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scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f);
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/*
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Update bounding box for a mesh.
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*/
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void recalculateBoundingBox(scene::IMesh *src_mesh);
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#endif
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "itemdef.h"
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#ifndef SERVER
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#include "tile.h"
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#include "mesh.h"
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#endif
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#include "log.h"
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#include "settings.h"
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@ -31,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "exceptions.h"
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#include "debug.h"
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#include "gamedef.h"
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/*
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NodeBox
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@ -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},
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user