Add a check for animation when getting an extruded mesh

Fixes issue #2667
This commit is contained in:
Kevin Ott 2015-05-03 22:32:29 -04:00 committed by kwolekr
parent 9af7f38e3f
commit 5fa4fed097
2 changed files with 11 additions and 5 deletions

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

@ -41,7 +41,7 @@ public:
void setCube(const TileSpec tiles[6], void setCube(const TileSpec tiles[6],
v3f wield_scale, ITextureSource *tsrc); v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename, void setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc); v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, IGameDef *gamedef); void setItem(const ItemStack &item, IGameDef *gamedef);
// Sets the vertex color of the wield mesh. // Sets the vertex color of the wield mesh.