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Add support for using arbitrary meshes as items
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@ -954,15 +954,43 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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m_wield_meshnode = new WieldMeshSceneNode(
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smgr->getRootSceneNode(), smgr, -1);
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m_wield_meshnode->setItem(item, m_gamedef);
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if (!item.getDefinition(idef).meshname.empty())
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{
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scene::IAnimatedMesh *mesh = m_gamedef->getMesh(item.getDefinition(idef).meshname);
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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m_prop.visual_size.Y/2,
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m_prop.visual_size.X/2));
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u8 li = m_last_light;
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m_wield_meshnode->setColor(video::SColor(255,li,li,li));
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m_animated_meshnode->grab();
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mesh->drop(); // The scene node took hold of it
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m_animated_meshnode->animateJoints(); // Needed for some animations
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
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bool backface_culling = m_prop.backface_culling;
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if (m_is_player)
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backface_culling = false;
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m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
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}
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}
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else {
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m_wield_meshnode = new WieldMeshSceneNode(
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smgr->getRootSceneNode(), smgr, -1);
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m_wield_meshnode->setItem(item, m_gamedef);
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m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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m_prop.visual_size.Y/2,
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m_prop.visual_size.X/2));
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u8 li = m_last_light;
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m_wield_meshnode->setColor(video::SColor(255,li,li,li));
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}
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}
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} else {
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infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
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@ -1402,6 +1430,21 @@ void GenericCAO::updateTextures(const std::string &mod)
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m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
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}
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}
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else if (m_prop.visual == "wielditem") {
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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if (!item.getDefinition(idef).meshname.empty()) {
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unsigned int materialcount = m_animated_meshnode->getMaterialCount();
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for (unsigned int i = 0; i < materialcount; i++) {
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m_animated_meshnode->getMaterial(i)
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.setTexture(0, tsrc->getTexture(item
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.getDefinition(idef).meshtexture));
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}
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}
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}
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}
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if(m_meshnode)
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{
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110
src/itemdef.cpp
110
src/itemdef.cpp
@ -77,6 +77,8 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
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sound_place = def.sound_place;
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sound_place_failed = def.sound_place_failed;
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range = def.range;
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meshname = def.meshname;
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meshtexture = def.meshtexture;
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return *this;
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}
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@ -157,6 +159,10 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
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os << serializeString(sound_place_failed.name);
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writeF1000(os, sound_place_failed.gain);
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}
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//TODO check for protocol version?
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os<<serializeString(meshname);
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os<<serializeString(meshtexture);
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}
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void ItemDefinition::deSerialize(std::istream &is)
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@ -214,6 +220,10 @@ void ItemDefinition::deSerialize(std::istream &is)
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sound_place_failed.name = deSerializeString(is);
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sound_place_failed.gain = readF1000(is);
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} catch(SerializationError &e) {};
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//TODO check for protocol?
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meshname = deSerializeString(is);
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meshtexture = deSerializeString(is);
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}
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/*
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@ -341,7 +351,7 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
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// Create an inventory texture
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cc->inventory_texture = NULL;
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if (def.inventory_image != "")
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if (!def.inventory_image.empty())
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cc->inventory_texture = tsrc->getTexture(def.inventory_image);
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// Additional processing for nodes:
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@ -352,6 +362,10 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
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if (def.type == ITEM_NODE) {
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createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
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}
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else if (def.type == ITEM_CRAFT) {
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if ( !def.meshname.empty())
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createMeshItemTexture(name, def, nodedef, cc, gamedef, tsrc);
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}
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// Put in cache
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m_clientcached.set(name, cc);
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@ -650,6 +664,100 @@ void CItemDefManager::createNodeItemTexture(const std::string& name,
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if (node_mesh)
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node_mesh->drop();
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}
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/******************************************************************************/
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void CItemDefManager::renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
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ClientCached* cc, ITextureSource* tsrc) const
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{
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video::ITexture *itemimage = cc->inventory_texture;
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/*
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Draw node mesh into a render target texture
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*/
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TextureFromMeshParams params;
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params.mesh = mesh;
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params.dim.set(64, 64);
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params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
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params.delete_texture_on_shutdown = true;
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params.camera_position.set(0, 1.0, -1.5);
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params.camera_position.rotateXZBy(45);
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params.camera_lookat.set(0, 0, 0);
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// Set orthogonal projection
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params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65, 1.65, 0,
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100);
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params.ambient_light.set(1.0, 0.9, 0.9, 0.9);
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params.light_position.set(10, 100, -50);
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params.light_color.set(1.0, 0.5, 0.5, 0.5);
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params.light_radius = 1000;
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cc->inventory_texture = tsrc->generateTextureFromMesh(params);
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// render-to-target didn't work
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if (cc->inventory_texture == NULL) {
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cc->inventory_texture = itemimage;
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}
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}
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/******************************************************************************/
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void CItemDefManager::createMeshItemTexture(const std::string& name,
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const ItemDefinition& def, INodeDefManager* nodedef,
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ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
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{
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// Get node properties
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content_t id = nodedef->getId(name);
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const ContentFeatures& f = nodedef->get(id);
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if (def.meshname == "")
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return;
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video::ITexture *texture = tsrc->getTexture(def.meshtexture);
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infostream<<"CItemDefManager::createMeshItemTexture(): mesh"<<std::endl;
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scene::IAnimatedMesh *mesh = gamedef->getMesh(def.meshname);
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if(mesh)
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{
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video::SColor c(255, 255, 255, 255);
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setMeshColor(mesh, c);
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rotateMeshXZby(mesh, 180);
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// scale and translate the mesh so it's a
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// unit cube centered on the origin
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scaleMesh(mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
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// Customize materials
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for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
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material.setTexture(0, texture);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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}
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/*
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Draw node mesh into a render target texture
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*/
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renderMeshToTexture(def, mesh, cc, tsrc);
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/*
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Use the ingot mesh as the wield mesh
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*/
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cc->wield_mesh = mesh;
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cc->wield_mesh->grab();
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// no way reference count can be smaller than 2 in this place!
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assert(cc->wield_mesh->getReferenceCount() >= 2);
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if (mesh)
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mesh->drop();
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}
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else
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errorstream<<"CItemDefManager::createMeshItemTexture(): Could not load mesh "<<def.meshname<<std::endl;
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}
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#endif
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/******************************************************************************/
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@ -66,6 +66,8 @@ struct ItemDefinition
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std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
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std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
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v3f wield_scale;
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std::string meshname; // name of internal mesh (or meshfile to use TBD)
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std::string meshtexture; // meshtexture
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/*
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Item stack and interaction properties
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@ -211,6 +213,13 @@ private:
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const ItemDefinition& def, INodeDefManager* nodedef,
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ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
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void createMeshItemTexture(const std::string& name,
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const ItemDefinition& def, INodeDefManager* nodedef,
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ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
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void renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
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ClientCached* cc, ITextureSource* tsrc) const;
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ClientCached* createClientCachedDirect(const std::string &name,
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IGameDef *gamedef) const;
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@ -58,6 +58,8 @@ ItemDefinition read_item_definition(lua_State* L,int index,
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getstringfield(L, index, "description", def.description);
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getstringfield(L, index, "inventory_image", def.inventory_image);
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getstringfield(L, index, "wield_image", def.wield_image);
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getstringfield(L, index, "mesh", def.meshname);
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getstringfield(L, index, "meshtexture", def.meshtexture);
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lua_getfield(L, index, "wield_scale");
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if(lua_istable(L, -1)){
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@ -386,6 +386,20 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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}
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return;
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}
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else if (idef->getWieldMesh(def.name, gamedef) != 0) {
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irr::scene::IMesh * mesh = idef->getWieldMesh(def.name, gamedef);
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m_meshnode->setMesh(mesh);
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u32 material_count = m_meshnode->getMaterialCount();
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for (u32 i = 0; i < material_count; ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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material.MaterialType = m_material_type;
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material.setTexture(0, tsrc->getTexture(def.meshtexture));
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}
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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, 1);
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return;
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