Add object visual type 'item' (#7870)

This commit is contained in:
Alex 2018-12-10 18:57:04 -08:00 committed by Paramat
parent 98fa8a154d
commit a833bee9ed
4 changed files with 10 additions and 7 deletions

@ -5472,7 +5472,7 @@ Used by `ObjectRef` methods. Part of an Entity definition.
pointable = true,
-- Overrides selection box when false
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
-- "cube" is a node-sized cube.
-- "sprite" is a flat texture always facing the player.
-- "upright_sprite" is a vertical flat texture.
@ -5488,6 +5488,7 @@ Used by `ObjectRef` methods. Part of an Entity definition.
-- of its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
visual_size = {x = 1, y = 1},
-- `x` multiplies horizontal (X and Z) visual size.

@ -662,7 +662,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem") {
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
if (m_prop.wield_item.empty()) {
@ -680,7 +680,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
m_wield_meshnode = new WieldMeshSceneNode(
RenderingEngine::get_scene_manager(), -1);
m_wield_meshnode->setItem(item, m_client);
m_wield_meshnode->setItem(item, m_client,
(m_prop.visual == "wielditem"));
m_wield_meshnode->setScale(
v3f(m_prop.visual_size.X / 2, m_prop.visual_size.Y / 2,

@ -333,7 +333,7 @@ scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<It
return mesh;
}
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool check_wield_image)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
@ -354,8 +354,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
if (!def.wield_image.empty()) {
// If wield_image needs to be checked and is defined, it overrides everything else
if (!def.wield_image.empty() && check_wield_image) {
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
1);
m_colors.emplace_back();

@ -80,7 +80,8 @@ public:
void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
void setItem(const ItemStack &item, Client *client,
bool check_wield_image = true);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false