Recalculate normals for cached meshes.

Check if mesh is here before adding to meshcollector.

Fix deleting the meshes.
This commit is contained in:
RealBadAngel 2014-10-21 05:12:15 +02:00
parent 9029a34cc6
commit d221917170
7 changed files with 44 additions and 17 deletions

@ -2781,6 +2781,10 @@ IShaderSource* Client::getShaderSource()
{ {
return m_shsrc; return m_shsrc;
} }
scene::ISceneManager* Client::getSceneManager()
{
return m_device->getSceneManager();
}
u16 Client::allocateUnknownNodeId(const std::string &name) u16 Client::allocateUnknownNodeId(const std::string &name)
{ {
errorstream<<"Client::allocateUnknownNodeId(): " errorstream<<"Client::allocateUnknownNodeId(): "

@ -447,6 +447,7 @@ public:
virtual ICraftDefManager* getCraftDefManager(); virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource(); virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource(); virtual IShaderSource* getShaderSource();
virtual scene::ISceneManager* getSceneManager();
virtual u16 allocateUnknownNodeId(const std::string &name); virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager(); virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager(); virtual MtEventManager* getEventManager();

@ -1720,12 +1720,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3f pos = intToFloat(p, BS); v3f pos = intToFloat(p, BS);
video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
u8 facedir = n.getFaceDir(nodedef); u8 facedir = n.getFaceDir(nodedef);
if (f.mesh_ptr[facedir]) {
for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) { for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
collector.append(getNodeTileN(n, p, j, data), collector.append(getNodeTileN(n, p, j, data),
(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
buf->getIndices(), buf->getIndexCount(), pos, c); buf->getIndices(), buf->getIndexCount(), pos, c);
} }
}
break;} break;}
} }
} }

@ -33,6 +33,7 @@ class MtEventManager;
class IRollbackReportSink; class IRollbackReportSink;
namespace irr { namespace scene { namespace irr { namespace scene {
class IAnimatedMesh; class IAnimatedMesh;
class ISceneManager;
}} }}
/* /*
@ -63,6 +64,7 @@ public:
virtual MtEventManager* getEventManager()=0; virtual MtEventManager* getEventManager()=0;
virtual scene::IAnimatedMesh* getMesh(const std::string &filename) virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
{ return NULL; } { return NULL; }
virtual scene::ISceneManager* getSceneManager()=0;
// Only usable on the server, and NOT thread-safe. It is usable from the // Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread. // environment thread.

@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SERVER #ifndef SERVER
#include "tile.h" #include "tile.h"
#include "mesh.h" #include "mesh.h"
#include <IMeshManipulator.h>
#endif #endif
#include "log.h" #include "log.h"
#include "settings.h" #include "settings.h"
@ -171,12 +172,6 @@ ContentFeatures::ContentFeatures()
ContentFeatures::~ContentFeatures() ContentFeatures::~ContentFeatures()
{ {
#ifndef SERVER
for (u32 i = 0; i < 24; i++) {
if (mesh_ptr[i])
mesh_ptr[i]->drop();
}
#endif
} }
void ContentFeatures::reset() void ContentFeatures::reset()
@ -446,6 +441,15 @@ CNodeDefManager::CNodeDefManager()
CNodeDefManager::~CNodeDefManager() CNodeDefManager::~CNodeDefManager()
{ {
#ifndef SERVER
for (u32 i = 0; i < m_content_features.size(); i++) {
ContentFeatures *f = &m_content_features[i];
for (u32 j = 0; j < 24; j++) {
if (f->mesh_ptr[j])
f->mesh_ptr[j]->drop();
}
}
#endif
} }
@ -695,6 +699,8 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
ITextureSource *tsrc = gamedef->tsrc(); ITextureSource *tsrc = gamedef->tsrc();
IShaderSource *shdsrc = gamedef->getShaderSource(); IShaderSource *shdsrc = gamedef->getShaderSource();
scene::ISceneManager* smgr = gamedef->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
bool new_style_water = g_settings->getBool("new_style_water"); bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves"); bool new_style_leaves = g_settings->getBool("new_style_leaves");
@ -840,18 +846,23 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
// Read the mesh and apply scale // Read the mesh and apply scale
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) { if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
f->mesh_ptr[0] = gamedef->getMesh(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)); if (f->mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]); recalculateBoundingBox(f->mesh_ptr[0]);
} }
}
//Convert regular nodebox nodes to meshnodes //Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale //Change the drawtype and apply scale
if ((f->drawtype == NDT_NODEBOX) && else if ((f->drawtype == NDT_NODEBOX) &&
((f->node_box.type == NODEBOX_REGULAR) || (f->node_box.type == NODEBOX_FIXED)) && ((f->node_box.type == NODEBOX_REGULAR) ||
(f->node_box.type == NODEBOX_FIXED)) &&
(!f->node_box.fixed.empty())) { (!f->node_box.fixed.empty())) {
f->drawtype = NDT_MESH; f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f); f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale)); v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]); recalculateBoundingBox(f->mesh_ptr[0]);
} }
@ -861,6 +872,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]); f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], j); rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
recalculateBoundingBox(f->mesh_ptr[j]); recalculateBoundingBox(f->mesh_ptr[j]);
meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
} }
} }
} }

@ -4890,6 +4890,11 @@ IShaderSource* Server::getShaderSource()
{ {
return NULL; return NULL;
} }
scene::ISceneManager* Server::getSceneManager()
{
return NULL;
}
u16 Server::allocateUnknownNodeId(const std::string &name) u16 Server::allocateUnknownNodeId(const std::string &name)
{ {
return m_nodedef->allocateDummy(name); return m_nodedef->allocateDummy(name);

@ -290,6 +290,7 @@ public:
virtual ISoundManager* getSoundManager(); virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager(); virtual MtEventManager* getEventManager();
virtual IRollbackReportSink* getRollbackReportSink(); virtual IRollbackReportSink* getRollbackReportSink();
virtual scene::ISceneManager* getSceneManager();
IWritableItemDefManager* getWritableItemDefManager(); IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager(); IWritableNodeDefManager* getWritableNodeDefManager();