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Create new instance of mesh every time it's required (Solves #703)
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@ -893,30 +893,12 @@ bool Client::loadMedia(const std::string &data, const std::string &filename)
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name = removeStringEnd(filename, model_ext);
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if(name != "")
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{
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verbosestream<<"Client: Storing model into Irrlicht: "
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verbosestream<<"Client: Storing model into memory: "
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<<"\""<<filename<<"\""<<std::endl;
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scene::ISceneManager *smgr = m_device->getSceneManager();
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//check if mesh was already cached
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scene::IAnimatedMesh *mesh =
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smgr->getMeshCache()->getMeshByName(filename.c_str());
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if (mesh != NULL) {
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errorstream << "Multiple models with name: " << filename.c_str() <<
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" found replacing previous model!" << std::endl;
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smgr->getMeshCache()->removeMesh(mesh);
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mesh = 0;
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}
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io::IFileSystem *irrfs = m_device->getFileSystem();
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io::IReadFile *rfile = irrfs->createMemoryReadFile(
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*data_rw, data_rw.getSize(), filename.c_str());
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assert(rfile);
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mesh = smgr->getMesh(rfile);
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smgr->getMeshCache()->addMesh(filename.c_str(), mesh);
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rfile->drop();
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if(m_mesh_data.count(filename))
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errorstream<<"Multiple models with name \""<<filename.c_str()
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<<"\" found; replacing previous model"<<std::endl;
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m_mesh_data[filename] = data;
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return true;
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}
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@ -2836,3 +2818,31 @@ MtEventManager* Client::getEventManager()
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return m_event;
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}
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scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
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{
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std::map<std::string, std::string>::const_iterator i =
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m_mesh_data.find(filename);
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if(i == m_mesh_data.end()){
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errorstream<<"Client::getMesh(): Mesh not found: \""<<filename<<"\""
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<<std::endl;
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return NULL;
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}
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const std::string &data = i->second;
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scene::ISceneManager *smgr = m_device->getSceneManager();
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// Create the mesh, remove it from cache and return it
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// This allows unique vertex colors and other properties for each instance
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Buffer<char> data_rw(data.c_str(), data.size()); // Const-incorrect Irrlicht
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io::IFileSystem *irrfs = m_device->getFileSystem();
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io::IReadFile *rfile = irrfs->createMemoryReadFile(
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*data_rw, data_rw.getSize(), filename.c_str());
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assert(rfile);
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scene::IAnimatedMesh *mesh = smgr->getMesh(rfile);
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rfile->drop();
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// NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
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// of uniquely named instances and re-use them
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mesh->grab();
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smgr->getMeshCache()->removeMesh(mesh);
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return mesh;
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}
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@ -420,6 +420,7 @@ public:
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virtual MtEventManager* getEventManager();
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
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// The following set of functions is used by ClientMediaDownloader
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// Insert a media file appropriately into the appropriate manager
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@ -509,6 +510,9 @@ private:
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// Detached inventories
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// key = name
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std::map<std::string, Inventory*> m_detached_inventories;
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// Storage for mesh data for creating multiple instances of the same mesh
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std::map<std::string, std::string> m_mesh_data;
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};
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#endif // !CLIENT_HEADER
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@ -957,10 +957,11 @@ public:
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}
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else if(m_prop.visual == "mesh"){
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infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
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scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
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scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
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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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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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@ -31,6 +31,9 @@ class ISoundManager;
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class IShaderSource;
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class MtEventManager;
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class IRollbackReportSink;
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namespace irr { namespace scene {
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class IAnimatedMesh;
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}}
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/*
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An interface for fetching game-global definitions like tool and
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@ -58,6 +61,8 @@ public:
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// Only usable on the client
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virtual ISoundManager* getSoundManager()=0;
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virtual MtEventManager* getEventManager()=0;
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
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{ return NULL; }
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// Only usable on the server, and NOT thread-safe. It is usable from the
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// environment thread.
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