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mirror of https://github.com/moparisthebest/minetest synced 2024-11-15 13:55:11 -05:00

Convert any inventory item into a mesh, bring back InventoryItem::getImageRay(), some const-correctness fixes

This commit is contained in:
Kahrl 2011-09-19 06:37:24 +02:00
parent 36bcbca9ac
commit 02726f0003
5 changed files with 141 additions and 43 deletions

View File

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // for g_settings
#include "map.h"
#include "player.h"
#include "tile.h"
#include <cmath>
const s32 BOBFRAMES = 0x1000000; // must be a power of two
@ -343,17 +344,37 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
void Camera::wield(InventoryItem* item)
void Camera::wield(const InventoryItem* item)
{
if (item != NULL)
{
dstream << "wield item: " << item->getName() << std::endl;
bool isCube = false;
// Try to make a MaterialItem cube.
if (std::string(item->getName()) == "MaterialItem")
{
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
if (content_features(content).solidness)
{
m_wieldnode->setCube(content_features(content).tiles);
isCube = true;
}
}
// If that failed, make an extruded sprite.
if (!isCube)
{
m_wieldnode->setSprite(item->getImageRaw());
}
m_wieldnode->setVisible(true);
}
else
{
dstream << "wield item: none" << std::endl;
// Bare hands
dstream << "bare hands" << std::endl;
m_wieldnode->setVisible(false);
}
}
@ -427,23 +448,37 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
m_is_cube = false;
}
void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
{
if (texture == NULL)
{
m_meshnode->setVisible(false);
return;
}
if (m_cubemesh == NULL)
m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
m_cubemesh = createCubeMesh();
m_meshnode->setMesh(m_cubemesh);
m_meshnode->setScale(v3f(1));
m_meshnode->getMaterial(0).setTexture(0, texture);
m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
for (int i = 0; i < 6; ++i)
{
// Get the tile texture and atlas transformation
u32 texture_id = tiles[i].texture.id;
video::ITexture* atlas = NULL;
v2f pos(0,0);
v2f size(1,1);
if (g_texturesource)
{
AtlasPointer ap = g_texturesource->getTexture(texture_id);
atlas = ap.atlas;
pos = ap.pos;
size = ap.size;
}
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
tiles[i].applyMaterialOptions(material);
material.setTexture(0, atlas);
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
}
m_meshnode->setVisible(true);
m_is_cube = true;
}
@ -500,13 +535,13 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
@ -557,8 +592,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
{
video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
@ -578,8 +613,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
@ -608,8 +643,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
};
u16 indices[6] = {0,1,2,2,3,0};
@ -631,8 +666,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
{
video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
@ -643,6 +678,7 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
// Add to mesh
scene::SMesh* mesh = new scene::SMesh();
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
mesh->recalculateBoundingBox();
@ -690,3 +726,54 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
return mesh;
}
scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
{
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
// Down
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
// Left
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
// Back
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,-1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,-1, c, 0,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,-1, c, 0,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,-1, c, 1,0),
// Front
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
};
u16 indices[6] = {0,1,2,2,3,0};
scene::SMesh* mesh = new scene::SMesh();
for (u32 i=0; i<6; ++i)
{
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
}
mesh->recalculateBoundingBox();
return mesh;
}

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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#include "inventory.h"
#include "tile.h"
#include "utility.h"
class LocalPlayer;
@ -117,7 +118,7 @@ public:
void updateSettings();
// Replace the wielded item mesh
void wield(InventoryItem* item);
void wield(const InventoryItem* item);
// Start or stop digging animation
void setDigging(bool digging);
@ -190,7 +191,7 @@ public:
~ExtrudedSpriteSceneNode();
void setSprite(video::ITexture* texture);
void setCube(const TileSpec faces[6]);
void setCube(const TileSpec tiles[6]);
f32 getSpriteThickness() const { return m_thickness; }
void setSpriteThickness(f32 thickness);

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@ -158,7 +158,7 @@ InventoryItem *MaterialItem::createCookResult() const
*/
#ifndef SERVER
video::ITexture * CraftItem::getImage()
video::ITexture * CraftItem::getImage() const
{
if(g_texturesource == NULL)
return NULL;
@ -224,7 +224,7 @@ bool CraftItem::use(ServerEnvironment *env, Player *player)
TODO: Remove
*/
#ifndef SERVER
video::ITexture * MapBlockObjectItem::getImage()
video::ITexture * MapBlockObjectItem::getImage() const
{
if(m_inventorystring.substr(0,3) == "Rat")
return g_texturesource->getTextureRaw("rat.png");

View File

@ -54,9 +54,11 @@ public:
virtual InventoryItem* clone() = 0;
#ifndef SERVER
// Return the name of the image for this item
virtual std::string getBasename() { return ""; }
virtual std::string getBasename() const { return ""; }
// Shall return an image of the item (or NULL)
virtual video::ITexture * getImage() { return NULL; }
virtual video::ITexture * getImage() const { return NULL; }
// Shall return an image of the item without embellishments (or NULL)
virtual video::ITexture * getImageRaw() const { return getImage(); }
#endif
// Shall return a text to show in the GUI
virtual std::string getText() { return ""; }
@ -151,7 +153,7 @@ public:
return new MaterialItem(m_content, m_count);
}
#ifndef SERVER
video::ITexture * getImage()
video::ITexture * getImage() const
{
return content_features(m_content).inventory_texture;
}
@ -226,7 +228,7 @@ public:
}
#ifndef SERVER
video::ITexture * getImage();
video::ITexture * getImage() const;
#endif
std::string getText();
@ -277,7 +279,7 @@ public:
return new CraftItem(m_subname, m_count);
}
#ifndef SERVER
video::ITexture * getImage();
video::ITexture * getImage() const;
#endif
std::string getText()
{
@ -354,7 +356,7 @@ public:
return new ToolItem(m_toolname, m_wear);
}
#ifndef SERVER
std::string getBasename() {
std::string getBasename() const {
if(m_toolname == "WPick")
return "tool_woodpick.png";
else if(m_toolname == "STPick")
@ -385,7 +387,7 @@ public:
return "cloud.png";
}
video::ITexture * getImage()
video::ITexture * getImage() const
{
if(g_texturesource == NULL)
return NULL;
@ -405,6 +407,14 @@ public:
return g_texturesource->getTextureRaw(os.str());
}
video::ITexture * getImageRaw() const
{
if(g_texturesource == NULL)
return NULL;
return g_texturesource->getTextureRaw(getBasename());
}
#endif
std::string getText()
{

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@ -304,7 +304,7 @@ struct TileSpec
}
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material)
void applyMaterialOptions(video::SMaterial &material) const
{
if(alpha != 255 && material_type != MATERIAL_ALPHA_VERTEX)
dstream<<"WARNING: TileSpec: alpha != 255 "