-
- virtual void updateTexturesAndMeshes(IGameDef *gamedef)
- {
-#ifndef SERVER
- infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
- <<"textures and meshes in item definitions"<<std::endl;
-
- ITextureSource *tsrc = gamedef->getTextureSource();
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
- IrrlichtDevice *device = tsrc->getDevice();
- video::IVideoDriver *driver = device->getVideoDriver();
-
- for(std::map<std::string, ItemDefinition*>::iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- ItemDefinition *def = i->second;
-
- bool need_node_mesh = false;
-
- // Create an inventory texture
- def->inventory_texture = NULL;
- if(def->inventory_image != "")
- {
- def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
-
- // Create a wield mesh
- if(def->wield_mesh != NULL)
- {
- def->wield_mesh->drop();
- def->wield_mesh = NULL;
- }
- if(def->type == ITEM_NODE && def->wield_image == "")
- {
- need_node_mesh = true;
- }
- else if(def->wield_image != "" || def->inventory_image != "")
- {
- // Extrude the wield image into a mesh
-
- std::string imagename;
- if(def->wield_image != "")
- imagename = def->wield_image;
- else
- imagename = def->inventory_image;
-
- def->wield_mesh = createExtrudedMesh(
- tsrc->getTextureRaw(imagename),
- driver,
- def->wield_scale * v3f(40.0, 40.0, 4.0));
- if(def->wield_mesh == NULL)
- {
- infostream<<"ItemDefManager: WARNING: "
- <<"updateTexturesAndMeshes(): "
- <<"Unable to create extruded mesh for item "
- <<def->name<<std::endl;
- }
- }
-
- if(need_node_mesh)
- {
- /*
- Get node properties
- */
- content_t id = nodedef->getId(def->name);
- const ContentFeatures &f = nodedef->get(id);
-
- u8 param1 = 0;
- if(f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef);
- MapNode mesh_make_node(id, param1, 0);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data);
-
- scene::IMesh *node_mesh = mapblock_mesh.getMesh();
- assert(node_mesh);
- setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
-
- /*
- Scale and translate the mesh so it's a unit cube
- centered on the origin
- */
- scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
- translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
-
- /*
- Draw node mesh into a render target texture
- */
- if(def->inventory_texture == NULL)
- {
- core::dimension2d<u32> dim(64,64);
- std::string rtt_texture_name = "INVENTORY_"
- + def->name + "_RTT";
- v3f camera_position(0, 1.0, -1.5);
- camera_position.rotateXZBy(45);
- v3f camera_lookat(0, 0, 0);
- core::CMatrix4<f32> camera_projection_matrix;
- // Set orthogonal projection
- camera_projection_matrix.buildProjectionMatrixOrthoLH(
- 1.65, 1.65, 0, 100);
-
- video::SColorf ambient_light(0.2,0.2,0.2);
- v3f light_position(10, 100, -50);
- video::SColorf light_color(0.5,0.5,0.5);
- f32 light_radius = 1000;
-
- def->inventory_texture = generateTextureFromMesh(
- node_mesh, device, dim, rtt_texture_name,
- camera_position,
- camera_lookat,
- camera_projection_matrix,
- ambient_light,
- light_position,
- light_color,
- light_radius);
-
- // render-to-target didn't work
- if(def->inventory_texture == NULL)
- {
- def->inventory_texture =
- tsrc->getTextureRaw(f.tiledef[0].name);
- }
- }
-
- /*
- Use the node mesh as the wield mesh
- */
- if(def->wield_mesh == NULL)
- {
- // Scale to proper wield mesh proportions
- scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
- * def->wield_scale);
- def->wield_mesh = node_mesh;
- def->wield_mesh->grab();
- }
-
- // falling outside of here deletes node_mesh
- }
- }
-#endif
- }
- void serialize(std::ostream &os)