- // Additional processing for nodes:
- // - Create a wield mesh if WieldMeshSceneNode can't render
- // the node on its own.
- // - If inventory_texture isn't set yet, create one using
- // render-to-texture.
- if (def.type == ITEM_NODE) {
- // Get node properties
- content_t id = nodedef->getId(name);
- const ContentFeatures &f = nodedef->get(id);
-
- bool need_rtt_mesh = cc->inventory_texture == NULL;
-
- // Keep this in sync with WieldMeshSceneNode::setItem()
- bool need_wield_mesh =
- !(f.mesh_ptr[0] ||
- f.drawtype == NDT_NORMAL ||
- f.drawtype == NDT_ALLFACES ||
- f.drawtype == NDT_AIRLIKE);
-
- scene::IMesh *node_mesh = NULL;
-
- if (need_rtt_mesh || need_wield_mesh) {
- u8 param1 = 0;
- if (f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef, false);
- u8 param2 = 0;
- if (f.param_type_2 == CPT2_WALLMOUNTED)
- param2 = 1;
- MapNode mesh_make_node(id, param1, param2);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
- node_mesh = mapblock_mesh.getMesh();
- node_mesh->grab();
- video::SColor c(255, 255, 255, 255);
- setMeshColor(node_mesh, c);
-
- // 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));
- }