]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_cao.cpp
Implement WieldMeshSceneNode which improves wield mesh rendering
[minetest.git] / src / content_cao.cpp
index d1de23d2a492e2c527dc8c8c58d34a9d40c82245..8471b7e81408eec598b5542b56cb2370786576f1 100644 (file)
@@ -45,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "main.h" // g_settings
 #include "camera.h" // CameraModes
+#include "wieldmesh.h"
 #include "log.h"
 
 class Settings;
@@ -551,6 +552,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
                m_meshnode(NULL),
                m_animated_meshnode(NULL),
+               m_wield_meshnode(NULL),
                m_spritenode(NULL),
                m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
@@ -683,38 +685,47 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
 
 v3f GenericCAO::getPosition()
 {
-       if(getParent() != NULL)
-       {
-               if(m_meshnode)
-                       return m_meshnode->getAbsolutePosition();
-               if(m_animated_meshnode)
-                       return m_animated_meshnode->getAbsolutePosition();
-               if(m_spritenode)
-                       return m_spritenode->getAbsolutePosition();
-               return m_position;
+       if (getParent() != NULL) {
+               scene::ISceneNode *node = getSceneNode();
+               if (node)
+                       return node->getAbsolutePosition();
+               else
+                       return m_position;
        }
        return pos_translator.vect_show;
 }
 
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+scene::ISceneNode* GenericCAO::getSceneNode()
 {
-       if(m_meshnode)
+       if (m_meshnode)
                return m_meshnode;
+       if (m_animated_meshnode)
+               return m_animated_meshnode;
+       if (m_wield_meshnode)
+               return m_wield_meshnode;
+       if (m_spritenode)
+               return m_spritenode;
        return NULL;
 }
 
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+       return m_meshnode;
+}
+
 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
 {
-       if(m_animated_meshnode)
-               return m_animated_meshnode;
-       return NULL;
+       return m_animated_meshnode;
+}
+
+WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
+{
+       return m_wield_meshnode;
 }
 
 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
 {
-       if(m_spritenode)
-               return m_spritenode;
-       return NULL;
+       return m_spritenode;
 }
 
 void GenericCAO::setAttachments()
@@ -769,6 +780,12 @@ void GenericCAO::removeFromScene(bool permanent)
                m_animated_meshnode->drop();
                m_animated_meshnode = NULL;
        }
+       if(m_wield_meshnode)
+       {
+               m_wield_meshnode->remove();
+               m_wield_meshnode->drop();
+               m_wield_meshnode = NULL;
+       }
        if(m_spritenode)
        {
                m_spritenode->remove();
@@ -789,7 +806,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        m_smgr = smgr;
        m_irr = irr;
 
-       if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+       if (getSceneNode() != NULL)
                return;
 
        m_visuals_expired = false;
@@ -918,28 +935,23 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        }
        else if(m_prop.visual == "wielditem") {
-               infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+               infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
                infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
                if(m_prop.textures.size() >= 1){
                        infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
                        IItemDefManager *idef = m_gamedef->idef();
                        ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-                       scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-
-                       // Copy mesh to be able to set unique vertex colors
-                       scene::IMeshManipulator *manip =
-                                       irr->getVideoDriver()->getMeshManipulator();
-                       scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
 
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       m_meshnode->grab();
-                       mesh->drop();
+                       m_wield_meshnode = new WieldMeshSceneNode(
+                                       smgr->getRootSceneNode(), smgr, -1);
+                       m_wield_meshnode->setItem(item, m_gamedef);
+                       m_wield_meshnode->grab();
                        
-                       m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                       m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
                                        m_prop.visual_size.Y/2,
                                        m_prop.visual_size.X/2));
                        u8 li = m_last_light;
-                       setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       m_wield_meshnode->setColor(video::SColor(255,li,li,li));
                }
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
@@ -947,14 +959,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        }
        updateTextures("");
 
-       scene::ISceneNode *node = NULL;
-       if(m_spritenode)
-               node = m_spritenode;
-       else if(m_animated_meshnode)
-               node = m_animated_meshnode;
-       else if(m_meshnode)
-               node = m_meshnode;
-       if(node && m_is_player && !m_is_local_player){
+       scene::ISceneNode *node = getSceneNode();
+       if (node && m_is_player && !m_is_local_player) {
                // Add a text node for showing the name
                gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
                std::wstring wname = narrow_to_wide(m_name);
@@ -981,6 +987,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
                        setMeshColor(m_meshnode->getMesh(), color);
                if(m_animated_meshnode)
                        setMeshColor(m_animated_meshnode->getMesh(), color);
+               if(m_wield_meshnode)
+                       m_wield_meshnode->setColor(color);
                if(m_spritenode)
                        m_spritenode->setColor(color);
        }
@@ -993,27 +1001,19 @@ v3s16 GenericCAO::getLightPosition()
 
 void GenericCAO::updateNodePos()
 {
-       if(getParent() != NULL)
+       if (getParent() != NULL)
                return;
 
-       v3s16 camera_offset = m_env->getCameraOffset();
-       if(m_meshnode)
-       {
-               m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_meshnode->setRotation(rot);
-       }
-       if(m_animated_meshnode)
-       {
-               m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_animated_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_animated_meshnode->setRotation(rot);
-       }
-       if(m_spritenode)
-       {
-               m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+       scene::ISceneNode *node = getSceneNode();
+
+       if (node) {
+               v3s16 camera_offset = m_env->getCameraOffset();
+               node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+               if (node != m_spritenode) { // rotate if not a sprite
+                       v3f rot = node->getRotation();
+                       rot.Y = -m_yaw;
+                       node->setRotation(rot);
+               }
        }
 }
        
@@ -1107,20 +1107,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                continue;
                        }
                        ClientActiveObject *obj = m_env->getActiveObject(*ci);
-                       if(obj)
-                       {
-                               scene::IMeshSceneNode *m_child_meshnode
-                                               = obj->getMeshSceneNode();
-                               scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
-                                               = obj->getAnimatedMeshSceneNode();
-                               scene::IBillboardSceneNode *m_child_spritenode
-                                               = obj->getSpriteSceneNode();
-                               if(m_child_meshnode)
-                                       m_child_meshnode->setParent(m_smgr->getRootSceneNode());
-                               if(m_child_animated_meshnode)
-                                       m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                               if(m_child_spritenode)
-                                       m_child_spritenode->setParent(m_smgr->getRootSceneNode());
+                       if (obj) {
+                               scene::ISceneNode *child_node = obj->getSceneNode();
+                               if (child_node)
+                                       child_node->setParent(m_smgr->getRootSceneNode());
                        }
                        ++ci;
                }
@@ -1132,22 +1122,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                for(std::vector<u16>::iterator ci = m_children.begin();
                                                ci != m_children.end(); ci++)
                {
-                               // Get the object of the child
-                               ClientActiveObject *obj = m_env->getActiveObject(*ci);
-                               if(obj)
-                                       obj->setAttachments();
+                       // Get the object of the child
+                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       if (obj)
+                               obj->setAttachments();
                }
        }
 
        // Make sure m_is_visible is always applied
-       if(m_meshnode)
-               m_meshnode->setVisible(m_is_visible);
-       if(m_animated_meshnode)
-               m_animated_meshnode->setVisible(m_is_visible);
-       if(m_spritenode)
-               m_spritenode->setVisible(m_is_visible);
-       if(m_textnode)
-               m_textnode->setVisible(m_is_visible);
+       scene::ISceneNode *node = getSceneNode();
+       if (node)
+               node->setVisible(m_is_visible);
 
        if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
        {
@@ -1516,154 +1501,38 @@ void GenericCAO::updateAttachments()
 
        if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
        {
-               if(m_meshnode)
-               {
-                       v3f old_position = m_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_meshnode->getRotation();
-                       m_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_meshnode->setPosition(old_position);
-                       m_meshnode->setRotation(old_rotation);
-                       m_meshnode->updateAbsolutePosition();
+               scene::ISceneNode *node = getSceneNode();
+               if (node) {
+                       v3f old_position = node->getAbsolutePosition();
+                       v3f old_rotation = node->getRotation();
+                       node->setParent(m_smgr->getRootSceneNode());
+                       node->setPosition(old_position);
+                       node->setRotation(old_rotation);
+                       node->updateAbsolutePosition();
                }
-               if(m_animated_meshnode)
-               {
-                       v3f old_position = m_animated_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_animated_meshnode->getRotation();
-                       m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_animated_meshnode->setPosition(old_position);
-                       m_animated_meshnode->setRotation(old_rotation);
-                       m_animated_meshnode->updateAbsolutePosition();
-               }
-               if(m_spritenode)
-               {
-                       v3f old_position = m_spritenode->getAbsolutePosition();
-                       v3f old_rotation = m_spritenode->getRotation();
-                       m_spritenode->setParent(m_smgr->getRootSceneNode());
-                       m_spritenode->setPosition(old_position);
-                       m_spritenode->setRotation(old_rotation);
-                       m_spritenode->updateAbsolutePosition();
-               }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = false;
                }
        }
        else // Attach
        {
-               scene::IMeshSceneNode *parent_mesh = NULL;
-               if(getParent()->getMeshSceneNode())
-                       parent_mesh = getParent()->getMeshSceneNode();
-               scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
-               if(getParent()->getAnimatedMeshSceneNode())
-                       parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
-               scene::IBillboardSceneNode *parent_sprite = NULL;
-               if(getParent()->getSpriteSceneNode())
-                       parent_sprite = getParent()->getSpriteSceneNode();
-
-               scene::IBoneSceneNode *parent_bone = NULL;
-               if(parent_animated_mesh && m_attachment_bone != "")
-               {
-                       parent_bone =
-                                       parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-               }
-               // The spaghetti code below makes sure attaching works if either the
-               // parent or child is a spritenode, meshnode, or animatedmeshnode
-               // TODO: Perhaps use polymorphism here to save code duplication
-               if(m_meshnode)
-               {
-                       if(parent_bone)
-                       {
-                               m_meshnode->setParent(parent_bone);
-                               m_meshnode->setPosition(m_attachment_position);
-                               m_meshnode->setRotation(m_attachment_rotation);
-                               m_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh)
-                               {
-                                       m_meshnode->setParent(parent_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh) {
-                                       m_meshnode->setParent(parent_animated_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite) {
-                                       m_meshnode->setParent(parent_sprite);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                       }
-               }
-               if(m_animated_meshnode)
-               {
-                       if(parent_bone)
-                       {
-                               m_animated_meshnode->setParent(parent_bone);
-                               m_animated_meshnode->setPosition(m_attachment_position);
-                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                               m_animated_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh)
-                               {
-                                       m_animated_meshnode->setParent(parent_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               } else if(parent_animated_mesh) {
-                                       m_animated_meshnode->setParent(parent_animated_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               } else if(parent_sprite) {
-                                       m_animated_meshnode->setParent(parent_sprite);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               }
-                       }
+               scene::ISceneNode *my_node = getSceneNode();
+
+               scene::ISceneNode *parent_node = getParent()->getSceneNode();
+               scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+                               getParent()->getAnimatedMeshSceneNode();
+               if (parent_animated_mesh_node && m_attachment_bone != "") {
+                       parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
                }
-               if(m_spritenode)
-               {
-                       if(parent_bone)
-                       {
-                               m_spritenode->setParent(parent_bone);
-                               m_spritenode->setPosition(m_attachment_position);
-                               m_spritenode->setRotation(m_attachment_rotation);
-                               m_spritenode->updateAbsolutePosition();
-                       } else {
-                               if(parent_mesh)
-                               {
-                                       m_spritenode->setParent(parent_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh) {
-                                       m_spritenode->setParent(parent_animated_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite) {
-                                       m_spritenode->setParent(parent_sprite);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                       }
+
+               if (my_node && parent_node) {
+                       my_node->setParent(parent_node);
+                       my_node->setPosition(m_attachment_position);
+                       my_node->setRotation(m_attachment_rotation);
+                       my_node->updateAbsolutePosition();
                }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = true;
                }