]> git.lizzy.rs Git - minetest.git/blobdiff - src/itemdef.cpp
Use single box for halo mesh
[minetest.git] / src / itemdef.cpp
index 60a7dc64e33316f109eb3c20b81f6fb953792cea..a618ad631b078666a682ec39d944b129b2096884 100644 (file)
@@ -332,7 +332,6 @@ class CItemDefManager: public IWritableItemDefManager
                        return cc;
 
                ITextureSource *tsrc = gamedef->getTextureSource();
-               INodeDefManager *nodedef = gamedef->getNodeDefManager();
                const ItemDefinition &def = get(name);
 
                // Create new ClientCached
@@ -343,103 +342,11 @@ class CItemDefManager: public IWritableItemDefManager
                if(def.inventory_image != "")
                        cc->inventory_texture = tsrc->getTexture(def.inventory_image);
 
-               // 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));
-                       }
-
-                       /*
-                               Draw node mesh into a render target texture
-                       */
-                       if (need_rtt_mesh) {
-                               TextureFromMeshParams params;
-                               params.mesh = node_mesh;
-                               params.dim.set(64, 64);
-                               params.rtt_texture_name = "INVENTORY_"
-                                       + def.name + "_RTT";
-                               params.delete_texture_on_shutdown = true;
-                               params.camera_position.set(0, 1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.camera_lookat.set(0, 0, 0);
-                               // Set orthogonal projection
-                               params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
-                                               1.65, 1.65, 0, 100);
-                               params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
-                               params.light_position.set(10, 100, -50);
-                               params.light_color.set(1.0, 0.5, 0.5, 0.5);
-                               params.light_radius = 1000;
-
-#ifdef __ANDROID__
-                               params.camera_position.set(0, -1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.light_position.set(10, -100, -50);
-#endif
-                               cc->inventory_texture =
-                                       tsrc->generateTextureFromMesh(params);
-
-                               // render-to-target didn't work
-                               if (cc->inventory_texture == NULL) {
-                                       cc->inventory_texture =
-                                               tsrc->getTexture(f.tiledef[0].name);
-                               }
-                       }
-
-                       /*
-                               Use the node mesh as the wield mesh
-                       */
-                       if (need_wield_mesh) {
-                               cc->wield_mesh = node_mesh;
-                               cc->wield_mesh->grab();
+               ItemStack item = ItemStack();
+               item.name = def.name;
 
-                               // no way reference count can be smaller than 2 in this place!
-                               assert(cc->wield_mesh->getReferenceCount() >= 2);
-                       }
-
-                       if (node_mesh)
-                               node_mesh->drop();
-               }
+               scene::IMesh *mesh = getItemMesh(gamedef, item);
+               cc->wield_mesh = mesh;
 
                // Put in cache
                m_clientcached.set(name, cc);