Use meshes to display inventory items

This commit is contained in:
RealBadAngel 2016-01-24 14:19:17 +01:00 committed by est31
parent bf884e37a0
commit 6cd2b3b445
10 changed files with 281 additions and 155 deletions

View File

@ -508,6 +508,9 @@ directional_colored_fog (Colored fog) bool true
# set to the nearest valid value.
ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
[**Menus]
# Use a cloud animation for the main menu background.

View File

@ -588,6 +588,9 @@
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
# Enable animation of inventory items.
# inventory_items_animations = false
### Menus
# Use a cloud animation for the main menu background.

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@ -138,6 +138,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("console_alpha", "200");
settings->setDefault("selectionbox_color", "(0,0,0)");
settings->setDefault("enable_node_highlighting", "false");
settings->setDefault("inventory_items_animations", "false");
settings->setDefault("crosshair_color", "(255,255,255)");
settings->setDefault("crosshair_alpha", "255");
settings->setDefault("hud_scaling", "1.0");

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@ -572,7 +572,7 @@ void GUIFormSpecMenu::parseItemImage(parserData* data,std::string element)
if(!data->explicit_size)
warningstream<<"invalid use of item_image without a size[] element"<<std::endl;
m_itemimages.push_back(ImageDrawSpec(name, pos, geom));
m_itemimages.push_back(ImageDrawSpec("", name, pos, geom));
return;
}
errorstream<< "Invalid ItemImage element(" << parts.size() << "): '" << element << "'" << std::endl;
@ -1483,7 +1483,6 @@ void GUIFormSpecMenu::parseItemImageButton(parserData* data,std::string element)
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(item_name, idef);
video::ITexture *texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
m_tooltips[name] =
TooltipSpec(item.getDefinition(idef).description,
@ -1505,13 +1504,17 @@ void GUIFormSpecMenu::parseItemImageButton(parserData* data,std::string element)
}
e->setUseAlphaChannel(true);
e->setImage(guiScalingImageButton(Environment->getVideoDriver(), texture, geom.X, geom.Y));
e->setPressedImage(guiScalingImageButton(Environment->getVideoDriver(), texture, geom.X, geom.Y));
e->setImage(guiScalingImageButton(Environment->getVideoDriver(), NULL, geom.X, geom.Y));
e->setPressedImage(guiScalingImageButton(Environment->getVideoDriver(), NULL, geom.X, geom.Y));
e->setScaleImage(true);
spec.ftype = f_Button;
rect+=data->basepos-padding;
spec.rect=rect;
m_fields.push_back(spec);
pos = padding + AbsoluteRect.UpperLeftCorner;
pos.X += stof(v_pos[0]) * (float) spacing.X;
pos.Y += stof(v_pos[1]) * (float) spacing.Y;
m_itemimages.push_back(ImageDrawSpec("", item_name, pos, geom));
return;
}
errorstream<< "Invalid ItemImagebutton element(" << parts.size() << "): '" << element << "'" << std::endl;
@ -2151,7 +2154,8 @@ GUIFormSpecMenu::ItemSpec GUIFormSpecMenu::getItemAtPos(v2s32 p) const
return ItemSpec(InventoryLocation(), "", -1);
}
void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase,
bool &item_hovered)
{
video::IVideoDriver* driver = Environment->getVideoDriver();
@ -2193,12 +2197,13 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
&& m_selected_item->i == item_i;
bool hovering = rect.isPointInside(m_pointer);
if(phase == 0)
{
if(hovering)
if (phase == 0) {
if (hovering) {
item_hovered = true;
driver->draw2DRectangle(m_slotbg_h, rect, &AbsoluteClippingRect);
else
} else {
driver->draw2DRectangle(m_slotbg_n, rect, &AbsoluteClippingRect);
}
}
//Draw inv slot borders
@ -2232,7 +2237,8 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
if(!item.empty())
{
drawItemStack(driver, m_font, item,
rect, &AbsoluteClippingRect, m_gamedef);
rect, &AbsoluteClippingRect, m_gamedef,
selected, hovering, false);
}
// Draw tooltip
@ -2273,11 +2279,15 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
void GUIFormSpecMenu::drawSelectedItem()
{
if(!m_selected_item)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
if (!m_selected_item) {
drawItemStack(driver, m_font, ItemStack(),
core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
NULL, m_gamedef, false, false, true);
return;
}
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
sanity_check(inv);
InventoryList *list = inv->getList(m_selected_item->listname);
@ -2287,7 +2297,7 @@ void GUIFormSpecMenu::drawSelectedItem()
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
drawItemStack(driver, m_font, stack, rect, NULL, m_gamedef);
drawItemStack(driver, m_font, stack, rect, NULL, m_gamedef, false, false, true);
}
void GUIFormSpecMenu::drawMenu()
@ -2369,6 +2379,12 @@ void GUIFormSpecMenu::drawMenu()
driver->draw2DRectangle(todraw, rect, 0);
}
/*
Call base class
*/
gui::IGUIElement::draw();
/*
Draw images
*/
@ -2413,18 +2429,12 @@ void GUIFormSpecMenu::drawMenu()
const ImageDrawSpec &spec = m_itemimages[i];
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(spec.name, idef);
video::ITexture *texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
// Image size on screen
item.deSerialize(spec.item_name, idef);
core::rect<s32> imgrect(0, 0, spec.geom.X, spec.geom.Y);
// Image rectangle on screen
// Viewport rectangle on screen
core::rect<s32> rect = imgrect + spec.pos;
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(texture->getOriginalSize())),
NULL/*&AbsoluteClippingRect*/, colors, true);
drawItemStack(driver, m_font, item, rect, &AbsoluteClippingRect,
m_gamedef, false, false, false);
}
/*
@ -2432,17 +2442,18 @@ void GUIFormSpecMenu::drawMenu()
Phase 0: Item slot rectangles
Phase 1: Item images; prepare tooltip
*/
int start_phase=0;
for(int phase=start_phase; phase<=1; phase++)
for(u32 i=0; i<m_inventorylists.size(); i++)
{
drawList(m_inventorylists[i], phase);
bool item_hovered = false;
int start_phase = 0;
for (int phase = start_phase; phase <= 1; phase++) {
for (u32 i = 0; i < m_inventorylists.size(); i++) {
drawList(m_inventorylists[i], phase, item_hovered);
}
}
if (!item_hovered) {
drawItemStack(driver, m_font, ItemStack(),
core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
NULL, m_gamedef, false, true, false);
}
/*
Call base class
*/
gui::IGUIElement::draw();
/* TODO find way to show tooltips on touchscreen */
#ifndef HAVE_TOUCHSCREENGUI

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@ -143,7 +143,17 @@ class GUIFormSpecMenu : public GUIModalMenu
{
}
ImageDrawSpec(const std::string &a_name,
v2s32 a_pos, v2s32 a_geom):
const std::string &a_item_name,
const v2s32 &a_pos, const v2s32 &a_geom):
name(a_name),
item_name (a_item_name),
pos(a_pos),
geom(a_geom)
{
scale = true;
}
ImageDrawSpec(const std::string &a_name,
const v2s32 &a_pos, const v2s32 &a_geom):
name(a_name),
pos(a_pos),
geom(a_geom)
@ -151,13 +161,14 @@ class GUIFormSpecMenu : public GUIModalMenu
scale = true;
}
ImageDrawSpec(const std::string &a_name,
v2s32 a_pos):
const v2s32 &a_pos):
name(a_name),
pos(a_pos)
{
scale = false;
}
std::string name;
std::string item_name;
v2s32 pos;
v2s32 geom;
bool scale;
@ -282,7 +293,7 @@ public:
void regenerateGui(v2u32 screensize);
ItemSpec getItemAtPos(v2s32 p) const;
void drawList(const ListDrawSpec &s, int phase);
void drawList(const ListDrawSpec &s, int phase, bool &item_hovered);
void drawSelectedItem();
void drawMenu();
void updateSelectedItem();
@ -334,6 +345,8 @@ protected:
std::vector<std::pair<FieldSpec,gui::IGUIScrollBar*> > m_scrollbars;
ItemSpec *m_selected_item;
f32 m_timer1;
f32 m_timer2;
u32 m_selected_amount;
bool m_selected_dragging;
@ -373,6 +386,7 @@ private:
TextDest *m_text_dst;
unsigned int m_formspec_version;
std::string m_focused_element;
bool m_selection_active;
typedef struct {
bool explicit_size;

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@ -82,8 +82,9 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
use_hotbar_selected_image = false;
}
void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected)
{
if (selected) {
/* draw hihlighting around selected item */
if (use_hotbar_selected_image) {
@ -154,7 +155,8 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool sele
video::SColor bgcolor2(128, 0, 0, 0);
if (!use_hotbar_image)
driver->draw2DRectangle(bgcolor2, rect, NULL);
drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, gamedef);
drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
gamedef, selected, false, false);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
@ -489,23 +491,90 @@ void drawItemStack(video::IVideoDriver *driver,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef)
IGameDef *gamedef,
bool selected,
bool hovered,
bool dragged)
{
if(item.empty())
static s32 hovered_time;
static s32 selected_time;
static s32 dragged_time;
static scene::IMesh *hovered_mesh;
static scene::IMesh *selected_mesh;
static scene::IMesh *dragged_mesh;
bool enable_animations =
g_settings->getBool("inventory_items_animations");
if (item.empty()) {
if (selected) {
selected_mesh = NULL;
} else if (hovered) {
hovered_mesh = NULL;
} else if (dragged) {
dragged_mesh = NULL;
}
return;
}
const ItemDefinition &def = item.getDefinition(gamedef->idef());
video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
// Draw the inventory texture
if(texture != NULL)
{
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(texture->getOriginalSize())),
clip, colors, true);
if (mesh) {
driver->clearZBuffer();
s32 delta = 0;
if (selected) {
if (mesh != selected_mesh) {
selected_mesh = mesh;
selected_time = getTimeMs();
} else {
delta = porting::getDeltaMs(selected_time, getTimeMs()) % 100000;
}
} else if (hovered) {
if (mesh != hovered_mesh) {
hovered_mesh = mesh;
hovered_time = getTimeMs();
} else {
delta = porting::getDeltaMs(hovered_time, getTimeMs()) % 100000;
}
} else if (dragged) {
if (mesh != dragged_mesh) {
dragged_mesh = mesh;
dragged_time = getTimeMs();
} else {
delta = porting::getDeltaMs(dragged_time, getTimeMs()) % 100000;
}
}
core::rect<s32> oldViewPort = driver->getViewPort();
core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
core::matrix4 ProjMatrix;
ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100);
driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
driver->setTransform(video::ETS_VIEW, ProjMatrix);
core::matrix4 matrix;
matrix.makeIdentity();
if (enable_animations) {
float timer_f = (float)delta / 5000.0;
matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0));
}
driver->setTransform(video::ETS_WORLD, matrix);
driver->setViewPort(rect);
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; ++j) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.Lighting = false;
driver->setMaterial(material);
driver->drawMeshBuffer(buf);
}
driver->setTransform(video::ETS_VIEW, oldViewMat);
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
}
if(def.type == ITEM_TOOL && item.wear != 0)

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@ -137,7 +137,8 @@ private:
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);
v2u32 m_screensize;
v2s32 m_displaycenter;
@ -151,8 +152,10 @@ void drawItemStack(video::IVideoDriver *driver,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef);
IGameDef *gamedef,
bool selected,
bool hovered,
bool dragged);
#endif

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@ -332,7 +332,6 @@ public:
return cc;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
const ItemDefinition &def = get(name);
// Create new ClientCached
@ -343,103 +342,11 @@ public:
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);
ItemStack item = ItemStack();
item.name = def.name;
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();
// 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);

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@ -114,9 +114,7 @@ static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
mesh->drop();
return newmesh;
return mesh;
}
/*
@ -436,3 +434,116 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
m_meshnode->setVisible(true);
}
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
INodeDefManager *ndef = gamedef->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
if (!g_extrusion_mesh_cache) {
g_extrusion_mesh_cache = new ExtrusionMeshCache();
} else {
g_extrusion_mesh_cache->grab();
}
scene::IMesh *mesh;
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
mesh = getExtrudedMesh(tsrc, def.wield_image);
return mesh;
} else if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
return mesh;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
setMeshColor(mesh, video::SColor (255, 255, 255, 255));
} else if (f.drawtype == NDT_PLANTLIKE) {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].texture_id));
return mesh;
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
} else {
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
mesh = cloneMesh(mapblock_mesh.getMesh());
translateMesh(mesh, v3f(-BS, -BS, -BS));
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
video::SMaterial &material1 =
mesh->getMeshBuffer(i)->getMaterial();
video::SMaterial &material2 =
mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
material1.setTexture(0, material2.getTexture(0));
material1.setTexture(1, material2.getTexture(1));
material1.setTexture(2, material2.getTexture(2));
material1.setTexture(3, material2.getTexture(3));
material1.MaterialType = material2.MaterialType;
}
return mesh;
}
shadeMeshFaces(mesh);
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
if (f.tiles[i].animation_frame_count > 1) {
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, f.tiles[i].texture);
}
}
return mesh;
}
return NULL;
}
scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename)
{
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
if (!texture) {
return NULL;
}
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
// Customize material
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
material.setTexture(0, tsrc->getTexture(imagename));
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
return mesh;
}

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@ -77,4 +77,8 @@ private:
core::aabbox3d<f32> m_bounding_box;
};
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);
#endif