Recalculate normals for cached meshes.
Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
This commit is contained in:
parent
9029a34cc6
commit
d221917170
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@ -2781,6 +2781,10 @@ IShaderSource* Client::getShaderSource()
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{
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{
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return m_shsrc;
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return m_shsrc;
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}
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}
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scene::ISceneManager* Client::getSceneManager()
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{
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return m_device->getSceneManager();
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}
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u16 Client::allocateUnknownNodeId(const std::string &name)
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u16 Client::allocateUnknownNodeId(const std::string &name)
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{
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{
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errorstream<<"Client::allocateUnknownNodeId(): "
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errorstream<<"Client::allocateUnknownNodeId(): "
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@ -447,6 +447,7 @@ public:
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virtual ICraftDefManager* getCraftDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual ITextureSource* getTextureSource();
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virtual ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual IShaderSource* getShaderSource();
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virtual scene::ISceneManager* getSceneManager();
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual ISoundManager* getSoundManager();
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual MtEventManager* getEventManager();
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@ -1720,11 +1720,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3f pos = intToFloat(p, BS);
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v3f pos = intToFloat(p, BS);
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video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
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video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
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u8 facedir = n.getFaceDir(nodedef);
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u8 facedir = n.getFaceDir(nodedef);
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for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
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if (f.mesh_ptr[facedir]) {
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scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
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for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
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collector.append(getNodeTileN(n, p, j, data),
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scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
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(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
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collector.append(getNodeTileN(n, p, j, data),
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buf->getIndices(), buf->getIndexCount(), pos, c);
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(video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
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buf->getIndices(), buf->getIndexCount(), pos, c);
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}
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}
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}
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break;}
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break;}
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}
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}
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@ -33,6 +33,7 @@ class MtEventManager;
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class IRollbackReportSink;
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class IRollbackReportSink;
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namespace irr { namespace scene {
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namespace irr { namespace scene {
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class IAnimatedMesh;
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class IAnimatedMesh;
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class ISceneManager;
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}}
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}}
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/*
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/*
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@ -63,6 +64,7 @@ public:
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virtual MtEventManager* getEventManager()=0;
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virtual MtEventManager* getEventManager()=0;
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename)
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{ return NULL; }
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{ return NULL; }
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virtual scene::ISceneManager* getSceneManager()=0;
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// Only usable on the server, and NOT thread-safe. It is usable from the
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// Only usable on the server, and NOT thread-safe. It is usable from the
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// environment thread.
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// environment thread.
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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#ifndef SERVER
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#include "tile.h"
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#include "tile.h"
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#include "mesh.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#endif
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#endif
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#include "log.h"
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#include "log.h"
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#include "settings.h"
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#include "settings.h"
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@ -171,12 +172,6 @@ ContentFeatures::ContentFeatures()
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ContentFeatures::~ContentFeatures()
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ContentFeatures::~ContentFeatures()
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{
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{
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#ifndef SERVER
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for (u32 i = 0; i < 24; i++) {
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if (mesh_ptr[i])
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mesh_ptr[i]->drop();
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}
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#endif
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}
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}
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void ContentFeatures::reset()
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void ContentFeatures::reset()
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@ -446,6 +441,15 @@ CNodeDefManager::CNodeDefManager()
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CNodeDefManager::~CNodeDefManager()
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CNodeDefManager::~CNodeDefManager()
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{
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{
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#ifndef SERVER
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for (u32 i = 0; i < m_content_features.size(); i++) {
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ContentFeatures *f = &m_content_features[i];
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for (u32 j = 0; j < 24; j++) {
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if (f->mesh_ptr[j])
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f->mesh_ptr[j]->drop();
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}
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}
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#endif
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}
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}
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@ -695,6 +699,8 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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ITextureSource *tsrc = gamedef->tsrc();
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ITextureSource *tsrc = gamedef->tsrc();
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IShaderSource *shdsrc = gamedef->getShaderSource();
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IShaderSource *shdsrc = gamedef->getShaderSource();
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scene::ISceneManager* smgr = gamedef->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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@ -840,18 +846,23 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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// Read the mesh and apply scale
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// Read the mesh and apply scale
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if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
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if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
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f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
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f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
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scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
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if (f->mesh_ptr[0]){
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recalculateBoundingBox(f->mesh_ptr[0]);
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v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
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scaleMesh(f->mesh_ptr[0], scale);
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recalculateBoundingBox(f->mesh_ptr[0]);
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}
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}
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}
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//Convert regular nodebox nodes to meshnodes
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//Convert regular nodebox nodes to meshnodes
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//Change the drawtype and apply scale
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//Change the drawtype and apply scale
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if ((f->drawtype == NDT_NODEBOX) &&
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else if ((f->drawtype == NDT_NODEBOX) &&
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((f->node_box.type == NODEBOX_REGULAR) || (f->node_box.type == NODEBOX_FIXED)) &&
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((f->node_box.type == NODEBOX_REGULAR) ||
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(f->node_box.type == NODEBOX_FIXED)) &&
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(!f->node_box.fixed.empty())) {
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(!f->node_box.fixed.empty())) {
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f->drawtype = NDT_MESH;
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f->drawtype = NDT_MESH;
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f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
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f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
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scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
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v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
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scaleMesh(f->mesh_ptr[0], scale);
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recalculateBoundingBox(f->mesh_ptr[0]);
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recalculateBoundingBox(f->mesh_ptr[0]);
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}
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}
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@ -861,6 +872,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
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f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
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f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
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rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
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rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
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recalculateBoundingBox(f->mesh_ptr[j]);
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recalculateBoundingBox(f->mesh_ptr[j]);
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meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
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}
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}
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}
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}
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}
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}
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@ -4890,6 +4890,11 @@ IShaderSource* Server::getShaderSource()
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{
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{
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return NULL;
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return NULL;
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}
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}
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scene::ISceneManager* Server::getSceneManager()
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{
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return NULL;
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}
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u16 Server::allocateUnknownNodeId(const std::string &name)
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u16 Server::allocateUnknownNodeId(const std::string &name)
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{
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{
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return m_nodedef->allocateDummy(name);
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return m_nodedef->allocateDummy(name);
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@ -290,6 +290,7 @@ public:
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virtual ISoundManager* getSoundManager();
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual MtEventManager* getEventManager();
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virtual IRollbackReportSink* getRollbackReportSink();
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virtual IRollbackReportSink* getRollbackReportSink();
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virtual scene::ISceneManager* getSceneManager();
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IWritableItemDefManager* getWritableItemDefManager();
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IWritableItemDefManager* getWritableItemDefManager();
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IWritableNodeDefManager* getWritableNodeDefManager();
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IWritableNodeDefManager* getWritableNodeDefManager();
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