Add a subfolder for models and transfer models from server to client
(obj, md2 and md3 are currently allowed) Get rid of the texture string and use the existing textures array. Segmented meshes have multiple materials, and this will allow us to texture each. Do not switch to this commit yet! If a texture string is left empty in LUA, don't modify that material. Useful so a script can change specific textures without affecting othersmaster
parent
cb40b3517a
commit
f9675bd2b4
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@ -860,6 +860,25 @@ bool Client::loadMedia(const std::string &data, const std::string &filename)
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return true;
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}
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const char *model_ext[] = {
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".b3d", ".md2", ".obj",
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NULL
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};
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name = removeStringEnd(filename, model_ext);
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if(name != "")
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{
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verbosestream<<"Client: Storing model into Irrlicht: "
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<<"file \""<<filename<<"\""<<std::endl;
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io::IFileSystem *irrfs = m_device->getFileSystem();
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// Create an irrlicht memory file
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io::IReadFile *rfile = irrfs->createMemoryReadFile(*data_rw, data_rw.getSize(), filename.c_str(), true);
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assert(rfile);
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//rfile->drop();
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return true;
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}
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errorstream<<"Client: Don't know how to load file \""
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<<filename<<"\""<<std::endl;
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return false;
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@ -1060,16 +1060,26 @@ public:
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{
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if(m_prop.visual == "mesh")
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{
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// fallback texture
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if(m_prop.texture == "")
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m_prop.texture = "unknown_block.png";
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video::IVideoDriver* driver = m_animated_meshnode->getSceneManager()->getVideoDriver();
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m_animated_meshnode->setMaterialTexture(0, driver->getTexture(m_prop.texture.c_str()));
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for (u32 i = 0; i < m_prop.textures.size(); ++i)
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{
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std::string texturestring = m_prop.textures[i];
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if(texturestring == "")
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continue; // Empty texture string means don't modify that material
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texturestring += mod;
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video::IVideoDriver* driver = m_animated_meshnode->getSceneManager()->getVideoDriver();
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video::ITexture* texture = driver->getTexture(texturestring.c_str());
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if(!texture)
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{
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errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
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continue;
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}
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// Set material flags and texture
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video::SMaterial& material = m_animated_meshnode->getMaterial(0);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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// Set material flags and texture
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m_animated_meshnode->setMaterialTexture(i, texture);
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video::SMaterial& material = m_animated_meshnode->getMaterial(i);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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}
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}
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}
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if(m_meshnode)
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@ -31,7 +31,6 @@ ObjectProperties::ObjectProperties():
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("sprite"),
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mesh(""),
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texture(""),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0),
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@ -51,7 +50,6 @@ std::string ObjectProperties::dump()
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", texture="<<texture;
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os<<", visual_size="<<PP2(visual_size);
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os<<", textures=[";
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for(u32 i=0; i<textures.size(); i++){
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@ -76,7 +74,6 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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os<<serializeString(texture);
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for(u32 i=0; i<textures.size(); i++){
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@ -101,7 +98,6 @@ void ObjectProperties::deSerialize(std::istream &is)
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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texture = deSerializeString(is);
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visual_size = readV2F1000(is);
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textures.clear();
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u32 texture_count = readU16(is);
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@ -33,7 +33,6 @@ struct ObjectProperties
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core::aabbox3d<f32> collisionbox;
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std::string visual;
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std::string mesh;
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std::string texture;
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v2f visual_size;
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core::array<std::string> textures;
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v2s16 spritediv;
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@ -938,7 +938,6 @@ static void read_object_properties(lua_State *L, int index,
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getstringfield(L, -1, "visual", prop->visual);
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getstringfield(L, -1, "mesh", prop->mesh);
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getstringfield(L, -1, "texture", prop->texture);
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lua_getfield(L, -1, "visual_size");
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if(lua_istable(L, -1))
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@ -6591,6 +6590,8 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
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lua_pop(L, 1);
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getstringfield(L, -1, "visual", prop->visual);
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getstringfield(L, -1, "mesh", prop->mesh);
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// Deprecated: read object properties directly
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read_object_properties(L, -1, prop);
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@ -4029,6 +4029,7 @@ void Server::fillMediaCache()
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paths.push_back(mod.path + DIR_DELIM + "textures");
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paths.push_back(mod.path + DIR_DELIM + "sounds");
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paths.push_back(mod.path + DIR_DELIM + "media");
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paths.push_back(mod.path + DIR_DELIM + "models");
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}
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std::string path_all = "textures";
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paths.push_back(path_all + DIR_DELIM + "all");
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@ -4054,6 +4055,7 @@ void Server::fillMediaCache()
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".png", ".jpg", ".bmp", ".tga",
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".pcx", ".ppm", ".psd", ".wal", ".rgb",
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".ogg",
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".b3d", ".md2", ".obj",
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NULL
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};
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if(removeStringEnd(filename, supported_ext) == ""){
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