Get the mesh working through the memory cache properly. Most credit goes to celeron55 for the help on this code
Get the texture from memory as well Add .x to the list of supported formats Update LUA API documentationpull/300/merge
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f9675bd2b4
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9c8ba42750
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@ -1227,8 +1227,9 @@ Object Properties
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physical = true,
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weight = 5,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube"/"sprite"/"upright_sprite",
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visual = "cube"/"sprite"/"upright_sprite"/"mesh",
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visual_size = {x=1, y=1},
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mesh = "model",
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textures = {}, -- number of required textures depends on visual
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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@ -41,6 +41,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "sound.h"
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#include "util/string.h"
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#include "hex.h"
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#include "IMeshCache.h"
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static std::string getMediaCacheDir()
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{
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@ -820,8 +821,8 @@ bool Client::loadMedia(const std::string &data, const std::string &filename)
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name = removeStringEnd(filename, image_ext);
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if(name != "")
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{
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verbosestream<<"Client: Attempting to load image "
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<<"file \""<<filename<<"\""<<std::endl;
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verbosestream<<"Client: Storing image into Irrlicht: "
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<<"\""<<filename<<"\""<<std::endl;
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io::IFileSystem *irrfs = m_device->getFileSystem();
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video::IVideoDriver *vdrv = m_device->getVideoDriver();
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@ -854,28 +855,31 @@ bool Client::loadMedia(const std::string &data, const std::string &filename)
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name = removeStringEnd(filename, sound_ext);
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if(name != "")
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{
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verbosestream<<"Client: Attempting to load sound "
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<<"file \""<<filename<<"\""<<std::endl;
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verbosestream<<"Client: Storing sound into Irrlicht: "
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<<"\""<<filename<<"\""<<std::endl;
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m_sound->loadSoundData(name, data);
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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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".x", ".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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<<"\""<<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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io::IReadFile *rfile = irrfs->createMemoryReadFile(
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*data_rw, data_rw.getSize(), filename.c_str());
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assert(rfile);
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//rfile->drop();
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scene::ISceneManager *smgr = m_device->getSceneManager();
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scene::IAnimatedMesh *mesh = smgr->getMesh(rfile);
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smgr->getMeshCache()->addMesh(filename.c_str(), mesh);
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return true;
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}
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@ -979,6 +979,8 @@ public:
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updateTexturePos();
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updateAnimations();
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if(m_reset_textures_timer >= 0){
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m_reset_textures_timer -= dtime;
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if(m_reset_textures_timer <= 0){
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@ -1066,8 +1068,7 @@ public:
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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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video::ITexture* texture = tsrc->getTextureRaw(texturestring);
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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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@ -1135,6 +1136,14 @@ public:
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}
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}
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void updateAnimations()
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{
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if(!m_animated_meshnode)
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return;
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m_animated_meshnode->setFrameLoop(0, 50);
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}
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void processMessage(const std::string &data)
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{
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//infostream<<"GenericCAO: Got message"<<std::endl;
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@ -4055,7 +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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".x", ".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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