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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
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@@ -41,6 +41,7 @@ class ITextureSource;
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class IGameDef;
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class LocalPlayer;
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struct ItemStack;
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class WieldMeshSceneNode;
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class ClientActiveObject : public ActiveObject
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{
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@@ -58,8 +59,10 @@ public:
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virtual bool getCollisionBox(aabb3f *toset){return false;}
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virtual bool collideWithObjects(){return false;}
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virtual v3f getPosition(){return v3f(0,0,0);}
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virtual scene::ISceneNode *getSceneNode(){return NULL;}
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virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
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virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
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virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
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virtual bool isPlayer() const {return false;}
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virtual bool isLocalPlayer() const {return false;}
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