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C++ ItemStack::getDefinition方法代码示例

本文整理汇总了C++中ItemStack::getDefinition方法的典型用法代码示例。如果您正苦于以下问题:C++ ItemStack::getDefinition方法的具体用法?C++ ItemStack::getDefinition怎么用?C++ ItemStack::getDefinition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ItemStack的用法示例。


在下文中一共展示了ItemStack::getDefinition方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: wield

void Camera::wield(const ItemStack &item)
{
	IItemDefManager *idef = m_gamedef->idef();
	m_eatable = item.getDefinition(idef).eatable;
	scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
	if(wield_mesh)
	{
		m_wieldnode->setMesh(wield_mesh);
		m_wieldnode->setVisible(true);
	}
	else
	{
		m_wieldnode->setVisible(false);
	}
}
开发者ID:Jeija,项目名称:BlockPlanet,代码行数:15,代码来源:camera.cpp

示例2: wield

void Camera::wield(const ItemStack &item, u16 playeritem)
{
	IItemDefManager *idef = m_gamedef->idef();
	std::string itemname = item.getDefinition(idef).name;
	m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
	if(playeritem != m_previous_playeritem &&
			!(m_previous_itemname == "" && itemname == "")) {
		m_previous_playeritem = playeritem;
		m_previous_itemname = itemname;
		if(m_wield_change_timer >= 0.125)
			m_wield_change_timer = -0.125;
		else if(m_wield_change_timer > 0) {
			m_wield_change_timer = -m_wield_change_timer;
		}
	} else {
		if(m_wield_mesh_next) {
			m_wieldnode->setMesh(m_wield_mesh_next);
			m_wieldnode->setVisible(true);
		} else {
			m_wieldnode->setVisible(false);
		}
		m_wield_mesh_next = NULL;
		if(m_previous_itemname != itemname) {
			m_previous_itemname = itemname;
			m_wield_change_timer = 0;
		}
		else
			m_wield_change_timer = 0.125;
	}
}
开发者ID:0151n,项目名称:minetest,代码行数:30,代码来源:camera.cpp

示例3: setItem

void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
	ITextureSource *tsrc = gamedef->getTextureSource();
	IItemDefManager *idef = gamedef->getItemDefManager();

	const ItemDefinition &def = item.getDefinition(idef);

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc);
		return;
	}

	// Handle nodes
	// See also CItemDefManager::createClientCached()
	if (def.type == ITEM_NODE) {
		INodeDefManager *ndef = gamedef->getNodeDefManager();
		const ContentFeatures &f = ndef->get(def.name);
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
			// Customize materials
			for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
				assert(i < 6);
				video::SMaterial &material = m_meshnode->getMaterial(i);
				material.setTexture(0, f.tiles[i].texture);
				f.tiles[i].applyMaterialOptions(material);
			}
			return;
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
			return;
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
			return;
		}

		// If none of the above standard cases worked, use the wield mesh from ClientCached
		scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
		if (mesh) {
			changeToMesh(mesh);
			m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
			return;
		}
	}

	// default to inventory_image
	if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
开发者ID:ESTgamerpro,项目名称:minetest,代码行数:59,代码来源:wieldmesh.cpp

示例4: drawItemStack

void drawItemStack(video::IVideoDriver *driver,
		gui::IGUIFont *font,
		const ItemStack &item,
		const core::rect<s32> &rect,
		const core::rect<s32> *clip,
		IGameDef *gamedef)
{
	if(item.empty())
		return;
	
	const ItemDefinition &def = item.getDefinition(gamedef->idef());
	video::ITexture *texture = gamedef->idef()->getInventoryTexture(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};
		driver->draw2DImage(texture, rect,
			core::rect<s32>(core::position2d<s32>(0,0),
			core::dimension2di(texture->getOriginalSize())),
			clip, colors, true);
	}

	if(def.type == ITEM_TOOL && item.wear != 0)
	{
		// Draw a progressbar
		float barheight = rect.getHeight()/16;
		float barpad_x = rect.getWidth()/16;
		float barpad_y = rect.getHeight()/16;
		core::rect<s32> progressrect(
			rect.UpperLeftCorner.X + barpad_x,
			rect.LowerRightCorner.Y - barpad_y - barheight,
			rect.LowerRightCorner.X - barpad_x,
			rect.LowerRightCorner.Y - barpad_y);

		// Shrink progressrect by amount of tool damage
		float wear = item.wear / 65535.0;
		int progressmid =
			wear * progressrect.UpperLeftCorner.X +
			(1-wear) * progressrect.LowerRightCorner.X;

		// Compute progressbar color
		//   wear = 0.0: green
		//   wear = 0.5: yellow
		//   wear = 1.0: red
		video::SColor color(255,255,255,255);
		int wear_i = MYMIN(floor(wear * 600), 511);
		wear_i = MYMIN(wear_i + 10, 511);
		if(wear_i <= 255)
			color.set(255, wear_i, 255, 0);
		else
			color.set(255, 255, 511-wear_i, 0);

		core::rect<s32> progressrect2 = progressrect;
		progressrect2.LowerRightCorner.X = progressmid;
		driver->draw2DRectangle(color, progressrect2, clip);

		color = video::SColor(255,0,0,0);
		progressrect2 = progressrect;
		progressrect2.UpperLeftCorner.X = progressmid;
		driver->draw2DRectangle(color, progressrect2, clip);
	}

	if(font != NULL && item.count >= 2)
	{
		// Get the item count as a string
		std::string text = itos(item.count);
		v2u32 dim = font->getDimension(narrow_to_wide(text).c_str());
		v2s32 sdim(dim.X,dim.Y);

		core::rect<s32> rect2(
			/*rect.UpperLeftCorner,
			core::dimension2d<u32>(rect.getWidth(), 15)*/
			rect.LowerRightCorner - sdim,
			sdim
		);

		video::SColor bgcolor(128,0,0,0);
		driver->draw2DRectangle(bgcolor, rect2, clip);

		video::SColor color(255,255,255,255);
		font->draw(text.c_str(), rect2, color, false, false, clip);
	}
}
开发者ID:Bloodknight,项目名称:minetest,代码行数:85,代码来源:hud.cpp

示例5: getItemMesh

void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	const NodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
	
	scene::SMesh *mesh = nullptr;

	// Shading is on by default
	result->needs_shading = true;

	// If inventory_image is defined, it overrides everything else
	if (!def.inventory_image.empty()) {
		mesh = getExtrudedMesh(tsrc, def.inventory_image,
			def.inventory_overlay);
		result->buffer_colors.emplace_back();
		// overlay is white, if present
		result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		// Items with inventory images do not need shading
		result->needs_shading = false;
	} 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));
			postProcessNodeMesh(mesh, f, false, false, nullptr,
				&result->buffer_colors);
		} else {
			switch (f.drawtype) {
				case NDT_PLANTLIKE: {
					mesh = getExtrudedMesh(tsrc,
						tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
						tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
					// Add color
					const TileLayer &l0 = f.tiles[0].layers[0];
					result->buffer_colors.emplace_back(l0.has_color, l0.color);
					const TileLayer &l1 = f.tiles[0].layers[1];
					result->buffer_colors.emplace_back(l1.has_color, l1.color);
					break;
				}
				case NDT_PLANTLIKE_ROOTED: {
					mesh = getExtrudedMesh(tsrc,
						tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
					// Add color
					const TileLayer &l0 = f.special_tiles[0].layers[0];
					result->buffer_colors.emplace_back(l0.has_color, l0.color);
					break;
				}
				case NDT_NORMAL:
				case NDT_ALLFACES:
				case NDT_LIQUID:
				case NDT_FLOWINGLIQUID: {
					scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
					mesh = cloneMesh(cube);
					cube->drop();
					scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
					// add overlays
					postProcessNodeMesh(mesh, f, false, false, nullptr,
						&result->buffer_colors);
					break;
				}
				default: {
					mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
					scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
				}
			}
		}

		u32 mc = mesh->getMeshBufferCount();
		for (u32 i = 0; i < mc; ++i) {
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
			video::SMaterial &material = buf->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);
		}

		rotateMeshXZby(mesh, -45);
		rotateMeshYZby(mesh, -30);
	}
	result->mesh = mesh;
}
开发者ID:Gael-de-Sailly,项目名称:minetest,代码行数:88,代码来源:wieldmesh.cpp

示例6: setItem

void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	IShaderSource *shdrsrc = client->getShaderSource();
	const NodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	scene::SMesh *mesh = nullptr;

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}

	// Color-related
	m_colors.clear();
	m_base_color = idef->getItemstackColor(item, client);

	// If wield_image is defined, it overrides everything else
	if (!def.wield_image.empty()) {
		setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
			1);
		m_colors.emplace_back();
		// overlay is white, if present
		m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		return;
	}

	// Handle nodes
	// See also CItemDefManager::createClientCached()
	if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			mesh = cloneMesh(f.mesh_ptr[0]);
			postProcessNodeMesh(mesh, f, m_enable_shaders, true,
				&m_material_type, &m_colors);
			changeToMesh(mesh);
			mesh->drop();
			// mesh is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else {
			switch (f.drawtype) {
				case NDT_AIRLIKE: {
					changeToMesh(nullptr);
					break;
				}
				case NDT_PLANTLIKE: {
					setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
						tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
						def.wield_scale, tsrc,
						f.tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					const TileLayer &l1 = f.tiles[0].layers[1];
					m_colors.emplace_back(l1.has_color, l1.color);
					break;
				}
				case NDT_PLANTLIKE_ROOTED: {
					setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
						"", def.wield_scale, tsrc,
						f.special_tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.special_tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					break;
				}
				case NDT_NORMAL:
				case NDT_ALLFACES:
				case NDT_LIQUID:
				case NDT_FLOWINGLIQUID: {
					setCube(f, def.wield_scale);
					break;
				}
				default: {
					mesh = createSpecialNodeMesh(client, id, &m_colors);
					changeToMesh(mesh);
					mesh->drop();
					m_meshnode->setScale(
							def.wield_scale * WIELD_SCALE_FACTOR
							/ (BS * f.visual_scale));
				}
			}
		}
		u32 material_count = m_meshnode->getMaterialCount();
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.MaterialType = m_material_type;
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
		}
		return;
	}
	else if (!def.inventory_image.empty()) {
//.........这里部分代码省略.........
开发者ID:Gael-de-Sailly,项目名称:minetest,代码行数:101,代码来源:wieldmesh.cpp

示例7: ProcessData


//.........这里部分代码省略.........

				/* Actually dig node */

				if(is_valid_dig && n.getContent() != CONTENT_IGNORE)
				{
					m_script->node_on_dig(p_under, n, playersao);
					stat.add("dig", player->getName());
					stat.add("dig_"+ m_nodedef->get(n).name , player->getName());
				}

				v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
				RemoteClient *client = getClient(peer_id);
				// Send unusual result (that is, node not being removed)
				if(m_env->getMap().getNodeNoEx(p_under).getContent() != CONTENT_AIR)
				{
					// Re-send block to revert change on client-side
					client->SetBlockNotSent(blockpos);
				}
				else {
					client->ResendBlockIfOnWire(blockpos);
				}
			}
		} // action == 2

		/*
			3: place block or right-click object
		*/
		else if(action == 3)
		{
			ItemStack item = playersao->getWieldedItem();

			// Reset build time counter
			if(pointed.type == POINTEDTHING_NODE &&
					item.getDefinition(m_itemdef).type == ITEM_NODE)
				getClient(peer_id)->m_time_from_building = 0.0;

			if(pointed.type == POINTEDTHING_OBJECT)
			{
				// Right click object

				// Skip if object has been removed
				if(pointed_object->m_removed)
					return;

/* android bug - too many
				actionstream<<player->getName()<<" right-clicks object "
						<<pointed.object_id<<": "
						<<pointed_object->getDescription()<<std::endl;
*/

				// Do stuff
				pointed_object->rightClick(playersao);
			}
			else if(m_script->item_OnPlace(
					item, playersao, pointed))
			{
				// Placement was handled in lua

				// Apply returned ItemStack
			if (playersao->setWieldedItem(item)) {
				SendInventory(playersao);
			}

				stat.add("place", player->getName());
				//stat.add("place_" + item.name, player->getName());
			}
开发者ID:daniel-santos,项目名称:freeminer,代码行数:67,代码来源:fm_serverpackethandler.cpp

示例8: setItem

void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	IShaderSource *shdrsrc = client->getShaderSource();
	INodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}
	m_colors.clear();

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
		return;
	}
	// Handle nodes
	// See also CItemDefManager::createClientCached()
	else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
		} else if (f.drawtype == NDT_PLANTLIKE) {
			setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
		} else {
			MeshMakeData mesh_make_data(client, 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));
			changeToMesh(mapblock_mesh.getMesh());
			translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		}
		u32 material_count = m_meshnode->getMaterialCount();
		if (material_count > 6) {
			errorstream << "WieldMeshSceneNode::setItem: Invalid material "
				"count " << material_count << ", truncating to 6" << std::endl;
			material_count = 6;
		}
		for (u32 i = 0; i < material_count; ++i) {
			const TileSpec *tile = &(f.tiles[i]);
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
			bool animated = (tile->animation_frame_count > 1);
			if (animated) {
				FrameSpec animation_frame = tile->frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, tile->texture);
			}
			m_colors.push_back(tile->color);
			material.MaterialType = m_material_type;
			if (m_enable_shaders) {
				if (tile->normal_texture) {
					if (animated) {
						FrameSpec animation_frame = tile->frames[0];
						material.setTexture(1, animation_frame.normal_texture);
					} else {
						material.setTexture(1, tile->normal_texture);
					}
				}
				material.setTexture(2, tile->flags_texture);
			}
		}
		return;
	}
	else if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
开发者ID:DomtronVox,项目名称:minetest,代码行数:91,代码来源:wieldmesh.cpp

示例9: setItem

void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
	ITextureSource *tsrc = gamedef->getTextureSource();
	IItemDefManager *idef = gamedef->getItemDefManager();
	//IShaderSource *shdrsrc = gamedef->getShaderSource();
	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 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}
#endif

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
		return;
	}
	// Handle nodes
	// See also CItemDefManager::createClientCached()
	else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
		} else if (f.drawtype == NDT_PLANTLIKE) {
			setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
		} else {
			//// TODO: Change false in the following constructor args to
			//// appropriate value when shader is added for wield items (if applicable)
			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));
			changeToMesh(mapblock_mesh.getMesh());
			translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		}
		u32 material_count = m_meshnode->getMaterialCount();
		if (material_count > 6) {
			errorstream << "WieldMeshSceneNode::setItem: Invalid material "
				"count " << material_count << ", truncating to 6" << std::endl;
			material_count = 6;
		}
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
			bool animated = (f.tiles[i].animation_frame_count > 1);
			if (animated) {
				FrameSpec animation_frame = f.tiles[i].frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, f.tiles[i].texture);
			}
			material.MaterialType = m_material_type;
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
			if (m_enable_shaders) {
				if (f.tiles[i].normal_texture) {
					if (animated) {
						FrameSpec animation_frame = f.tiles[i].frames[0];
						material.setTexture(1, animation_frame.normal_texture);
					} else {
						material.setTexture(1, f.tiles[i].normal_texture);
					}
					material.setTexture(2, tsrc->getTexture("enable_img.png"));
				} else {
					material.setTexture(2, tsrc->getTexture("disable_img.png"));
				}
			}
#endif
		}
		return;
	}
	else if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
开发者ID:DaErHuo,项目名称:minetest,代码行数:98,代码来源:wieldmesh.cpp

示例10: handleCommand_Interact


//.........这里部分代码省略.........
					m_script->on_cheat(playersao, "dug_too_fast");
				}
			}

			/* Actually dig node */

			if(is_valid_dig && n.getContent() != CONTENT_IGNORE) {
				m_script->node_on_dig(p_under, n, playersao);
				stat.add("dig", player->getName());
				stat.add("dig_" + m_nodedef->get(n).name , player->getName());
			}

			v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
			RemoteClient *client = getClient(peer_id);
			// Send unusual result (that is, node not being removed)
			if(m_env->getMap().getNode(p_under).getContent() != CONTENT_AIR) {
				// Re-send block to revert change on client-side
				client->SetBlockNotSent(blockpos);
			} else {
				client->ResendBlockIfOnWire(blockpos);
			}
			m_env->nodeUpdate(p_under, 5, 0);
		}
	} // action == 2

	/*
		3: place block or right-click object
	*/
	else if(action == 3) {
		ItemStack item = playersao->getWieldedItem();

		// Reset build time counter
		if(pointed.type == POINTEDTHING_NODE &&
		        item.getDefinition(m_itemdef).type == ITEM_NODE)
			getClient(peer_id)->m_time_from_building = 0.0;

		if(pointed.type == POINTEDTHING_OBJECT) {
			// Right click object

			// Skip if object has been removed
			if(pointed_object->m_removed)
				return;

			/* android bug - too many
							actionstream<<player->getName()<<" right-clicks object "
									<<pointed.object_id<<": "
									<<pointed_object->getDescription()<<std::endl;
			*/

			// Do stuff
			pointed_object->rightClick(playersao);
		} else if(m_script->item_OnPlace(
		              item, playersao, pointed)) {
			// Placement was handled in lua

			// Apply returned ItemStack
			if (playersao->setWieldedItem(item)) {
				SendInventory(playersao);
			}

			stat.add("place", player->getName());
			//stat.add("place_" + item.name, player->getName());
		}

		// If item has node placement prediction, always send the
		// blocks to make sure the client knows what exactly happened
开发者ID:Mab879,项目名称:freeminer,代码行数:67,代码来源:fm_serverpackethandler.cpp

示例11: drawList

void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
{
	video::IVideoDriver* driver = Environment->getVideoDriver();

	// Get font
	gui::IGUIFont *font = NULL;
	gui::IGUISkin* skin = Environment->getSkin();
	if (skin)
		font = skin->getFont();
	
	Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
	if(!inv){
		infostream<<"GUIFormSpecMenu::drawList(): WARNING: "
				<<"The inventory location "
				<<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
				<<std::endl;
		return;
	}
	InventoryList *ilist = inv->getList(s.listname);
	if(!ilist){
		infostream<<"GUIFormSpecMenu::drawList(): WARNING: "
				<<"The inventory list \""<<s.listname<<"\" @ \""
				<<s.inventoryloc.dump()<<"\" doesn't exist"
				<<std::endl;
		return;
	}
	
	core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
	
	for(s32 i=0; i<s.geom.X*s.geom.Y; i++)
	{
		u32 item_i = i + s.start_item_i;
		if(item_i >= ilist->getSize())
			break;
		s32 x = (i%s.geom.X) * spacing.X;
		s32 y = (i/s.geom.X) * spacing.Y;
		v2s32 p(x,y);
		core::rect<s32> rect = imgrect + s.pos + p;
		ItemStack item;
		if(ilist)
			item = ilist->getItem(item_i);

		bool selected = m_selected_item
			&& m_invmgr->getInventory(m_selected_item->inventoryloc) == inv
			&& m_selected_item->listname == s.listname
			&& m_selected_item->i == i;
		bool hovering = rect.isPointInside(m_pointer);

		if(phase == 0)
		{
			if(hovering && m_selected_item)
			{
				video::SColor bgcolor(255,192,192,192);
				driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
			}
			else
			{
				video::SColor bgcolor(255,128,128,128);
				driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
			}
		}

		if(phase == 1)
		{
			// Draw item stack
			if(selected)
			{
				item.takeItem(m_selected_amount);
			}
			if(!item.empty())
			{
				drawItemStack(driver, font, item,
						rect, &AbsoluteClippingRect, m_gamedef);
			}

			// Draw tooltip
			std::string tooltip_text = "";
			if(hovering && !m_selected_item)
				tooltip_text = item.getDefinition(m_gamedef->idef()).description;
			if(tooltip_text != "")
			{
				m_tooltip_element->setVisible(true);
				this->bringToFront(m_tooltip_element);
				m_tooltip_element->setText(narrow_to_wide(tooltip_text).c_str());
				s32 tooltip_x = m_pointer.X + 15;
				s32 tooltip_y = m_pointer.Y + 15;
				s32 tooltip_width = m_tooltip_element->getTextWidth() + 15;
				s32 tooltip_height = m_tooltip_element->getTextHeight() + 5;
				m_tooltip_element->setRelativePosition(core::rect<s32>(
						core::position2d<s32>(tooltip_x, tooltip_y),
						core::dimension2d<s32>(tooltip_width, tooltip_height)));
			}
		}
	}
}
开发者ID:Jeija,项目名称:minetest-ingame-modmanager,代码行数:95,代码来源:guiFormSpecMenu.cpp


注:本文中的ItemStack::getDefinition方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。