2011-06-26 14:48:56 +02:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-06-26 14:48:56 +02:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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2011-06-26 14:48:56 +02:00
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2011-06-26 14:48:56 +02:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2011-06-26 14:48:56 +02:00
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_cao.h"
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#include "tile.h"
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#include "environment.h"
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2012-01-12 06:10:39 +01:00
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#include "collision.h"
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2011-10-15 01:28:57 +02:00
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#include "settings.h"
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#include <ICameraSceneNode.h>
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2011-12-01 17:23:58 +01:00
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#include <ITextSceneNode.h>
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2011-12-04 03:28:30 +01:00
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#include <IBillboardSceneNode.h>
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2011-11-15 20:00:39 +01:00
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#include "serialization.h" // For decompressZlib
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2011-11-15 20:07:28 +01:00
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#include "gamedef.h"
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2011-12-01 17:23:58 +01:00
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#include "clientobject.h"
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#include "content_object.h"
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2011-12-03 08:40:32 +01:00
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#include "mesh.h"
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2012-03-05 00:30:55 +01:00
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#include "itemdef.h"
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#include "tool.h"
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2012-03-10 00:38:48 +01:00
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#include "content_cso.h"
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2012-03-24 18:01:26 +01:00
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#include "sound.h"
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#include "nodedef.h"
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2012-03-31 15:23:26 +02:00
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#include "localplayer.h"
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2012-06-17 01:40:36 +02:00
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#include "util/numeric.h" // For IntervalLimiter
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#include "util/serialize.h"
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2012-06-23 15:06:03 +02:00
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#include "util/mathconstants.h"
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2012-07-26 21:06:45 +02:00
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#include "map.h"
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2012-11-09 20:51:45 +01:00
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#include "main.h" // g_settings
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2012-09-09 12:26:52 +02:00
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#include <IMeshManipulator.h>
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2012-10-22 23:03:14 +02:00
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#include <IAnimatedMeshSceneNode.h>
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2012-10-25 22:29:07 +02:00
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#include <IBoneSceneNode.h>
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2012-06-17 01:40:36 +02:00
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2011-12-01 17:23:58 +01:00
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class Settings;
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2012-03-05 00:30:55 +01:00
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struct ToolCapabilities;
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2011-06-26 14:48:56 +02:00
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2012-03-29 16:46:21 +02:00
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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2012-12-20 18:19:49 +01:00
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std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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2011-07-16 16:39:03 +02:00
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2011-12-01 17:23:58 +01:00
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/*
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SmoothTranslator
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*/
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struct SmoothTranslator
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{
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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f32 anim_counter;
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f32 anim_time;
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f32 anim_time_counter;
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bool aim_is_end;
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SmoothTranslator():
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vect_old(0,0,0),
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vect_show(0,0,0),
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vect_aim(0,0,0),
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anim_counter(0),
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anim_time(0),
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anim_time_counter(0),
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aim_is_end(true)
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{}
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void init(v3f vect)
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{
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vect_old = vect;
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vect_show = vect;
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vect_aim = vect;
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anim_counter = 0;
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anim_time = 0;
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anim_time_counter = 0;
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aim_is_end = true;
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}
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void sharpen()
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{
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init(vect_show);
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}
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
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{
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aim_is_end = is_end_position;
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vect_old = vect_show;
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vect_aim = vect_new;
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if(update_interval > 0){
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anim_time = update_interval;
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} else {
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if(anim_time < 0.001 || anim_time > 1.0)
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anim_time = anim_time_counter;
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else
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anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
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}
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anim_time_counter = 0;
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anim_counter = 0;
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}
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void translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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anim_counter = anim_counter + dtime;
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v3f vect_move = vect_aim - vect_old;
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f32 moveratio = 1.0;
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if(anim_time > 0.001)
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.8;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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if(moveratio > move_end)
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moveratio = move_end;
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vect_show = vect_old + vect_move * moveratio;
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}
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bool is_moving()
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{
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return ((anim_time_counter / anim_time) < 1.4);
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}
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};
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2011-07-20 22:04:24 +02:00
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/*
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2012-03-04 20:08:03 +01:00
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Other stuff
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2011-07-20 22:04:24 +02:00
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*/
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2012-03-04 20:08:03 +01:00
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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2011-07-20 22:04:24 +02:00
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{
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2012-03-04 20:08:03 +01:00
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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2011-07-20 22:04:24 +02:00
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}
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2011-10-15 01:28:57 +02:00
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/*
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2012-03-04 20:08:03 +01:00
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TestCAO
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2011-10-15 01:28:57 +02:00
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*/
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2012-03-04 20:08:03 +01:00
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class TestCAO : public ClientActiveObject
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2011-10-15 01:28:57 +02:00
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{
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2012-03-04 20:08:03 +01:00
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public:
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TestCAO(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~TestCAO();
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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2011-10-15 01:28:57 +02:00
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}
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2012-03-04 20:08:03 +01:00
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void step(float dtime, ClientEnvironment *env);
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void processMessage(const std::string &data);
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2011-10-15 01:28:57 +02:00
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2013-01-12 18:59:19 +01:00
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bool getCollisionBox(aabb3f *toset) { return false; }
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2012-03-04 20:08:03 +01:00
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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2011-10-15 01:28:57 +02:00
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2012-03-09 22:53:25 +01:00
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// Prototype
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TestCAO proto_TestCAO(NULL, NULL);
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TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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m_node(NULL),
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m_position(v3f(0,10*BS,0))
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{
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ClientActiveObject::registerType(getType(), create);
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}
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TestCAO::~TestCAO()
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{
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}
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ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new TestCAO(gamedef, env);
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}
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void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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{
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if(m_node != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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}
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void TestCAO::removeFromScene()
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{
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if(m_node == NULL)
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return;
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m_node->remove();
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m_node = NULL;
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}
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void TestCAO::updateLight(u8 light_at_pos)
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{
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}
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v3s16 TestCAO::getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void TestCAO::updateNodePos()
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{
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if(m_node == NULL)
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return;
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m_node->setPosition(m_position);
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//m_node->setRotation(v3f(0, 45, 0));
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}
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void TestCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_node)
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{
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v3f rot = m_node->getRotation();
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//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
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rot.Y += dtime * 180;
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m_node->setRotation(rot);
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}
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}
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void TestCAO::processMessage(const std::string &data)
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{
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infostream<<"TestCAO: Got data: "<<data<<std::endl;
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std::istringstream is(data, std::ios::binary);
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u16 cmd;
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is>>cmd;
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if(cmd == 0)
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{
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v3f newpos;
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is>>newpos.X;
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is>>newpos.Y;
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is>>newpos.Z;
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m_position = newpos;
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updateNodePos();
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}
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}
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2012-03-04 20:08:03 +01:00
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/*
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ItemCAO
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*/
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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class ItemCAO : public ClientActiveObject
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2011-10-15 01:28:57 +02:00
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{
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2012-03-04 20:08:03 +01:00
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public:
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ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~ItemCAO();
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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u8 getType() const
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2011-10-15 01:28:57 +02:00
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{
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2012-03-04 20:08:03 +01:00
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return ACTIVEOBJECT_TYPE_ITEM;
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2011-10-15 01:28:57 +02:00
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}
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2012-03-04 20:08:03 +01:00
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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void removeFromScene();
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void updateInfoText();
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void updateTexture();
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void step(float dtime, ClientEnvironment *env);
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2011-10-15 11:17:21 +02:00
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2012-03-04 20:08:03 +01:00
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void processMessage(const std::string &data);
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2011-10-15 11:17:21 +02:00
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2012-03-04 20:08:03 +01:00
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void initialize(const std::string &data);
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2011-10-15 11:17:21 +02:00
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|
|
2012-03-04 20:08:03 +01:00
|
|
|
core::aabbox3d<f32>* getSelectionBox()
|
|
|
|
{return &m_selection_box;}
|
|
|
|
v3f getPosition()
|
|
|
|
{return m_position;}
|
|
|
|
|
|
|
|
std::string infoText()
|
|
|
|
{return m_infotext;}
|
2011-10-15 11:17:21 +02:00
|
|
|
|
2013-01-12 18:59:19 +01:00
|
|
|
bool getCollisionBox(aabb3f *toset) { return false; }
|
2012-03-04 20:08:03 +01:00
|
|
|
private:
|
|
|
|
core::aabbox3d<f32> m_selection_box;
|
|
|
|
scene::IMeshSceneNode *m_node;
|
|
|
|
v3f m_position;
|
|
|
|
std::string m_itemstring;
|
|
|
|
std::string m_infotext;
|
|
|
|
};
|
2011-10-15 01:28:57 +02:00
|
|
|
|
2012-03-09 22:53:25 +01:00
|
|
|
#include "inventory.h"
|
|
|
|
|
|
|
|
// Prototype
|
|
|
|
ItemCAO proto_ItemCAO(NULL, NULL);
|
|
|
|
|
|
|
|
ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
|
|
|
|
ClientActiveObject(0, gamedef, env),
|
|
|
|
m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
|
|
|
|
m_node(NULL),
|
|
|
|
m_position(v3f(0,10*BS,0))
|
|
|
|
{
|
|
|
|
if(!gamedef && !env)
|
|
|
|
{
|
|
|
|
ClientActiveObject::registerType(getType(), create);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ItemCAO::~ItemCAO()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
|
|
|
|
{
|
|
|
|
return new ItemCAO(gamedef, env);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
|
|
|
|
IrrlichtDevice *irr)
|
|
|
|
{
|
|
|
|
if(m_node != NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//video::IVideoDriver* driver = smgr->getVideoDriver();
|
|
|
|
|
|
|
|
scene::SMesh *mesh = new scene::SMesh();
|
|
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
|
|
video::SColor c(255,255,255,255);
|
|
|
|
video::S3DVertex vertices[4] =
|
|
|
|
{
|
|
|
|
/*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
|
|
|
|
video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
|
|
|
|
video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
|
|
|
|
video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
|
|
|
|
video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
|
|
|
|
video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
|
|
|
|
video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
|
|
|
|
video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
|
|
|
|
};
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
buf->append(vertices, 4, indices, 6);
|
|
|
|
// Set material
|
|
|
|
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
|
|
// Initialize with a generated placeholder texture
|
|
|
|
buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
|
|
|
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
|
|
// Add to mesh
|
|
|
|
mesh->addMeshBuffer(buf);
|
|
|
|
buf->drop();
|
|
|
|
m_node = smgr->addMeshSceneNode(mesh, NULL);
|
|
|
|
mesh->drop();
|
|
|
|
updateNodePos();
|
|
|
|
|
|
|
|
/*
|
|
|
|
Update image of node
|
|
|
|
*/
|
|
|
|
|
|
|
|
updateTexture();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::removeFromScene()
|
|
|
|
{
|
|
|
|
if(m_node == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_node->remove();
|
|
|
|
m_node = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::updateLight(u8 light_at_pos)
|
|
|
|
{
|
|
|
|
if(m_node == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
u8 li = decode_light(light_at_pos);
|
|
|
|
video::SColor color(255,li,li,li);
|
|
|
|
setMeshColor(m_node->getMesh(), color);
|
|
|
|
}
|
|
|
|
|
|
|
|
v3s16 ItemCAO::getLightPosition()
|
|
|
|
{
|
|
|
|
return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::updateNodePos()
|
|
|
|
{
|
|
|
|
if(m_node == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_node->setPosition(m_position);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::updateInfoText()
|
|
|
|
{
|
|
|
|
try{
|
|
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
|
|
ItemStack item;
|
|
|
|
item.deSerialize(m_itemstring, idef);
|
|
|
|
if(item.isKnown(idef))
|
|
|
|
m_infotext = item.getDefinition(idef).description;
|
|
|
|
else
|
|
|
|
m_infotext = "Unknown item: '" + m_itemstring + "'";
|
|
|
|
if(item.count >= 2)
|
|
|
|
m_infotext += " (" + itos(item.count) + ")";
|
|
|
|
}
|
|
|
|
catch(SerializationError &e)
|
|
|
|
{
|
|
|
|
m_infotext = "Unknown item: '" + m_itemstring + "'";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::updateTexture()
|
|
|
|
{
|
|
|
|
if(m_node == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Create an inventory item to see what is its image
|
|
|
|
std::istringstream is(m_itemstring, std::ios_base::binary);
|
|
|
|
video::ITexture *texture = NULL;
|
|
|
|
try{
|
|
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
|
|
ItemStack item;
|
|
|
|
item.deSerialize(is, idef);
|
2012-11-30 17:12:32 +01:00
|
|
|
texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
|
2012-03-09 22:53:25 +01:00
|
|
|
}
|
|
|
|
catch(SerializationError &e)
|
|
|
|
{
|
|
|
|
infostream<<"WARNING: "<<__FUNCTION_NAME
|
|
|
|
<<": error deSerializing itemstring \""
|
|
|
|
<<m_itemstring<<std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set meshbuffer texture
|
|
|
|
m_node->getMaterial(0).setTexture(0, texture);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void ItemCAO::step(float dtime, ClientEnvironment *env)
|
|
|
|
{
|
|
|
|
if(m_node)
|
|
|
|
{
|
|
|
|
/*v3f rot = m_node->getRotation();
|
|
|
|
rot.Y += dtime * 120;
|
|
|
|
m_node->setRotation(rot);*/
|
|
|
|
LocalPlayer *player = env->getLocalPlayer();
|
|
|
|
assert(player);
|
|
|
|
v3f rot = m_node->getRotation();
|
|
|
|
rot.Y = 180.0 - (player->getYaw());
|
|
|
|
m_node->setRotation(rot);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::processMessage(const std::string &data)
|
|
|
|
{
|
|
|
|
//infostream<<"ItemCAO: Got message"<<std::endl;
|
|
|
|
std::istringstream is(data, std::ios::binary);
|
|
|
|
// command
|
|
|
|
u8 cmd = readU8(is);
|
|
|
|
if(cmd == 0)
|
|
|
|
{
|
|
|
|
// pos
|
|
|
|
m_position = readV3F1000(is);
|
|
|
|
updateNodePos();
|
|
|
|
}
|
|
|
|
if(cmd == 1)
|
|
|
|
{
|
|
|
|
// itemstring
|
|
|
|
m_itemstring = deSerializeString(is);
|
|
|
|
updateInfoText();
|
|
|
|
updateTexture();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ItemCAO::initialize(const std::string &data)
|
|
|
|
{
|
|
|
|
infostream<<"ItemCAO: Got init data"<<std::endl;
|
|
|
|
|
|
|
|
{
|
|
|
|
std::istringstream is(data, std::ios::binary);
|
|
|
|
// version
|
|
|
|
u8 version = readU8(is);
|
|
|
|
// check version
|
|
|
|
if(version != 0)
|
|
|
|
return;
|
|
|
|
// pos
|
|
|
|
m_position = readV3F1000(is);
|
|
|
|
// itemstring
|
|
|
|
m_itemstring = deSerializeString(is);
|
|
|
|
}
|
|
|
|
|
|
|
|
updateNodePos();
|
|
|
|
updateInfoText();
|
|
|
|
}
|
|
|
|
|
2011-11-11 18:33:17 +01:00
|
|
|
/*
|
2012-03-29 16:46:21 +02:00
|
|
|
GenericCAO
|
2011-11-11 18:33:17 +01:00
|
|
|
*/
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
#include "genericobject.h"
|
2011-11-12 09:39:44 +01:00
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
class GenericCAO : public ClientActiveObject
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
|
|
|
private:
|
2012-03-29 16:46:21 +02:00
|
|
|
// Only set at initialization
|
|
|
|
std::string m_name;
|
|
|
|
bool m_is_player;
|
2012-10-28 16:07:11 +01:00
|
|
|
bool m_is_local_player;
|
2012-10-27 00:49:01 +02:00
|
|
|
int m_id;
|
2012-03-29 16:46:21 +02:00
|
|
|
// Property-ish things
|
2012-03-30 11:51:51 +02:00
|
|
|
ObjectProperties m_prop;
|
2012-03-29 16:46:21 +02:00
|
|
|
//
|
2012-03-10 00:38:48 +01:00
|
|
|
scene::ISceneManager *m_smgr;
|
2012-03-29 16:46:21 +02:00
|
|
|
IrrlichtDevice *m_irr;
|
2011-11-26 11:35:30 +01:00
|
|
|
core::aabbox3d<f32> m_selection_box;
|
|
|
|
scene::IMeshSceneNode *m_meshnode;
|
2012-10-22 23:03:14 +02:00
|
|
|
scene::IAnimatedMeshSceneNode *m_animated_meshnode;
|
2011-12-04 03:28:30 +01:00
|
|
|
scene::IBillboardSceneNode *m_spritenode;
|
2012-03-29 16:46:21 +02:00
|
|
|
scene::ITextSceneNode* m_textnode;
|
2011-11-26 11:35:30 +01:00
|
|
|
v3f m_position;
|
|
|
|
v3f m_velocity;
|
|
|
|
v3f m_acceleration;
|
|
|
|
float m_yaw;
|
2012-03-04 20:08:03 +01:00
|
|
|
s16 m_hp;
|
2011-11-26 11:35:30 +01:00
|
|
|
SmoothTranslator pos_translator;
|
2011-11-27 03:31:05 +01:00
|
|
|
// Spritesheet/animation stuff
|
|
|
|
v2f m_tx_size;
|
|
|
|
v2s16 m_tx_basepos;
|
2012-03-30 11:51:51 +02:00
|
|
|
bool m_initial_tx_basepos_set;
|
2011-11-27 03:31:05 +01:00
|
|
|
bool m_tx_select_horiz_by_yawpitch;
|
2012-11-12 15:35:10 +01:00
|
|
|
v2f m_animation_range;
|
|
|
|
int m_animation_speed;
|
|
|
|
int m_animation_blend;
|
|
|
|
std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
|
2012-10-27 14:14:24 +02:00
|
|
|
std::string m_attachment_bone;
|
2012-11-04 13:33:30 +01:00
|
|
|
v3f m_attachment_position;
|
2012-10-27 14:14:24 +02:00
|
|
|
v3f m_attachment_rotation;
|
2012-11-09 20:51:45 +01:00
|
|
|
bool m_attached_to_local;
|
2011-11-27 03:31:05 +01:00
|
|
|
int m_anim_frame;
|
|
|
|
int m_anim_num_frames;
|
|
|
|
float m_anim_framelength;
|
|
|
|
float m_anim_timer;
|
2012-03-09 19:46:56 +01:00
|
|
|
ItemGroupList m_armor_groups;
|
2012-03-09 22:53:25 +01:00
|
|
|
float m_reset_textures_timer;
|
2012-03-29 16:46:21 +02:00
|
|
|
bool m_visuals_expired;
|
|
|
|
float m_step_distance_counter;
|
2012-03-30 12:44:48 +02:00
|
|
|
u8 m_last_light;
|
2012-10-28 16:07:11 +01:00
|
|
|
bool m_is_visible;
|
2011-11-26 11:35:30 +01:00
|
|
|
|
|
|
|
public:
|
2012-03-29 16:46:21 +02:00
|
|
|
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
|
2011-12-01 17:23:58 +01:00
|
|
|
ClientActiveObject(0, gamedef, env),
|
2012-03-29 16:46:21 +02:00
|
|
|
//
|
|
|
|
m_is_player(false),
|
|
|
|
m_is_local_player(false),
|
2012-10-27 00:49:01 +02:00
|
|
|
m_id(0),
|
2012-03-29 16:46:21 +02:00
|
|
|
//
|
2012-03-10 00:38:48 +01:00
|
|
|
m_smgr(NULL),
|
2012-03-29 16:46:21 +02:00
|
|
|
m_irr(NULL),
|
2011-11-26 11:35:30 +01:00
|
|
|
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
|
|
|
|
m_meshnode(NULL),
|
2012-10-22 23:03:14 +02:00
|
|
|
m_animated_meshnode(NULL),
|
2011-11-26 11:35:30 +01:00
|
|
|
m_spritenode(NULL),
|
2012-03-29 16:46:21 +02:00
|
|
|
m_textnode(NULL),
|
2011-11-26 11:35:30 +01:00
|
|
|
m_position(v3f(0,10*BS,0)),
|
|
|
|
m_velocity(v3f(0,0,0)),
|
|
|
|
m_acceleration(v3f(0,0,0)),
|
|
|
|
m_yaw(0),
|
2012-03-04 20:08:03 +01:00
|
|
|
m_hp(1),
|
2011-11-27 03:31:05 +01:00
|
|
|
m_tx_size(1,1),
|
|
|
|
m_tx_basepos(0,0),
|
2012-03-30 11:51:51 +02:00
|
|
|
m_initial_tx_basepos_set(false),
|
2011-11-27 03:31:05 +01:00
|
|
|
m_tx_select_horiz_by_yawpitch(false),
|
2012-11-12 15:35:10 +01:00
|
|
|
m_animation_range(v2f(0,0)),
|
|
|
|
m_animation_speed(15),
|
|
|
|
m_animation_blend(0),
|
|
|
|
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
|
2012-10-27 14:14:24 +02:00
|
|
|
m_attachment_bone(""),
|
2012-11-04 13:33:30 +01:00
|
|
|
m_attachment_position(v3f(0,0,0)),
|
2012-10-27 14:14:24 +02:00
|
|
|
m_attachment_rotation(v3f(0,0,0)),
|
2012-11-09 20:51:45 +01:00
|
|
|
m_attached_to_local(false),
|
2011-11-27 03:31:05 +01:00
|
|
|
m_anim_frame(0),
|
|
|
|
m_anim_num_frames(1),
|
|
|
|
m_anim_framelength(0.2),
|
2012-03-09 22:53:25 +01:00
|
|
|
m_anim_timer(0),
|
2012-03-29 16:46:21 +02:00
|
|
|
m_reset_textures_timer(-1),
|
|
|
|
m_visuals_expired(false),
|
2012-03-30 12:44:48 +02:00
|
|
|
m_step_distance_counter(0),
|
2012-10-28 16:07:11 +01:00
|
|
|
m_last_light(255),
|
|
|
|
m_is_visible(false)
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2011-12-01 17:23:58 +01:00
|
|
|
if(gamedef == NULL)
|
|
|
|
ClientActiveObject::registerType(getType(), create);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2013-01-12 18:59:19 +01:00
|
|
|
bool getCollisionBox(aabb3f *toset) {
|
|
|
|
if (m_prop.physical) {
|
|
|
|
aabb3f retval;
|
|
|
|
//update collision box
|
|
|
|
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
|
|
|
|
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
|
|
|
|
|
|
|
|
toset->MinEdge += m_position;
|
|
|
|
toset->MaxEdge += m_position;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
void initialize(const std::string &data)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
infostream<<"GenericCAO: Got init data"<<std::endl;
|
2011-11-27 03:31:05 +01:00
|
|
|
std::istringstream is(data, std::ios::binary);
|
2012-11-26 08:49:31 +01:00
|
|
|
int num_messages = 0;
|
2011-11-27 03:31:05 +01:00
|
|
|
// version
|
|
|
|
u8 version = readU8(is);
|
|
|
|
// check version
|
2012-11-26 08:49:31 +01:00
|
|
|
if(version == 1) // In PROTOCOL_VERSION 14
|
|
|
|
{
|
|
|
|
m_name = deSerializeString(is);
|
|
|
|
m_is_player = readU8(is);
|
|
|
|
m_id = readS16(is);
|
|
|
|
m_position = readV3F1000(is);
|
|
|
|
m_yaw = readF1000(is);
|
|
|
|
m_hp = readS16(is);
|
|
|
|
num_messages = readU8(is);
|
|
|
|
}
|
|
|
|
else if(version == 0) // In PROTOCOL_VERSION 13
|
|
|
|
{
|
|
|
|
m_name = deSerializeString(is);
|
|
|
|
m_is_player = readU8(is);
|
|
|
|
m_position = readV3F1000(is);
|
|
|
|
m_yaw = readF1000(is);
|
|
|
|
m_hp = readS16(is);
|
|
|
|
num_messages = readU8(is);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
errorstream<<"GenericCAO: Unsupported init data version"
|
|
|
|
<<std::endl;
|
2011-11-27 03:31:05 +01:00
|
|
|
return;
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
2012-11-26 08:49:31 +01:00
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
for(int i=0; i<num_messages; i++){
|
|
|
|
std::string message = deSerializeLongString(is);
|
|
|
|
processMessage(message);
|
|
|
|
}
|
2011-11-27 03:31:05 +01:00
|
|
|
|
|
|
|
pos_translator.init(m_position);
|
|
|
|
updateNodePos();
|
2012-03-29 16:46:21 +02:00
|
|
|
|
|
|
|
if(m_is_player){
|
|
|
|
Player *player = m_env->getPlayer(m_name.c_str());
|
|
|
|
if(player && player->isLocal()){
|
|
|
|
m_is_local_player = true;
|
|
|
|
}
|
2013-03-25 19:13:25 +01:00
|
|
|
m_env->addPlayerName(m_name.c_str());
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
2011-11-27 03:31:05 +01:00
|
|
|
}
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
~GenericCAO()
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2013-03-25 19:13:25 +01:00
|
|
|
if(m_is_player){
|
|
|
|
m_env->removePlayerName(m_name.c_str());
|
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2011-12-01 17:23:58 +01:00
|
|
|
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
return new GenericCAO(gamedef, env);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
u8 getType() const
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
return ACTIVEOBJECT_TYPE_GENERIC;
|
2011-11-27 03:31:05 +01:00
|
|
|
}
|
|
|
|
core::aabbox3d<f32>* getSelectionBox()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
|
2012-03-29 16:46:21 +02:00
|
|
|
return NULL;
|
2011-11-27 03:31:05 +01:00
|
|
|
return &m_selection_box;
|
|
|
|
}
|
|
|
|
v3f getPosition()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent() != NULL){
|
|
|
|
if(m_meshnode)
|
|
|
|
return m_meshnode->getAbsolutePosition();
|
|
|
|
if(m_animated_meshnode)
|
|
|
|
return m_animated_meshnode->getAbsolutePosition();
|
|
|
|
if(m_spritenode)
|
|
|
|
return m_spritenode->getAbsolutePosition();
|
2012-11-12 15:35:10 +01:00
|
|
|
return m_position;
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
2011-11-27 03:31:05 +01:00
|
|
|
return pos_translator.vect_show;
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
|
2012-10-28 16:07:11 +01:00
|
|
|
scene::IMeshSceneNode *getMeshSceneNode()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(m_meshnode)
|
|
|
|
return m_meshnode;
|
|
|
|
return NULL;
|
2012-10-28 16:07:11 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(m_animated_meshnode)
|
|
|
|
return m_animated_meshnode;
|
|
|
|
return NULL;
|
2012-10-28 16:07:11 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
scene::IBillboardSceneNode *getSpriteSceneNode()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(m_spritenode)
|
|
|
|
return m_spritenode;
|
|
|
|
return NULL;
|
2012-10-28 16:07:11 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
bool isPlayer()
|
|
|
|
{
|
|
|
|
return m_is_player;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isLocalPlayer()
|
|
|
|
{
|
|
|
|
return m_is_local_player;
|
|
|
|
}
|
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
void setAttachments()
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
|
|
|
updateAttachments();
|
|
|
|
}
|
|
|
|
|
|
|
|
ClientActiveObject *getParent()
|
2012-03-29 16:46:21 +02:00
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
ClientActiveObject *obj = NULL;
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(cii->X == getId()){ // This ID is our child
|
2012-11-04 22:54:50 +01:00
|
|
|
if(cii->Y > 0){ // A parent ID exists for our child
|
|
|
|
if(cii->X != cii->Y){ // The parent and child ID are not the same
|
|
|
|
obj = m_env->getActiveObject(cii->Y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(obj)
|
|
|
|
return obj;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void removeFromScene(bool permanent)
|
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// Detach this object's children
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(ii->Y == getId()) // Is a child of our object
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
ii->Y = 0;
|
|
|
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
|
|
|
|
if(obj)
|
2012-11-12 15:35:10 +01:00
|
|
|
obj->setAttachments();
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
|
|
|
}
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// Delete this object from the attachments list
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(ii->X == getId()) // Is our object
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
m_env->attachment_list.erase(ii);
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
break;
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
if(m_meshnode){
|
|
|
|
m_meshnode->remove();
|
|
|
|
m_meshnode = NULL;
|
|
|
|
}
|
2012-10-22 23:03:14 +02:00
|
|
|
if(m_animated_meshnode){
|
|
|
|
m_animated_meshnode->remove();
|
|
|
|
m_animated_meshnode = NULL;
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
if(m_spritenode){
|
|
|
|
m_spritenode->remove();
|
|
|
|
m_spritenode = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-12-01 17:23:58 +01:00
|
|
|
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
|
|
|
|
IrrlichtDevice *irr)
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2012-03-10 00:38:48 +01:00
|
|
|
m_smgr = smgr;
|
2012-03-29 16:46:21 +02:00
|
|
|
m_irr = irr;
|
2012-03-10 00:38:48 +01:00
|
|
|
|
2012-10-22 23:03:14 +02:00
|
|
|
if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
|
2011-11-26 11:35:30 +01:00
|
|
|
return;
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
m_visuals_expired = false;
|
|
|
|
|
2012-03-30 11:51:51 +02:00
|
|
|
if(!m_prop.is_visible || m_is_local_player)
|
2012-03-29 16:46:21 +02:00
|
|
|
return;
|
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
//video::IVideoDriver* driver = smgr->getVideoDriver();
|
|
|
|
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.visual == "sprite"){
|
2012-03-29 16:46:21 +02:00
|
|
|
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
|
2011-12-04 03:28:30 +01:00
|
|
|
m_spritenode = smgr->addBillboardSceneNode(
|
|
|
|
NULL, v2f(1, 1), v3f(0,0,0), -1);
|
2011-11-26 11:35:30 +01:00
|
|
|
m_spritenode->setMaterialTexture(0,
|
2013-03-19 19:05:32 +01:00
|
|
|
tsrc->getTextureRaw("unknown_node.png"));
|
2011-11-26 11:35:30 +01:00
|
|
|
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
|
|
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
|
|
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
2012-03-30 12:44:48 +02:00
|
|
|
u8 li = m_last_light;
|
|
|
|
m_spritenode->setColor(video::SColor(255,li,li,li));
|
2012-03-30 11:51:51 +02:00
|
|
|
m_spritenode->setSize(m_prop.visual_size*BS);
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
|
|
|
const float txs = 1.0 / 1;
|
|
|
|
const float tys = 1.0 / 1;
|
2011-12-04 03:28:30 +01:00
|
|
|
setBillboardTextureMatrix(m_spritenode,
|
|
|
|
txs, tys, 0, 0);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
2012-03-30 11:51:51 +02:00
|
|
|
else if(m_prop.visual == "upright_sprite")
|
2012-03-29 16:46:21 +02:00
|
|
|
{
|
|
|
|
scene::SMesh *mesh = new scene::SMesh();
|
2012-03-30 11:51:51 +02:00
|
|
|
double dx = BS*m_prop.visual_size.X/2;
|
|
|
|
double dy = BS*m_prop.visual_size.Y/2;
|
2012-03-29 16:46:21 +02:00
|
|
|
{ // Front
|
|
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
2012-03-30 12:44:48 +02:00
|
|
|
u8 li = m_last_light;
|
|
|
|
video::SColor c(255,li,li,li);
|
2012-03-29 16:46:21 +02:00
|
|
|
video::S3DVertex vertices[4] =
|
|
|
|
{
|
|
|
|
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
|
|
|
|
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
|
|
|
|
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
|
|
|
|
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
|
|
|
|
};
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
buf->append(vertices, 4, indices, 6);
|
|
|
|
// Set material
|
|
|
|
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
|
|
|
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
|
|
// Add to mesh
|
|
|
|
mesh->addMeshBuffer(buf);
|
|
|
|
buf->drop();
|
|
|
|
}
|
|
|
|
{ // Back
|
|
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
2012-03-30 12:44:48 +02:00
|
|
|
u8 li = m_last_light;
|
|
|
|
video::SColor c(255,li,li,li);
|
2012-03-29 16:46:21 +02:00
|
|
|
video::S3DVertex vertices[4] =
|
|
|
|
{
|
|
|
|
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
|
|
|
|
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
|
|
|
|
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
|
|
|
|
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
|
|
|
|
};
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
|
|
buf->append(vertices, 4, indices, 6);
|
|
|
|
// Set material
|
|
|
|
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
|
|
|
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
// Add to mesh
|
|
|
|
mesh->addMeshBuffer(buf);
|
|
|
|
buf->drop();
|
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
2012-03-29 16:46:21 +02:00
|
|
|
mesh->drop();
|
|
|
|
// Set it to use the materials of the meshbuffers directly.
|
|
|
|
// This is needed for changing the texture in the future
|
|
|
|
m_meshnode->setReadOnlyMaterials(true);
|
|
|
|
}
|
2012-03-30 11:51:51 +02:00
|
|
|
else if(m_prop.visual == "cube"){
|
2012-03-29 16:46:21 +02:00
|
|
|
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
|
2011-12-04 03:28:30 +01:00
|
|
|
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
|
2012-11-09 20:51:45 +01:00
|
|
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
2011-12-04 03:28:30 +01:00
|
|
|
mesh->drop();
|
2011-11-26 11:35:30 +01:00
|
|
|
|
2012-04-04 17:10:10 +02:00
|
|
|
m_meshnode->setScale(v3f(m_prop.visual_size.X,
|
|
|
|
m_prop.visual_size.Y,
|
|
|
|
m_prop.visual_size.X));
|
2012-03-30 12:44:48 +02:00
|
|
|
u8 li = m_last_light;
|
|
|
|
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
|
2012-11-27 00:35:18 +01:00
|
|
|
|
|
|
|
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
|
|
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
|
|
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
2012-10-22 23:03:14 +02:00
|
|
|
}
|
|
|
|
else if(m_prop.visual == "mesh"){
|
|
|
|
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
|
|
|
|
scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
|
2012-10-23 19:03:06 +02:00
|
|
|
if(mesh)
|
|
|
|
{
|
2012-11-09 20:51:45 +01:00
|
|
|
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
|
2012-10-25 22:29:07 +02:00
|
|
|
m_animated_meshnode->animateJoints(); // Needed for some animations
|
2012-10-23 19:03:06 +02:00
|
|
|
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
|
|
|
|
m_prop.visual_size.Y,
|
|
|
|
m_prop.visual_size.X));
|
|
|
|
u8 li = m_last_light;
|
|
|
|
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
|
2012-11-27 00:35:18 +01:00
|
|
|
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
2012-10-23 19:03:06 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
|
2012-10-22 23:03:14 +02:00
|
|
|
}
|
|
|
|
else if(m_prop.visual == "wielditem"){
|
2012-04-04 12:16:09 +02:00
|
|
|
infostream<<"GenericCAO::addToScene(): node"<<std::endl;
|
|
|
|
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
|
|
|
|
if(m_prop.textures.size() >= 1){
|
|
|
|
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
|
|
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
|
|
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
|
2012-11-30 17:12:32 +01:00
|
|
|
scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
|
2012-09-09 12:26:52 +02:00
|
|
|
|
|
|
|
// Copy mesh to be able to set unique vertex colors
|
|
|
|
scene::IMeshManipulator *manip =
|
|
|
|
irr->getVideoDriver()->getMeshManipulator();
|
|
|
|
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
|
|
|
|
|
2012-11-09 20:51:45 +01:00
|
|
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
2012-09-09 12:26:52 +02:00
|
|
|
mesh->drop();
|
2012-04-04 12:16:09 +02:00
|
|
|
|
|
|
|
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
|
|
|
|
m_prop.visual_size.Y/2,
|
|
|
|
m_prop.visual_size.X/2));
|
|
|
|
u8 li = m_last_light;
|
|
|
|
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
|
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
} else {
|
2012-03-30 11:51:51 +02:00
|
|
|
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
|
2011-11-26 11:35:30 +01:00
|
|
|
<<"\" not supported"<<std::endl;
|
2011-11-12 14:14:24 +01:00
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
updateTextures("");
|
2012-03-29 16:46:21 +02:00
|
|
|
|
|
|
|
scene::ISceneNode *node = NULL;
|
|
|
|
if(m_spritenode)
|
|
|
|
node = m_spritenode;
|
2012-10-22 23:03:14 +02:00
|
|
|
else if(m_animated_meshnode)
|
|
|
|
node = m_animated_meshnode;
|
2012-03-29 16:46:21 +02:00
|
|
|
else if(m_meshnode)
|
|
|
|
node = m_meshnode;
|
|
|
|
if(node && m_is_player && !m_is_local_player){
|
|
|
|
// Add a text node for showing the name
|
|
|
|
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
|
|
|
|
std::wstring wname = narrow_to_wide(m_name);
|
|
|
|
m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
|
|
|
|
wname.c_str(), video::SColor(255,255,255,255), node);
|
|
|
|
m_textnode->setPosition(v3f(0, BS*1.1, 0));
|
|
|
|
}
|
2012-11-22 20:01:31 +01:00
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
updateNodePos();
|
2012-11-22 20:01:31 +01:00
|
|
|
updateAnimation();
|
|
|
|
updateBonePosition();
|
|
|
|
updateAttachments();
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2011-11-12 14:14:24 +01:00
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
void expireVisuals()
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
m_visuals_expired = true;
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
void updateLight(u8 light_at_pos)
|
|
|
|
{
|
|
|
|
u8 li = decode_light(light_at_pos);
|
2012-09-09 12:26:52 +02:00
|
|
|
if(li != m_last_light){
|
|
|
|
m_last_light = li;
|
|
|
|
video::SColor color(255,li,li,li);
|
2012-11-12 15:35:10 +01:00
|
|
|
if(m_meshnode)
|
2012-09-09 12:26:52 +02:00
|
|
|
setMeshColor(m_meshnode->getMesh(), color);
|
2012-11-12 15:35:10 +01:00
|
|
|
if(m_animated_meshnode)
|
2012-10-22 23:03:14 +02:00
|
|
|
setMeshColor(m_animated_meshnode->getMesh(), color);
|
2012-11-12 15:35:10 +01:00
|
|
|
if(m_spritenode)
|
2012-09-09 12:26:52 +02:00
|
|
|
m_spritenode->setColor(color);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
|
|
|
|
v3s16 getLightPosition()
|
|
|
|
{
|
|
|
|
return floatToInt(m_position, BS);
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
void updateNodePos()
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent() != NULL)
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
if(m_meshnode){
|
|
|
|
m_meshnode->setPosition(pos_translator.vect_show);
|
2012-03-29 16:46:21 +02:00
|
|
|
v3f rot = m_meshnode->getRotation();
|
|
|
|
rot.Y = -m_yaw;
|
|
|
|
m_meshnode->setRotation(rot);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
2012-10-22 23:03:14 +02:00
|
|
|
if(m_animated_meshnode){
|
|
|
|
m_animated_meshnode->setPosition(pos_translator.vect_show);
|
|
|
|
v3f rot = m_animated_meshnode->getRotation();
|
|
|
|
rot.Y = -m_yaw;
|
|
|
|
m_animated_meshnode->setRotation(rot);
|
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
if(m_spritenode){
|
|
|
|
m_spritenode->setPosition(pos_translator.vect_show);
|
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
|
|
|
|
void step(float dtime, ClientEnvironment *env)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
if(m_visuals_expired && m_smgr && m_irr){
|
|
|
|
m_visuals_expired = false;
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
|
|
|
|
// Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(ii->Y == getId()) // This is a child of our parent
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
{
|
|
|
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
|
|
|
|
if(obj)
|
|
|
|
{
|
|
|
|
scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
|
|
|
|
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
|
|
|
|
scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
|
|
|
|
if(m_child_meshnode)
|
|
|
|
m_child_meshnode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
if(m_child_animated_meshnode)
|
|
|
|
m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
if(m_child_spritenode)
|
|
|
|
m_child_spritenode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
removeFromScene(false);
|
2012-03-29 16:46:21 +02:00
|
|
|
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
|
|
|
|
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(ii->Y == getId()) // This is a child of our parent
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
{
|
|
|
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
|
|
|
|
if(obj)
|
2012-11-12 15:35:10 +01:00
|
|
|
obj->setAttachments();
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
// Make sure m_is_visible is always applied
|
|
|
|
if(m_meshnode)
|
|
|
|
m_meshnode->setVisible(m_is_visible);
|
|
|
|
if(m_animated_meshnode)
|
|
|
|
m_animated_meshnode->setVisible(m_is_visible);
|
|
|
|
if(m_spritenode)
|
|
|
|
m_spritenode->setVisible(m_is_visible);
|
|
|
|
if(m_textnode)
|
|
|
|
m_textnode->setVisible(m_is_visible);
|
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
|
|
|
|
{
|
|
|
|
// Set these for later
|
2012-11-12 15:35:10 +01:00
|
|
|
m_position = getPosition();
|
2012-11-04 22:54:50 +01:00
|
|
|
m_velocity = v3f(0,0,0);
|
|
|
|
m_acceleration = v3f(0,0,0);
|
2012-11-09 20:51:45 +01:00
|
|
|
pos_translator.vect_show = m_position;
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
|
|
|
|
if(m_is_local_player) // Update local player attachment position
|
|
|
|
{
|
|
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
|
|
player->overridePosition = getParent()->getPosition();
|
2012-12-27 14:22:59 +01:00
|
|
|
m_env->getLocalPlayer()->parent = getParent();
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
}
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
|
|
|
else
|
2012-10-27 14:14:24 +02:00
|
|
|
{
|
2012-11-09 20:51:45 +01:00
|
|
|
v3f lastpos = pos_translator.vect_show;
|
|
|
|
|
2012-10-27 14:14:24 +02:00
|
|
|
if(m_prop.physical){
|
|
|
|
core::aabbox3d<f32> box = m_prop.collisionbox;
|
|
|
|
box.MinEdge *= BS;
|
|
|
|
box.MaxEdge *= BS;
|
|
|
|
collisionMoveResult moveresult;
|
|
|
|
f32 pos_max_d = BS*0.125; // Distance per iteration
|
|
|
|
f32 stepheight = 0;
|
|
|
|
v3f p_pos = m_position;
|
|
|
|
v3f p_velocity = m_velocity;
|
|
|
|
v3f p_acceleration = m_acceleration;
|
2013-01-12 18:59:19 +01:00
|
|
|
moveresult = collisionMoveSimple(env,env->getGameDef(),
|
2012-10-27 14:14:24 +02:00
|
|
|
pos_max_d, box, stepheight, dtime,
|
|
|
|
p_pos, p_velocity, p_acceleration);
|
|
|
|
// Apply results
|
|
|
|
m_position = p_pos;
|
|
|
|
m_velocity = p_velocity;
|
|
|
|
m_acceleration = p_acceleration;
|
|
|
|
|
|
|
|
bool is_end_position = moveresult.collides;
|
|
|
|
pos_translator.update(m_position, is_end_position, dtime);
|
|
|
|
pos_translator.translate(dtime);
|
|
|
|
updateNodePos();
|
|
|
|
} else {
|
|
|
|
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
|
|
|
|
m_velocity += dtime * m_acceleration;
|
|
|
|
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
|
|
|
|
pos_translator.translate(dtime);
|
|
|
|
updateNodePos();
|
|
|
|
}
|
2011-11-27 03:31:05 +01:00
|
|
|
|
2012-10-27 14:14:24 +02:00
|
|
|
float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
|
|
|
|
m_step_distance_counter += moved;
|
|
|
|
if(m_step_distance_counter > 1.5*BS){
|
|
|
|
m_step_distance_counter = 0;
|
|
|
|
if(!m_is_local_player && m_prop.makes_footstep_sound){
|
|
|
|
INodeDefManager *ndef = m_gamedef->ndef();
|
|
|
|
v3s16 p = floatToInt(getPosition() + v3f(0,
|
|
|
|
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
|
|
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
|
|
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
|
|
|
|
m_gamedef->sound()->playSoundAt(spec, false, getPosition());
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
m_anim_timer += dtime;
|
|
|
|
if(m_anim_timer >= m_anim_framelength){
|
|
|
|
m_anim_timer -= m_anim_framelength;
|
|
|
|
m_anim_frame++;
|
|
|
|
if(m_anim_frame >= m_anim_num_frames)
|
|
|
|
m_anim_frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
updateTexturePos();
|
2012-03-09 22:53:25 +01:00
|
|
|
|
|
|
|
if(m_reset_textures_timer >= 0){
|
|
|
|
m_reset_textures_timer -= dtime;
|
|
|
|
if(m_reset_textures_timer <= 0){
|
|
|
|
m_reset_textures_timer = -1;
|
|
|
|
updateTextures("");
|
|
|
|
}
|
|
|
|
}
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
|
2012-06-17 01:40:36 +02:00
|
|
|
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
|
2012-04-04 12:16:09 +02:00
|
|
|
updateNodePos();
|
|
|
|
}
|
2011-11-27 03:31:05 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void updateTexturePos()
|
|
|
|
{
|
|
|
|
if(m_spritenode){
|
|
|
|
scene::ICameraSceneNode* camera =
|
|
|
|
m_spritenode->getSceneManager()->getActiveCamera();
|
|
|
|
if(!camera)
|
|
|
|
return;
|
|
|
|
v3f cam_to_entity = m_spritenode->getAbsolutePosition()
|
|
|
|
- camera->getAbsolutePosition();
|
|
|
|
cam_to_entity.normalize();
|
|
|
|
|
|
|
|
int row = m_tx_basepos.Y;
|
|
|
|
int col = m_tx_basepos.X;
|
|
|
|
|
|
|
|
if(m_tx_select_horiz_by_yawpitch)
|
|
|
|
{
|
|
|
|
if(cam_to_entity.Y > 0.75)
|
|
|
|
col += 5;
|
|
|
|
else if(cam_to_entity.Y < -0.75)
|
|
|
|
col += 4;
|
|
|
|
else{
|
2012-06-17 01:40:36 +02:00
|
|
|
float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
|
2011-11-27 03:31:05 +01:00
|
|
|
float dir = mob_dir - m_yaw;
|
|
|
|
dir = wrapDegrees_180(dir);
|
|
|
|
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
|
|
|
|
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
|
|
|
|
col += 2;
|
|
|
|
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
|
|
|
|
col += 3;
|
|
|
|
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
|
|
|
|
col += 0;
|
|
|
|
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
|
|
|
|
col += 1;
|
|
|
|
else
|
|
|
|
col += 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Animation goes downwards
|
|
|
|
row += m_anim_frame;
|
|
|
|
|
|
|
|
float txs = m_tx_size.X;
|
|
|
|
float tys = m_tx_size.Y;
|
2011-12-04 03:28:30 +01:00
|
|
|
setBillboardTextureMatrix(m_spritenode,
|
|
|
|
txs, tys, col, row);
|
2011-11-27 03:31:05 +01:00
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
void updateTextures(const std::string &mod)
|
|
|
|
{
|
|
|
|
ITextureSource *tsrc = m_gamedef->tsrc();
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2012-11-09 20:51:45 +01:00
|
|
|
bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
|
|
|
|
bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
|
|
|
|
bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
if(m_spritenode)
|
|
|
|
{
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.visual == "sprite")
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
2013-03-19 19:05:32 +01:00
|
|
|
std::string texturestring = "unknown_node.png";
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.textures.size() >= 1)
|
|
|
|
texturestring = m_prop.textures[0];
|
2011-11-26 11:35:30 +01:00
|
|
|
texturestring += mod;
|
2012-03-29 16:46:21 +02:00
|
|
|
m_spritenode->setMaterialTexture(0,
|
|
|
|
tsrc->getTextureRaw(texturestring));
|
2012-10-27 00:49:01 +02:00
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
|
|
// has directional lighting, it should work automatically.
|
|
|
|
if(m_prop.colors.size() >= 1)
|
|
|
|
{
|
2012-11-09 20:51:45 +01:00
|
|
|
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
|
|
|
|
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
|
|
|
|
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
}
|
2012-10-22 23:03:14 +02:00
|
|
|
if(m_animated_meshnode)
|
|
|
|
{
|
|
|
|
if(m_prop.visual == "mesh")
|
|
|
|
{
|
2012-11-22 20:01:31 +01:00
|
|
|
for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
|
2012-10-23 23:11:24 +02:00
|
|
|
{
|
|
|
|
std::string texturestring = m_prop.textures[i];
|
|
|
|
if(texturestring == "")
|
|
|
|
continue; // Empty texture string means don't modify that material
|
|
|
|
texturestring += mod;
|
2012-10-24 21:10:05 +02:00
|
|
|
video::ITexture* texture = tsrc->getTextureRaw(texturestring);
|
2012-10-23 23:11:24 +02:00
|
|
|
if(!texture)
|
|
|
|
{
|
|
|
|
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set material flags and texture
|
|
|
|
m_animated_meshnode->setMaterialTexture(i, texture);
|
|
|
|
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
|
|
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
|
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
|
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
2012-10-23 23:11:24 +02:00
|
|
|
}
|
2012-11-22 20:01:31 +01:00
|
|
|
for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
|
2012-10-27 00:49:01 +02:00
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
|
|
// has directional lighting, it should work automatically.
|
2012-10-27 00:49:01 +02:00
|
|
|
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
|
|
|
|
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
|
2012-11-04 22:54:50 +01:00
|
|
|
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
|
2012-10-27 00:49:01 +02:00
|
|
|
}
|
2012-10-22 23:03:14 +02:00
|
|
|
}
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
if(m_meshnode)
|
|
|
|
{
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.visual == "cube")
|
2012-03-29 16:46:21 +02:00
|
|
|
{
|
|
|
|
for (u32 i = 0; i < 6; ++i)
|
|
|
|
{
|
2013-03-19 19:05:32 +01:00
|
|
|
std::string texturestring = "unknown_node.png";
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.textures.size() > i)
|
|
|
|
texturestring = m_prop.textures[i];
|
2012-03-29 16:46:21 +02:00
|
|
|
texturestring += mod;
|
|
|
|
AtlasPointer ap = tsrc->getTexture(texturestring);
|
|
|
|
|
|
|
|
// Get the tile texture and atlas transformation
|
|
|
|
video::ITexture* atlas = ap.atlas;
|
|
|
|
v2f pos = ap.pos;
|
|
|
|
v2f size = ap.size;
|
|
|
|
|
|
|
|
// Set material flags and texture
|
|
|
|
video::SMaterial& material = m_meshnode->getMaterial(i);
|
|
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
material.setTexture(0, atlas);
|
|
|
|
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
|
|
|
|
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
|
2012-10-27 00:49:01 +02:00
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
|
|
// has directional lighting, it should work automatically.
|
|
|
|
if(m_prop.colors.size() > i)
|
|
|
|
{
|
|
|
|
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
|
|
|
|
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
|
|
|
|
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
|
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
}
|
2012-03-30 11:51:51 +02:00
|
|
|
else if(m_prop.visual == "upright_sprite")
|
2012-03-29 16:46:21 +02:00
|
|
|
{
|
|
|
|
scene::IMesh *mesh = m_meshnode->getMesh();
|
|
|
|
{
|
|
|
|
std::string tname = "unknown_object.png";
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.textures.size() >= 1)
|
|
|
|
tname = m_prop.textures[0];
|
2012-03-29 16:46:21 +02:00
|
|
|
tname += mod;
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
|
|
|
|
buf->getMaterial().setTexture(0,
|
|
|
|
tsrc->getTextureRaw(tname));
|
2012-10-27 00:49:01 +02:00
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
|
|
// has directional lighting, it should work automatically.
|
|
|
|
if(m_prop.colors.size() >= 1)
|
|
|
|
{
|
|
|
|
buf->getMaterial().AmbientColor = m_prop.colors[0];
|
|
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[0];
|
|
|
|
buf->getMaterial().SpecularColor = m_prop.colors[0];
|
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
{
|
|
|
|
std::string tname = "unknown_object.png";
|
2012-03-30 11:51:51 +02:00
|
|
|
if(m_prop.textures.size() >= 2)
|
|
|
|
tname = m_prop.textures[1];
|
|
|
|
else if(m_prop.textures.size() >= 1)
|
|
|
|
tname = m_prop.textures[0];
|
2012-03-29 16:46:21 +02:00
|
|
|
tname += mod;
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
|
|
|
|
buf->getMaterial().setTexture(0,
|
|
|
|
tsrc->getTextureRaw(tname));
|
2012-10-27 00:49:01 +02:00
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
|
|
// has directional lighting, it should work automatically.
|
|
|
|
if(m_prop.colors.size() >= 2)
|
|
|
|
{
|
|
|
|
buf->getMaterial().AmbientColor = m_prop.colors[1];
|
|
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[1];
|
|
|
|
buf->getMaterial().SpecularColor = m_prop.colors[1];
|
|
|
|
}
|
|
|
|
else if(m_prop.colors.size() >= 1)
|
|
|
|
{
|
|
|
|
buf->getMaterial().AmbientColor = m_prop.colors[0];
|
|
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[0];
|
|
|
|
buf->getMaterial().SpecularColor = m_prop.colors[0];
|
|
|
|
}
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
|
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2011-11-21 13:36:21 +01:00
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
void updateAnimation()
|
2012-10-24 21:10:05 +02:00
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
if(m_animated_meshnode == NULL)
|
2012-10-24 21:10:05 +02:00
|
|
|
return;
|
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
|
|
|
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
|
|
|
|
m_animated_meshnode->setTransitionTime(m_animation_blend);
|
2012-10-26 17:03:24 +02:00
|
|
|
}
|
2012-10-25 22:29:07 +02:00
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
void updateBonePosition()
|
2012-10-26 17:03:24 +02:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(!m_bone_position.size() || m_animated_meshnode == NULL)
|
2012-11-04 22:54:50 +01:00
|
|
|
return;
|
|
|
|
|
|
|
|
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
|
2012-11-04 22:54:50 +01:00
|
|
|
std::string bone_name = (*ii).first;
|
|
|
|
v3f bone_pos = (*ii).second.X;
|
|
|
|
v3f bone_rot = (*ii).second.Y;
|
|
|
|
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
|
|
|
|
if(bone)
|
|
|
|
{
|
2012-10-26 10:46:46 +02:00
|
|
|
bone->setPosition(bone_pos);
|
|
|
|
bone->setRotation(bone_rot);
|
|
|
|
}
|
2012-10-25 22:29:07 +02:00
|
|
|
}
|
2012-10-24 21:10:05 +02:00
|
|
|
}
|
2012-10-27 14:14:24 +02:00
|
|
|
|
|
|
|
void updateAttachments()
|
2012-10-27 00:49:01 +02:00
|
|
|
{
|
2012-11-09 20:51:45 +01:00
|
|
|
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
|
2012-11-12 15:35:10 +01:00
|
|
|
m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
|
2012-11-09 20:51:45 +01:00
|
|
|
|
|
|
|
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
|
2012-11-04 13:33:30 +01:00
|
|
|
{
|
|
|
|
if(m_meshnode)
|
|
|
|
{
|
|
|
|
v3f old_position = m_meshnode->getAbsolutePosition();
|
|
|
|
v3f old_rotation = m_meshnode->getRotation();
|
|
|
|
m_meshnode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
m_meshnode->setPosition(old_position);
|
|
|
|
m_meshnode->setRotation(old_rotation);
|
|
|
|
m_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
if(m_animated_meshnode)
|
|
|
|
{
|
|
|
|
v3f old_position = m_animated_meshnode->getAbsolutePosition();
|
|
|
|
v3f old_rotation = m_animated_meshnode->getRotation();
|
|
|
|
m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
m_animated_meshnode->setPosition(old_position);
|
|
|
|
m_animated_meshnode->setRotation(old_rotation);
|
|
|
|
m_animated_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
if(m_spritenode)
|
|
|
|
{
|
|
|
|
v3f old_position = m_spritenode->getAbsolutePosition();
|
|
|
|
v3f old_rotation = m_spritenode->getRotation();
|
|
|
|
m_spritenode->setParent(m_smgr->getRootSceneNode());
|
|
|
|
m_spritenode->setPosition(old_position);
|
|
|
|
m_spritenode->setRotation(old_rotation);
|
|
|
|
m_spritenode->updateAbsolutePosition();
|
|
|
|
}
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(m_is_local_player)
|
|
|
|
{
|
|
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
|
|
player->isAttached = false;
|
|
|
|
}
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
|
|
|
else // Attach
|
2012-10-28 16:07:11 +01:00
|
|
|
{
|
|
|
|
scene::IMeshSceneNode *parent_mesh = NULL;
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent()->getMeshSceneNode())
|
|
|
|
parent_mesh = getParent()->getMeshSceneNode();
|
2012-10-28 16:07:11 +01:00
|
|
|
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent()->getAnimatedMeshSceneNode())
|
|
|
|
parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
|
2012-10-28 16:07:11 +01:00
|
|
|
scene::IBillboardSceneNode *parent_sprite = NULL;
|
2012-11-04 22:54:50 +01:00
|
|
|
if(getParent()->getSpriteSceneNode())
|
|
|
|
parent_sprite = getParent()->getSpriteSceneNode();
|
2012-10-28 16:07:11 +01:00
|
|
|
|
|
|
|
scene::IBoneSceneNode *parent_bone = NULL;
|
|
|
|
if(parent_animated_mesh && m_attachment_bone != "")
|
|
|
|
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
|
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
|
2012-10-28 16:07:11 +01:00
|
|
|
// TODO: Perhaps use polymorphism here to save code duplication
|
|
|
|
if(m_meshnode){
|
|
|
|
if(parent_bone){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_meshnode->setParent(parent_bone);
|
|
|
|
m_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(parent_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_meshnode->setParent(parent_mesh);
|
|
|
|
m_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_animated_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_meshnode->setParent(parent_animated_mesh);
|
|
|
|
m_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_sprite){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_meshnode->setParent(parent_sprite);
|
|
|
|
m_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(m_animated_meshnode){
|
|
|
|
if(parent_bone){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_animated_meshnode->setParent(parent_bone);
|
|
|
|
m_animated_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_animated_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(parent_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_animated_meshnode->setParent(parent_mesh);
|
|
|
|
m_animated_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_animated_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_animated_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_animated_meshnode->setParent(parent_animated_mesh);
|
|
|
|
m_animated_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_animated_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_sprite){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_animated_meshnode->setParent(parent_sprite);
|
|
|
|
m_animated_meshnode->setPosition(m_attachment_position);
|
|
|
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_animated_meshnode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(m_spritenode){
|
|
|
|
if(parent_bone){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_spritenode->setParent(parent_bone);
|
|
|
|
m_spritenode->setPosition(m_attachment_position);
|
|
|
|
m_spritenode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_spritenode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(parent_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_spritenode->setParent(parent_mesh);
|
|
|
|
m_spritenode->setPosition(m_attachment_position);
|
|
|
|
m_spritenode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_spritenode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_animated_mesh){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_spritenode->setParent(parent_animated_mesh);
|
|
|
|
m_spritenode->setPosition(m_attachment_position);
|
|
|
|
m_spritenode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_spritenode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
else if(parent_sprite){
|
2012-11-04 13:33:30 +01:00
|
|
|
m_spritenode->setParent(parent_sprite);
|
|
|
|
m_spritenode->setPosition(m_attachment_position);
|
|
|
|
m_spritenode->setRotation(m_attachment_rotation);
|
2012-10-28 16:07:11 +01:00
|
|
|
m_spritenode->updateAbsolutePosition();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(m_is_local_player)
|
|
|
|
{
|
|
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
|
|
player->isAttached = true;
|
|
|
|
}
|
2012-10-28 16:07:11 +01:00
|
|
|
}
|
2012-10-27 00:49:01 +02:00
|
|
|
}
|
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
void processMessage(const std::string &data)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
//infostream<<"GenericCAO: Got message"<<std::endl;
|
2011-11-26 11:35:30 +01:00
|
|
|
std::istringstream is(data, std::ios::binary);
|
|
|
|
// command
|
|
|
|
u8 cmd = readU8(is);
|
2012-03-29 16:46:21 +02:00
|
|
|
if(cmd == GENERIC_CMD_SET_PROPERTIES)
|
|
|
|
{
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop = gob_read_set_properties(is);
|
2012-03-29 16:46:21 +02:00
|
|
|
|
2012-03-30 11:51:51 +02:00
|
|
|
m_selection_box = m_prop.collisionbox;
|
2012-03-29 16:46:21 +02:00
|
|
|
m_selection_box.MinEdge *= BS;
|
|
|
|
m_selection_box.MaxEdge *= BS;
|
|
|
|
|
2012-03-30 11:51:51 +02:00
|
|
|
m_tx_size.X = 1.0 / m_prop.spritediv.X;
|
|
|
|
m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
|
|
|
|
|
|
|
|
if(!m_initial_tx_basepos_set){
|
|
|
|
m_initial_tx_basepos_set = true;
|
|
|
|
m_tx_basepos = m_prop.initial_sprite_basepos;
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
|
|
|
|
expireVisuals();
|
|
|
|
}
|
|
|
|
else if(cmd == GENERIC_CMD_UPDATE_POSITION)
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// Not sent by the server if this object is an attachment.
|
|
|
|
// We might however get here if the server notices the object being detached before the client.
|
2011-11-26 11:35:30 +01:00
|
|
|
m_position = readV3F1000(is);
|
|
|
|
m_velocity = readV3F1000(is);
|
|
|
|
m_acceleration = readV3F1000(is);
|
2012-04-07 17:05:06 +02:00
|
|
|
if(fabs(m_prop.automatic_rotate) < 0.001)
|
2012-04-04 12:16:09 +02:00
|
|
|
m_yaw = readF1000(is);
|
2012-03-29 16:46:21 +02:00
|
|
|
bool do_interpolate = readU8(is);
|
2011-11-26 11:35:30 +01:00
|
|
|
bool is_end_position = readU8(is);
|
|
|
|
float update_interval = readF1000(is);
|
2012-04-01 15:06:01 +02:00
|
|
|
|
|
|
|
// Place us a bit higher if we're physical, to not sink into
|
|
|
|
// the ground due to sucky collision detection...
|
|
|
|
if(m_prop.physical)
|
|
|
|
m_position += v3f(0,0.002,0);
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
|
|
|
|
if(getParent() != NULL) // Just in case
|
|
|
|
return;
|
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
if(do_interpolate){
|
2012-03-30 11:51:51 +02:00
|
|
|
if(!m_prop.physical)
|
2011-11-26 11:35:30 +01:00
|
|
|
pos_translator.update(m_position, is_end_position, update_interval);
|
|
|
|
} else {
|
|
|
|
pos_translator.init(m_position);
|
|
|
|
}
|
|
|
|
updateNodePos();
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
|
2011-11-26 11:35:30 +01:00
|
|
|
{
|
|
|
|
std::string mod = deSerializeString(is);
|
|
|
|
updateTextures(mod);
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
else if(cmd == GENERIC_CMD_SET_SPRITE)
|
2011-11-27 03:31:05 +01:00
|
|
|
{
|
|
|
|
v2s16 p = readV2S16(is);
|
|
|
|
int num_frames = readU16(is);
|
|
|
|
float framelength = readF1000(is);
|
|
|
|
bool select_horiz_by_yawpitch = readU8(is);
|
2011-11-26 11:35:30 +01:00
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
m_tx_basepos = p;
|
|
|
|
m_anim_num_frames = num_frames;
|
|
|
|
m_anim_framelength = framelength;
|
|
|
|
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
|
|
|
|
|
|
|
|
updateTexturePos();
|
|
|
|
}
|
2013-04-05 13:03:28 +02:00
|
|
|
else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
|
|
|
|
{
|
|
|
|
float override_speed = readF1000(is);
|
|
|
|
float override_jump = readF1000(is);
|
|
|
|
float override_gravity = readF1000(is);
|
|
|
|
if(m_is_local_player)
|
|
|
|
{
|
|
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
|
|
player->physics_override_speed = override_speed;
|
|
|
|
player->physics_override_jump = override_jump;
|
|
|
|
player->physics_override_gravity = override_gravity;
|
|
|
|
}
|
|
|
|
}
|
2012-11-12 15:35:10 +01:00
|
|
|
else if(cmd == GENERIC_CMD_SET_ANIMATION)
|
2012-10-26 10:46:46 +02:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
m_animation_range = readV2F1000(is);
|
|
|
|
m_animation_speed = readF1000(is);
|
|
|
|
m_animation_blend = readF1000(is);
|
2012-10-26 17:03:24 +02:00
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
updateAnimation();
|
2012-10-26 17:03:24 +02:00
|
|
|
}
|
2012-11-12 15:35:10 +01:00
|
|
|
else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
|
2012-10-26 17:03:24 +02:00
|
|
|
{
|
|
|
|
std::string bone = deSerializeString(is);
|
|
|
|
v3f position = readV3F1000(is);
|
|
|
|
v3f rotation = readV3F1000(is);
|
2012-11-12 15:35:10 +01:00
|
|
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
|
2012-10-26 10:46:46 +02:00
|
|
|
|
2012-11-12 15:35:10 +01:00
|
|
|
updateBonePosition();
|
2012-10-26 10:46:46 +02:00
|
|
|
}
|
2012-10-27 00:49:01 +02:00
|
|
|
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
|
|
|
|
{
|
2012-11-04 22:54:50 +01:00
|
|
|
// If an entry already exists for this object, delete it first to avoid duplicates
|
2012-11-12 15:35:10 +01:00
|
|
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
if(ii->X == getId()) // This is the ID of our object
|
2012-11-04 22:54:50 +01:00
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
m_env->attachment_list.erase(ii);
|
2012-11-04 22:54:50 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2012-11-12 15:35:10 +01:00
|
|
|
m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
|
2012-10-27 14:14:24 +02:00
|
|
|
m_attachment_bone = deSerializeString(is);
|
2012-11-04 13:33:30 +01:00
|
|
|
m_attachment_position = readV3F1000(is);
|
2012-10-27 14:14:24 +02:00
|
|
|
m_attachment_rotation = readV3F1000(is);
|
2012-10-27 00:49:01 +02:00
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
updateAttachments();
|
2012-10-27 00:49:01 +02:00
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
else if(cmd == GENERIC_CMD_PUNCHED)
|
2012-03-04 20:08:03 +01:00
|
|
|
{
|
2012-03-05 00:30:55 +01:00
|
|
|
/*s16 damage =*/ readS16(is);
|
2012-03-04 20:08:03 +01:00
|
|
|
s16 result_hp = readS16(is);
|
|
|
|
|
|
|
|
m_hp = result_hp;
|
|
|
|
}
|
2012-03-29 16:46:21 +02:00
|
|
|
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
|
2012-03-09 19:46:56 +01:00
|
|
|
{
|
|
|
|
m_armor_groups.clear();
|
|
|
|
int armor_groups_size = readU16(is);
|
|
|
|
for(int i=0; i<armor_groups_size; i++){
|
|
|
|
std::string name = deSerializeString(is);
|
|
|
|
int rating = readS16(is);
|
|
|
|
m_armor_groups[name] = rating;
|
|
|
|
}
|
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
2012-03-05 00:30:55 +01:00
|
|
|
|
|
|
|
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
|
|
|
|
float time_from_last_punch=1000000)
|
|
|
|
{
|
|
|
|
assert(punchitem);
|
|
|
|
const ToolCapabilities *toolcap =
|
|
|
|
&punchitem->getToolCapabilities(m_gamedef->idef());
|
|
|
|
PunchDamageResult result = getPunchDamage(
|
|
|
|
m_armor_groups,
|
|
|
|
toolcap,
|
|
|
|
punchitem,
|
|
|
|
time_from_last_punch);
|
2011-12-01 17:23:58 +01:00
|
|
|
|
2012-03-29 15:10:11 +02:00
|
|
|
if(result.did_punch && result.damage != 0)
|
|
|
|
{
|
|
|
|
if(result.damage < m_hp){
|
|
|
|
m_hp -= result.damage;
|
|
|
|
} else {
|
|
|
|
m_hp = 0;
|
|
|
|
// TODO: Execute defined fast response
|
|
|
|
// As there is no definition, make a smoke puff
|
|
|
|
ClientSimpleObject *simple = createSmokePuff(
|
|
|
|
m_smgr, m_env, m_position,
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop.visual_size * BS);
|
2012-03-29 15:10:11 +02:00
|
|
|
m_env->addSimpleObject(simple);
|
|
|
|
}
|
|
|
|
// TODO: Execute defined fast response
|
|
|
|
// Flashing shall suffice as there is no definition
|
2012-03-29 16:46:21 +02:00
|
|
|
m_reset_textures_timer = 0.05;
|
|
|
|
if(result.damage >= 2)
|
|
|
|
m_reset_textures_timer += 0.05 * result.damage;
|
2012-03-29 15:10:11 +02:00
|
|
|
updateTextures("^[brighten");
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string debugInfoText()
|
|
|
|
{
|
|
|
|
std::ostringstream os(std::ios::binary);
|
|
|
|
os<<"GenericCAO hp="<<m_hp<<"\n";
|
|
|
|
os<<"armor={";
|
|
|
|
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
|
|
|
|
i != m_armor_groups.end(); i++){
|
|
|
|
os<<i->first<<"="<<i->second<<", ";
|
|
|
|
}
|
|
|
|
os<<"}";
|
|
|
|
return os.str();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Prototype
|
|
|
|
GenericCAO proto_GenericCAO(NULL, NULL);
|
|
|
|
|
2011-11-11 18:33:17 +01:00
|
|
|
|