forked from Mirrorlandia_minetest/minetest
Reshape LuaEntityCAO implementation a bit and make TNT to blink
This commit is contained in:
parent
1ce749c86a
commit
70363847aa
@ -1176,18 +1176,32 @@ local TNT = {
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timer = 0,
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-- Number of punches required to defuse
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health = 1,
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blinktimer = 0,
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blinkstatus = true,
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}
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-- Called when a TNT object is created
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function TNT:on_activate(staticdata)
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print("TNT:on_activate()")
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setvelocity({x=0, y=4, z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.object:settexturemod("^[brighten")
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end
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-- Called periodically
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function TNT:on_step(dtime)
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--print("TNT:on_step()")
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self.timer = self.timer + dtime
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self.blinktimer = self.blinktimer + dtime
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if self.blinktimer > 0.5 then
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self.blinktimer = self.blinktimer - 0.5
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if blinkstatus then
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self.object:settexturemod("")
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else
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self.object:settexturemod("^[brighten")
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end
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blinkstatus = not blinkstatus
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end
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end
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-- Called when object is punched
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@ -1269,284 +1269,332 @@ void MobV2CAO::setLooks(const std::string &looks)
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#include "luaentity_common.h"
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// Prototype
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LuaEntityCAO proto_LuaEntityCAO(NULL);
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LuaEntityCAO::LuaEntityCAO(IGameDef *gamedef):
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ClientActiveObject(0, gamedef),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_spritenode(NULL),
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m_position(v3f(0,10*BS,0)),
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m_velocity(v3f(0,0,0)),
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m_acceleration(v3f(0,0,0)),
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m_yaw(0),
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m_prop(new LuaEntityProperties)
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class CLuaEntityCAO : public LuaEntityCAO
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{
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ClientActiveObject::registerType(getType(), create);
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}
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::MyBillboardSceneNode *m_spritenode;
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v3f m_position;
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v3f m_velocity;
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v3f m_acceleration;
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float m_yaw;
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struct LuaEntityProperties *m_prop;
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SmoothTranslator pos_translator;
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LuaEntityCAO::~LuaEntityCAO()
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{
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delete m_prop;
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}
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ClientActiveObject* LuaEntityCAO::create(IGameDef *gamedef)
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{
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return new LuaEntityCAO(gamedef);
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}
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void LuaEntityCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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{
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if(m_meshnode != NULL || m_spritenode != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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if(m_prop->visual == "single_sprite"){
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infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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std::string texturestring = "unknown_block.png";
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if(m_prop->textures.size() >= 1)
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texturestring = m_prop->textures[0];
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw(texturestring));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_spritenode->setColor(video::SColor(255,0,0,0));
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m_spritenode->setVisible(false); /* Set visible when brightness is known */
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m_spritenode->setSize(v2f(1,1)*1.0*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
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m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
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m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
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m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
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}
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} else if(m_prop->visual == "cube"){
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infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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for(u32 i=0; i<24; ++i){
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vertices[i].Pos *= BS;
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}
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh* mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer* buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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buf->recalculateBoundingBox();
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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mesh->recalculateBoundingBox();
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->setMesh(mesh);
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m_meshnode->setScale(v3f(1));
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for (u32 i = 0; i < 6; ++i)
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{
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std::string texturestring = "unknown_block.png";
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if(m_prop->textures.size() > i)
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texturestring = m_prop->textures[i];
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AtlasPointer ap = tsrc->getTexture(texturestring);
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// Get the tile texture and atlas transformation
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video::ITexture* atlas = ap.atlas;
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v2f pos = ap.pos;
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v2f size = ap.size;
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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}
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// Will be shown when we know the brightness
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m_meshnode->setVisible(false);
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} else {
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infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
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<<"\" not supported"<<std::endl;
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}
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updateNodePos();
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}
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void LuaEntityCAO::removeFromScene()
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{
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if(m_meshnode){
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m_meshnode->remove();
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m_meshnode = NULL;
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}
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if(m_spritenode){
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m_spritenode->remove();
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m_spritenode = NULL;
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}
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}
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void LuaEntityCAO::updateLight(u8 light_at_pos)
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{
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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if(m_meshnode){
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setMeshVerticesColor(m_meshnode->getMesh(), color);
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m_meshnode->setVisible(true);
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}
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if(m_spritenode){
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m_spritenode->setColor(color);
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m_spritenode->setVisible(true);
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}
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}
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v3s16 LuaEntityCAO::getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void LuaEntityCAO::updateNodePos()
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{
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if(m_meshnode){
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m_meshnode->setPosition(pos_translator.vect_show);
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}
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if(m_spritenode){
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m_spritenode->setPosition(pos_translator.vect_show);
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}
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}
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void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_prop->physical){
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core::aabbox3d<f32> box = m_prop->collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMovePrecise(&env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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m_velocity += dtime * m_acceleration;
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
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pos_translator.translate(dtime);
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updateNodePos();
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}
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}
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void LuaEntityCAO::processMessage(const std::string &data)
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{
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infostream<<"LuaEntityCAO: Got message"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// command
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u8 cmd = readU8(is);
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if(cmd == 0)
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public:
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u8 getType() const
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{
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// do_interpolate
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bool do_interpolate = readU8(is);
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return ACTIVEOBJECT_TYPE_LUAENTITY;
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}
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core::aabbox3d<f32>* getSelectionBox()
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{
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return &m_selection_box;
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}
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v3f getPosition()
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{
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return pos_translator.vect_show;
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}
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CLuaEntityCAO(IGameDef *gamedef):
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LuaEntityCAO(gamedef),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_spritenode(NULL),
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m_position(v3f(0,10*BS,0)),
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m_velocity(v3f(0,0,0)),
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m_acceleration(v3f(0,0,0)),
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m_yaw(0),
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m_prop(new LuaEntityProperties)
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{
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ClientActiveObject::registerType(getType(), create);
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}
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~CLuaEntityCAO()
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{
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delete m_prop;
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}
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static ClientActiveObject* create(IGameDef *gamedef)
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{
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return new CLuaEntityCAO(gamedef);
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}
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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{
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if(m_meshnode != NULL || m_spritenode != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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if(m_prop->visual == "single_sprite"){
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infostream<<"CLuaEntityCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw("unknown_block.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_spritenode->setColor(video::SColor(255,0,0,0));
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m_spritenode->setVisible(false); /* Set visible when brightness is known */
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m_spritenode->setSize(v2f(1,1)*1.0*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
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m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
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m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
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m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
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}
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} else if(m_prop->visual == "cube"){
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infostream<<"CLuaEntityCAO::addToScene(): cube"<<std::endl;
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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for(u32 i=0; i<24; ++i){
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vertices[i].Pos *= BS;
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}
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u16 indices[6] = {0,1,2,2,3,0};
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|
||||
scene::SMesh* mesh = new scene::SMesh();
|
||||
for (u32 i=0; i<6; ++i)
|
||||
{
|
||||
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
|
||||
buf->append(vertices + 4 * i, 4, indices, 6);
|
||||
buf->recalculateBoundingBox();
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
mesh->recalculateBoundingBox();
|
||||
|
||||
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
||||
|
||||
m_meshnode->setMesh(mesh);
|
||||
m_meshnode->setScale(v3f(1));
|
||||
// Will be shown when we know the brightness
|
||||
m_meshnode->setVisible(false);
|
||||
} else {
|
||||
infostream<<"CLuaEntityCAO::addToScene(): \""<<m_prop->visual
|
||||
<<"\" not supported"<<std::endl;
|
||||
}
|
||||
updateTextures("");
|
||||
updateNodePos();
|
||||
}
|
||||
|
||||
void removeFromScene()
|
||||
{
|
||||
if(m_meshnode){
|
||||
m_meshnode->remove();
|
||||
m_meshnode = NULL;
|
||||
}
|
||||
if(m_spritenode){
|
||||
m_spritenode->remove();
|
||||
m_spritenode = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void updateLight(u8 light_at_pos)
|
||||
{
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
if(m_meshnode){
|
||||
setMeshVerticesColor(m_meshnode->getMesh(), color);
|
||||
m_meshnode->setVisible(true);
|
||||
}
|
||||
if(m_spritenode){
|
||||
m_spritenode->setColor(color);
|
||||
m_spritenode->setVisible(true);
|
||||
}
|
||||
}
|
||||
|
||||
v3s16 getLightPosition()
|
||||
{
|
||||
return floatToInt(m_position, BS);
|
||||
}
|
||||
|
||||
void updateNodePos()
|
||||
{
|
||||
if(m_meshnode){
|
||||
m_meshnode->setPosition(pos_translator.vect_show);
|
||||
}
|
||||
if(m_spritenode){
|
||||
m_spritenode->setPosition(pos_translator.vect_show);
|
||||
}
|
||||
}
|
||||
|
||||
void step(float dtime, ClientEnvironment *env)
|
||||
{
|
||||
if(m_prop->physical){
|
||||
core::aabbox3d<f32> box = m_prop->collisionbox;
|
||||
box.MinEdge *= BS;
|
||||
box.MaxEdge *= BS;
|
||||
collisionMoveResult moveresult;
|
||||
f32 pos_max_d = BS*0.25; // Distance per iteration
|
||||
v3f p_pos = m_position;
|
||||
v3f p_velocity = m_velocity;
|
||||
IGameDef *gamedef = env->getGameDef();
|
||||
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, p_pos, p_velocity);
|
||||
// Apply results
|
||||
m_position = p_pos;
|
||||
m_velocity = p_velocity;
|
||||
|
||||
bool is_end_position = moveresult.collides;
|
||||
pos_translator.update(m_position, is_end_position, dtime);
|
||||
pos_translator.translate(dtime);
|
||||
updateNodePos();
|
||||
|
||||
m_velocity += dtime * m_acceleration;
|
||||
} 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();
|
||||
}
|
||||
}
|
||||
|
||||
void updateTextures(const std::string &mod)
|
||||
{
|
||||
ITextureSource *tsrc = m_gamedef->tsrc();
|
||||
|
||||
if(m_spritenode){
|
||||
std::string texturestring = "unknown_block.png";
|
||||
if(m_prop->textures.size() >= 1)
|
||||
texturestring = m_prop->textures[0];
|
||||
texturestring += mod;
|
||||
m_spritenode->setMaterialTexture(0,
|
||||
tsrc->getTextureRaw(texturestring));
|
||||
}
|
||||
if(m_meshnode){
|
||||
for (u32 i = 0; i < 6; ++i)
|
||||
{
|
||||
std::string texturestring = "unknown_block.png";
|
||||
if(m_prop->textures.size() > i)
|
||||
texturestring = m_prop->textures[i];
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void processMessage(const std::string &data)
|
||||
{
|
||||
infostream<<"CLuaEntityCAO: Got message"<<std::endl;
|
||||
std::istringstream is(data, std::ios::binary);
|
||||
// command
|
||||
u8 cmd = readU8(is);
|
||||
if(cmd == 0) // update position
|
||||
{
|
||||
// do_interpolate
|
||||
bool do_interpolate = readU8(is);
|
||||
// pos
|
||||
m_position = readV3F1000(is);
|
||||
// velocity
|
||||
m_velocity = readV3F1000(is);
|
||||
// acceleration
|
||||
m_acceleration = readV3F1000(is);
|
||||
// yaw
|
||||
m_yaw = readF1000(is);
|
||||
// is_end_position (for interpolation)
|
||||
bool is_end_position = readU8(is);
|
||||
// update_interval
|
||||
float update_interval = readF1000(is);
|
||||
|
||||
if(do_interpolate){
|
||||
if(!m_prop->physical)
|
||||
pos_translator.update(m_position, is_end_position, update_interval);
|
||||
} else {
|
||||
pos_translator.init(m_position);
|
||||
}
|
||||
updateNodePos();
|
||||
}
|
||||
else if(cmd == 1) // set texture modification
|
||||
{
|
||||
std::string mod = deSerializeString(is);
|
||||
updateTextures(mod);
|
||||
}
|
||||
}
|
||||
|
||||
void initialize(const std::string &data)
|
||||
{
|
||||
infostream<<"CLuaEntityCAO: 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);
|
||||
// velocity
|
||||
m_velocity = readV3F1000(is);
|
||||
// acceleration
|
||||
m_acceleration = readV3F1000(is);
|
||||
// yaw
|
||||
m_yaw = readF1000(is);
|
||||
// is_end_position (for interpolation)
|
||||
bool is_end_position = readU8(is);
|
||||
// update_interval
|
||||
float update_interval = readF1000(is);
|
||||
// properties
|
||||
std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
|
||||
m_prop->deSerialize(prop_is);
|
||||
|
||||
infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
|
||||
|
||||
m_selection_box = m_prop->collisionbox;
|
||||
m_selection_box.MinEdge *= BS;
|
||||
m_selection_box.MaxEdge *= BS;
|
||||
|
||||
pos_translator.init(m_position);
|
||||
|
||||
if(do_interpolate){
|
||||
if(!m_prop->physical)
|
||||
pos_translator.update(m_position, is_end_position, update_interval);
|
||||
} else {
|
||||
pos_translator.init(m_position);
|
||||
}
|
||||
updateNodePos();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void LuaEntityCAO::initialize(const std::string &data)
|
||||
{
|
||||
infostream<<"LuaEntityCAO: 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);
|
||||
// yaw
|
||||
m_yaw = readF1000(is);
|
||||
// properties
|
||||
std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
|
||||
m_prop->deSerialize(prop_is);
|
||||
|
||||
infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
|
||||
|
||||
m_selection_box = m_prop->collisionbox;
|
||||
m_selection_box.MinEdge *= BS;
|
||||
m_selection_box.MaxEdge *= BS;
|
||||
|
||||
pos_translator.init(m_position);
|
||||
|
||||
updateNodePos();
|
||||
}
|
||||
// Prototype
|
||||
CLuaEntityCAO proto_CLuaEntityCAO(NULL);
|
||||
|
||||
|
||||
|
@ -391,48 +391,25 @@ private:
|
||||
LuaEntityCAO
|
||||
*/
|
||||
|
||||
struct LuaEntityProperties;
|
||||
|
||||
class LuaEntityCAO : public ClientActiveObject
|
||||
{
|
||||
public:
|
||||
LuaEntityCAO(IGameDef *gamedef);
|
||||
virtual ~LuaEntityCAO();
|
||||
|
||||
u8 getType() const
|
||||
{
|
||||
return ACTIVEOBJECT_TYPE_LUAENTITY;
|
||||
}
|
||||
|
||||
static ClientActiveObject* create(IGameDef *gamedef);
|
||||
|
||||
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
|
||||
void removeFromScene();
|
||||
void updateLight(u8 light_at_pos);
|
||||
v3s16 getLightPosition();
|
||||
void updateNodePos();
|
||||
|
||||
void step(float dtime, ClientEnvironment *env);
|
||||
|
||||
void processMessage(const std::string &data);
|
||||
|
||||
void initialize(const std::string &data);
|
||||
|
||||
core::aabbox3d<f32>* getSelectionBox()
|
||||
{return &m_selection_box;}
|
||||
v3f getPosition()
|
||||
{return pos_translator.vect_show;}
|
||||
|
||||
LuaEntityCAO(IGameDef *gamedef):
|
||||
ClientActiveObject(0, gamedef)
|
||||
{}
|
||||
virtual ~LuaEntityCAO(){}
|
||||
virtual u8 getType() const=0;
|
||||
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)=0;
|
||||
virtual void removeFromScene()=0;
|
||||
virtual void updateLight(u8 light_at_pos)=0;
|
||||
virtual v3s16 getLightPosition()=0;
|
||||
virtual void updateNodePos()=0;
|
||||
virtual void step(float dtime, ClientEnvironment *env)=0;
|
||||
virtual void processMessage(const std::string &data)=0;
|
||||
virtual void initialize(const std::string &data)=0;
|
||||
virtual core::aabbox3d<f32>* getSelectionBox()=0;
|
||||
virtual v3f getPosition()=0;
|
||||
private:
|
||||
core::aabbox3d<f32> m_selection_box;
|
||||
scene::IMeshSceneNode *m_meshnode;
|
||||
scene::MyBillboardSceneNode *m_spritenode;
|
||||
v3f m_position;
|
||||
v3f m_velocity;
|
||||
v3f m_acceleration;
|
||||
float m_yaw;
|
||||
struct LuaEntityProperties *m_prop;
|
||||
SmoothTranslator pos_translator;
|
||||
};
|
||||
|
||||
|
||||
|
@ -1748,6 +1748,18 @@ void LuaEntitySAO::setAcceleration(v3f acceleration)
|
||||
m_acceleration = acceleration;
|
||||
}
|
||||
|
||||
void LuaEntitySAO::setTextureMod(const std::string &mod)
|
||||
{
|
||||
std::ostringstream os(std::ios::binary);
|
||||
// command (1 = set texture modification)
|
||||
writeU8(os, 1);
|
||||
// parameters
|
||||
os<<serializeString(mod);
|
||||
// create message and add to list
|
||||
ActiveObjectMessage aom(getId(), false, os.str());
|
||||
m_messages_out.push_back(aom);
|
||||
}
|
||||
|
||||
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
|
||||
{
|
||||
m_last_sent_move_precision = m_base_position.getDistanceFrom(
|
||||
|
@ -216,8 +216,10 @@ public:
|
||||
void setPos(v3f pos);
|
||||
void moveTo(v3f pos, bool continuous);
|
||||
float getMinimumSavedMovement();
|
||||
/* LuaEntitySAO-specific */
|
||||
void setVelocity(v3f velocity);
|
||||
void setAcceleration(v3f acceleration);
|
||||
void setTextureMod(const std::string &mod);
|
||||
private:
|
||||
void sendPosition(bool do_interpolate, bool is_movement_end);
|
||||
|
||||
|
@ -1252,6 +1252,18 @@ private:
|
||||
return 1;
|
||||
}
|
||||
|
||||
// settexturemod(self, mod)
|
||||
static int l_settexturemod(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
LuaEntitySAO *co = getluaobject(ref);
|
||||
if(co == NULL) return 0;
|
||||
// Do it
|
||||
std::string mod = lua_tostring(L, 2);
|
||||
co->setTextureMod(mod);
|
||||
return 0;
|
||||
}
|
||||
|
||||
public:
|
||||
ObjectRef(ServerActiveObject *object):
|
||||
m_object(object)
|
||||
@ -1322,6 +1334,7 @@ const luaL_reg ObjectRef::methods[] = {
|
||||
method(ObjectRef, setvelocity),
|
||||
method(ObjectRef, setacceleration),
|
||||
method(ObjectRef, add_to_inventory),
|
||||
method(ObjectRef, settexturemod),
|
||||
{0,0}
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user