forked from Mirrorlandia_minetest/minetest
v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
This commit is contained in:
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24b312cc08
commit
fefa148d69
@ -1471,13 +1471,13 @@ ClientActiveObject * Client::getSelectedActiveObject(
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{
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ClientActiveObject *obj = objects[i].obj;
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core::aabbox3d<f32> *selection_box = obj->getSelectionBox();
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aabb3f *selection_box = obj->getSelectionBox();
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if(selection_box == NULL)
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continue;
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v3f pos = obj->getPosition();
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core::aabbox3d<f32> offsetted_box(
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aabb3f offsetted_box(
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selection_box->MinEdge + pos,
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selection_box->MaxEdge + pos
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);
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@ -21,7 +21,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define TILE_HEADER
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#include "irrlichttypes.h"
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#include "irr_v2d.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <IrrlichtDevice.h>
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@ -50,7 +50,7 @@ ClientMap::ClientMap(
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m_camera_direction(0,0,1),
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m_camera_fov(M_PI)
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{
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
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m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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/* TODO: Add a callback function so these can be updated when a setting
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@ -115,7 +115,7 @@ public:
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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@ -140,7 +140,7 @@ public:
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private:
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Client *m_client;
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core::aabbox3d<f32> m_box;
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aabb3f m_box;
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MapDrawControl &m_control;
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@ -56,7 +56,7 @@ public:
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virtual void updateLight(u8 light_at_pos){}
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virtual void updateLightNoCheck(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
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virtual aabb3f *getSelectionBox() { return NULL; }
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virtual bool getCollisionBox(aabb3f *toset){return false;}
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virtual bool collideWithObjects(){return false;}
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virtual v3f getPosition(){return v3f(0,0,0);}
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@ -62,7 +62,7 @@ Clouds::Clouds(
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g_settings->registerChangedCallback("enable_3d_clouds",
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&cloud_3d_setting_changed, this);
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m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
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m_box = aabb3f(-BS*1000000,m_cloud_y-BS,-BS*1000000,
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BS*1000000,m_cloud_y+BS,BS*1000000);
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}
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@ -53,7 +53,7 @@ public:
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virtual void render();
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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@ -79,7 +79,7 @@ public:
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void updateCameraOffset(v3s16 camera_offset)
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{
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m_camera_offset = camera_offset;
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m_box = core::aabbox3d<f32>(-BS * 1000000, m_cloud_y - BS - BS * camera_offset.Y, -BS * 1000000,
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m_box = aabb3f(-BS * 1000000, m_cloud_y - BS - BS * camera_offset.Y, -BS * 1000000,
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BS * 1000000, m_cloud_y + BS - BS * camera_offset.Y, BS * 1000000);
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}
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@ -87,7 +87,7 @@ public:
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private:
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video::SMaterial m_material;
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core::aabbox3d<f32> m_box;
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aabb3f m_box;
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s16 m_passed_cloud_y;
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float m_cloud_y;
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u16 m_cloud_radius_i;
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@ -309,7 +309,7 @@ public:
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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aabb3f *getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return m_position;}
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@ -319,7 +319,7 @@ public:
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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core::aabbox3d<f32> m_selection_box;
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aabb3f m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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std::string m_itemstring;
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@ -674,7 +674,7 @@ GenericCAO::~GenericCAO()
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removeFromScene(true);
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}
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core::aabbox3d<f32>* GenericCAO::getSelectionBox()
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aabb3f *GenericCAO::getSelectionBox()
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{
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if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
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return NULL;
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@ -1185,7 +1185,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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if(m_prop.physical)
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{
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core::aabbox3d<f32> box = m_prop.collisionbox;
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aabb3f 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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@ -65,7 +65,7 @@ private:
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//
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scene::ISceneManager *m_smgr;
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IrrlichtDevice *m_irr;
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core::aabbox3d<f32> m_selection_box;
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aabb3f m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode;
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WieldMeshSceneNode *m_wield_meshnode;
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@ -127,7 +127,7 @@ public:
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bool collideWithObjects();
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core::aabbox3d<f32>* getSelectionBox();
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aabb3f *getSelectionBox();
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v3f getPosition();
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@ -259,7 +259,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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else
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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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aabb3f 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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@ -786,7 +786,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_prop.hp_max = PLAYER_MAX_HP;
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m_prop.physical = false;
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m_prop.weight = 75;
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m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
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m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
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// start of default appearance, this should be overwritten by LUA
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m_prop.visual = "upright_sprite";
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m_prop.visual_size = v2f(1, 2);
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@ -104,7 +104,7 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
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if (mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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@ -132,7 +132,7 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
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if (mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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aabb3f bbox;
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bbox.reset(0, 0, 0);
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u32 mc = mesh->getMeshBufferCount();
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@ -346,7 +346,7 @@ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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void recalculateBoundingBox(scene::IMesh *src_mesh)
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{
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core::aabbox3d<f32> bbox;
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aabb3f bbox;
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bbox.reset(0,0,0);
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for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
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scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
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@ -33,7 +33,7 @@ struct ObjectProperties
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bool physical;
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bool collideWithObjects;
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float weight;
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core::aabbox3d<f32> collisionbox;
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aabb3f collisionbox;
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std::string visual;
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std::string mesh;
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v2f visual_size;
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@ -88,7 +88,7 @@ Particle::Particle(
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m_vertical = vertical;
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// Irrlicht stuff
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m_collisionbox = core::aabbox3d<f32>
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m_collisionbox = aabb3f
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(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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this->setAutomaticCulling(scene::EAC_OFF);
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@ -128,7 +128,7 @@ void Particle::step(float dtime)
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m_time += dtime;
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if (m_collisiondetection)
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{
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core::aabbox3d<f32> box = m_collisionbox;
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aabb3f box = m_collisionbox;
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v3f p_pos = m_pos*BS;
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v3f p_velocity = m_velocity*BS;
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collisionMoveSimple(m_env, m_gamedef,
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@ -52,7 +52,7 @@ class Particle : public scene::ISceneNode
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);
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~Particle();
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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@ -85,8 +85,8 @@ private:
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ClientEnvironment *m_env;
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IGameDef *m_gamedef;
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core::aabbox3d<f32> m_box;
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core::aabbox3d<f32> m_collisionbox;
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aabb3f m_box;
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aabb3f m_collisionbox;
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video::SMaterial m_material;
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v2f m_texpos;
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v2f m_texsize;
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@ -198,7 +198,7 @@ public:
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return m_name;
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}
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core::aabbox3d<f32> getCollisionbox()
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aabb3f getCollisionbox()
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{
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return m_collisionbox;
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}
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@ -398,7 +398,7 @@ protected:
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f32 m_yaw;
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v3f m_speed;
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v3f m_position;
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core::aabbox3d<f32> m_collisionbox;
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aabb3f m_collisionbox;
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bool m_dirty;
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "lua_api/l_internal.h"
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#include "common/c_converter.h"
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#include "cpp_api/s_security.h"
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#include "irr_v3d.h"
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#include "areastore.h"
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#include "filesys.h"
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#ifndef ANDROID
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@ -21,7 +21,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define L_AREASTORE_H_
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#include "lua_api/l_base.h"
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#include "irr_v3d.h"
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#include "areastore.h"
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/*
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@ -25,8 +25,8 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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m_cloudcolor_bright_f(1,1,1,1)
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{
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setAutomaticCulling(scene::EAC_OFF);
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Box.MaxEdge.set(0,0,0);
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Box.MinEdge.set(0,0,0);
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m_box.MaxEdge.set(0,0,0);
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m_box.MinEdge.set(0,0,0);
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// create material
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@ -94,11 +94,6 @@ void Sky::OnRegisterSceneNode()
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scene::ISceneNode::OnRegisterSceneNode();
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}
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const core::aabbox3d<f32>& Sky::getBoundingBox() const
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{
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return Box;
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}
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//! renders the node.
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void Sky::render()
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{
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@ -42,7 +42,8 @@ public:
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//! renders the node.
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virtual void render();
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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virtual const aabb3f &getBoundingBox() const
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{ return m_box; }
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// Used by Irrlicht for optimizing rendering
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virtual video::SMaterial& getMaterial(u32 i)
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@ -74,7 +75,7 @@ public:
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}
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private:
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core::aabbox3d<f32> Box;
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aabb3f m_box;
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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// How much sun & moon transition should affect horizon color
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@ -310,9 +310,9 @@ inline v3f intToFloat(v3s16 p, f32 d)
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}
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// Random helper. Usually d=BS
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inline core::aabbox3d<f32> getNodeBox(v3s16 p, float d)
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inline aabb3f getNodeBox(v3s16 p, float d)
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{
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return core::aabbox3d<f32>(
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return aabb3f(
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(float)p.X * d - 0.5*d,
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(float)p.Y * d - 0.5*d,
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(float)p.Z * d - 0.5*d,
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virtual void render();
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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virtual const aabb3f &getBoundingBox() const
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{ return m_bounding_box; }
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private:
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@ -74,7 +74,7 @@ private:
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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core::aabbox3d<f32> m_bounding_box;
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aabb3f m_bounding_box;
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};
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scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
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