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Properly read the mesh from LUA.
Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
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@ -802,14 +802,18 @@ public:
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else if(m_prop.visual == "mesh"){
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infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
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scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
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}
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else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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}
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else if(m_prop.visual == "wielditem"){
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infostream<<"GenericCAO::addToScene(): node"<<std::endl;
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@ -783,14 +783,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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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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// 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 = "upright_sprite";
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m_prop.visual_size = v2f(1, 2);
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m_prop.textures.clear();
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m_prop.textures.push_back("player.png");
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m_prop.textures.push_back("player_back.png");
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m_prop.spritediv = v2s16(1,1);
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// end of default appearance
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m_prop.is_visible = (getHP() != 0);
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m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
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m_prop.makes_footstep_sound = true;
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}
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@ -1138,7 +1138,6 @@ void PlayerSAO::disconnected()
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}
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}
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std::string PlayerSAO::getPropertyPacket()
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{
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m_prop.is_visible = (getHP() != 0);
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@ -30,6 +30,8 @@ ObjectProperties::ObjectProperties():
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weight(5),
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("sprite"),
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mesh(""),
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texture(""),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0),
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@ -48,6 +50,8 @@ std::string ObjectProperties::dump()
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os<<", weight="<<weight;
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", texture="<<texture;
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os<<", visual_size="<<PP2(visual_size);
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os<<", textures=[";
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for(u32 i=0; i<textures.size(); i++){
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@ -71,6 +75,8 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeV3F1000(os, collisionbox.MinEdge);
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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os<<serializeString(texture);
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for(u32 i=0; i<textures.size(); i++){
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@ -94,6 +100,8 @@ void ObjectProperties::deSerialize(std::istream &is)
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collisionbox.MinEdge = readV3F1000(is);
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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texture = deSerializeString(is);
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visual_size = readV2F1000(is);
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textures.clear();
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u32 texture_count = readU16(is);
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@ -936,6 +936,9 @@ static void read_object_properties(lua_State *L, int index,
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lua_pop(L, 1);
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getstringfield(L, -1, "visual", prop->visual);
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getstringfield(L, -1, "mesh", prop->mesh);
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getstringfield(L, -1, "texture", prop->texture);
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lua_getfield(L, -1, "visual_size");
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if(lua_istable(L, -1))
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