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)
This commit is contained in:
MirceaKitsune 2012-10-23 20:03:06 +03:00 committed by Perttu Ahola
parent ac97a7f70e
commit 0a020dbcc8
4 changed files with 25 additions and 11 deletions

@ -802,14 +802,18 @@ public:
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
mesh->drop();
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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));
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));
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
}
else if(m_prop.visual == "wielditem"){
infostream<<"GenericCAO::addToScene(): node"<<std::endl;

@ -783,14 +783,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_prop.weight = 75;
m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright-sprite";
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
m_prop.textures.clear();
m_prop.textures.push_back("player.png");
m_prop.textures.push_back("player_back.png");
m_prop.spritediv = v2s16(1,1);
// end of default appearance
m_prop.is_visible = (getHP() != 0);
m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
m_prop.makes_footstep_sound = true;
}
@ -1138,7 +1138,6 @@ void PlayerSAO::disconnected()
}
}
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (getHP() != 0);

@ -30,6 +30,8 @@ ObjectProperties::ObjectProperties():
weight(5),
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("sprite"),
mesh(""),
texture(""),
visual_size(1,1),
spritediv(1,1),
initial_sprite_basepos(0,0),
@ -48,6 +50,8 @@ std::string ObjectProperties::dump()
os<<", weight="<<weight;
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", mesh="<<mesh;
os<<", texture="<<texture;
os<<", visual_size="<<PP2(visual_size);
os<<", textures=[";
for(u32 i=0; i<textures.size(); i++){
@ -71,6 +75,8 @@ void ObjectProperties::serialize(std::ostream &os) const
writeV3F1000(os, collisionbox.MinEdge);
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
os<<serializeString(mesh);
os<<serializeString(texture);
writeV2F1000(os, visual_size);
writeU16(os, textures.size());
for(u32 i=0; i<textures.size(); i++){
@ -94,6 +100,8 @@ void ObjectProperties::deSerialize(std::istream &is)
collisionbox.MinEdge = readV3F1000(is);
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
mesh = deSerializeString(is);
texture = deSerializeString(is);
visual_size = readV2F1000(is);
textures.clear();
u32 texture_count = readU16(is);

@ -937,6 +937,9 @@ static void read_object_properties(lua_State *L, int index,
getstringfield(L, -1, "visual", prop->visual);
getstringfield(L, -1, "mesh", prop->mesh);
getstringfield(L, -1, "texture", prop->texture);
lua_getfield(L, -1, "visual_size");
if(lua_istable(L, -1))
prop->visual_size = read_v2f(L, -1);