mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 18:13:46 +01:00
Enable client-side attachments, add detachment code
This commit is contained in:
parent
ba3fd63e29
commit
d7d759b43f
@ -583,7 +583,7 @@ private:
|
|||||||
std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
|
std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
|
||||||
ClientActiveObject* m_attachment_parent;
|
ClientActiveObject* m_attachment_parent;
|
||||||
std::string m_attachment_bone;
|
std::string m_attachment_bone;
|
||||||
v3f m_attacmhent_position;
|
v3f m_attachment_position;
|
||||||
v3f m_attachment_rotation;
|
v3f m_attachment_rotation;
|
||||||
int m_anim_frame;
|
int m_anim_frame;
|
||||||
int m_anim_num_frames;
|
int m_anim_num_frames;
|
||||||
@ -626,7 +626,7 @@ public:
|
|||||||
// Nothing to do for m_bone_posrot
|
// Nothing to do for m_bone_posrot
|
||||||
m_attachment_parent(NULL),
|
m_attachment_parent(NULL),
|
||||||
m_attachment_bone(""),
|
m_attachment_bone(""),
|
||||||
m_attacmhent_position(v3f(0,0,0)),
|
m_attachment_position(v3f(0,0,0)),
|
||||||
m_attachment_rotation(v3f(0,0,0)),
|
m_attachment_rotation(v3f(0,0,0)),
|
||||||
m_anim_frame(0),
|
m_anim_frame(0),
|
||||||
m_anim_num_frames(1),
|
m_anim_num_frames(1),
|
||||||
@ -852,7 +852,6 @@ public:
|
|||||||
if(mesh)
|
if(mesh)
|
||||||
{
|
{
|
||||||
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
|
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
|
||||||
m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
|
|
||||||
m_animated_meshnode->animateJoints(); // Needed for some animations
|
m_animated_meshnode->animateJoints(); // Needed for some animations
|
||||||
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
|
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
|
||||||
m_prop.visual_size.Y,
|
m_prop.visual_size.Y,
|
||||||
@ -1053,8 +1052,12 @@ public:
|
|||||||
updateNodePos();
|
updateNodePos();
|
||||||
}
|
}
|
||||||
|
|
||||||
if(m_animated_meshnode)
|
// REMAINING ATTACHMENT ISSUES:
|
||||||
errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
|
// Absolute Position of attachments is printed differently here than what it's set to in the SetAttachment function.
|
||||||
|
// Apparently here it prints the origin of the parent, but ignores the offset it was actually set to.
|
||||||
|
|
||||||
|
//if(m_animated_meshnode != NULL && m_attachment_parent != NULL)
|
||||||
|
// errorstream<<"Attachment position, step: "<<m_animated_meshnode->getAbsolutePosition().X<<","<<m_animated_meshnode->getAbsolutePosition().Y<<","<<m_animated_meshnode->getAbsolutePosition().Z<<std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateTexturePos()
|
void updateTexturePos()
|
||||||
@ -1280,11 +1283,42 @@ public:
|
|||||||
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
|
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
|
||||||
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
|
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
|
||||||
|
|
||||||
if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
|
if(m_attachment_parent == NULL || m_attachment_parent->isLocalPlayer()) // Detach
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // Attach
|
||||||
{
|
{
|
||||||
// REMAINING ATTACHMENT ISSUES:
|
// REMAINING ATTACHMENT ISSUES:
|
||||||
// The code below should cause the child to get attached, but for some reason it's not working
|
// The code below should cause the child to get attached, but for some reason it's not working
|
||||||
// A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
|
// A debug print confirms both position and absolute position are set accordingly, but the object still doesn't show
|
||||||
|
// Position and Absolute Position were tested to be set properly here
|
||||||
|
|
||||||
scene::IMeshSceneNode *parent_mesh = NULL;
|
scene::IMeshSceneNode *parent_mesh = NULL;
|
||||||
if(m_attachment_parent->getMeshSceneNode())
|
if(m_attachment_parent->getMeshSceneNode())
|
||||||
@ -1299,94 +1333,92 @@ public:
|
|||||||
scene::IBoneSceneNode *parent_bone = NULL;
|
scene::IBoneSceneNode *parent_bone = NULL;
|
||||||
if(parent_animated_mesh && m_attachment_bone != "")
|
if(parent_animated_mesh && m_attachment_bone != "")
|
||||||
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
|
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
|
||||||
if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
|
|
||||||
parent_bone = NULL;
|
|
||||||
|
|
||||||
// TODO: Perhaps use polymorphism here to save code duplication
|
// TODO: Perhaps use polymorphism here to save code duplication
|
||||||
if(m_meshnode){
|
if(m_meshnode){
|
||||||
if(parent_bone){
|
if(parent_bone){
|
||||||
m_meshnode->setPosition(parent_bone->getPosition());
|
m_meshnode->setParent(parent_bone);
|
||||||
m_meshnode->setRotation(parent_bone->getRotation());
|
m_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_meshnode->updateAbsolutePosition();
|
m_meshnode->updateAbsolutePosition();
|
||||||
//m_meshnode->setParent(parent_bone);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if(parent_mesh){
|
if(parent_mesh){
|
||||||
m_meshnode->setPosition(parent_mesh->getPosition());
|
m_meshnode->setParent(parent_mesh);
|
||||||
m_meshnode->setRotation(parent_mesh->getRotation());
|
m_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_meshnode->updateAbsolutePosition();
|
m_meshnode->updateAbsolutePosition();
|
||||||
//m_meshnode->setParent(parent_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_animated_mesh){
|
else if(parent_animated_mesh){
|
||||||
m_meshnode->setPosition(parent_animated_mesh->getPosition());
|
m_meshnode->setParent(parent_animated_mesh);
|
||||||
m_meshnode->setRotation(parent_animated_mesh->getRotation());
|
m_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_meshnode->updateAbsolutePosition();
|
m_meshnode->updateAbsolutePosition();
|
||||||
//m_meshnode->setParent(parent_animated_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_sprite){
|
else if(parent_sprite){
|
||||||
m_meshnode->setPosition(parent_sprite->getPosition());
|
m_meshnode->setParent(parent_sprite);
|
||||||
m_meshnode->setRotation(parent_sprite->getRotation());
|
m_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_meshnode->updateAbsolutePosition();
|
m_meshnode->updateAbsolutePosition();
|
||||||
//m_meshnode->setParent(parent_sprite);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(m_animated_meshnode){
|
if(m_animated_meshnode){
|
||||||
if(parent_bone){
|
if(parent_bone){
|
||||||
m_animated_meshnode->setPosition(parent_bone->getPosition());
|
m_animated_meshnode->setParent(parent_bone);
|
||||||
m_animated_meshnode->setRotation(parent_bone->getRotation());
|
m_animated_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_animated_meshnode->updateAbsolutePosition();
|
m_animated_meshnode->updateAbsolutePosition();
|
||||||
//m_animated_meshnode->setParent(parent_bone);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if(parent_mesh){
|
if(parent_mesh){
|
||||||
m_animated_meshnode->setPosition(parent_mesh->getPosition());
|
m_animated_meshnode->setParent(parent_mesh);
|
||||||
m_animated_meshnode->setRotation(parent_mesh->getRotation());
|
m_animated_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_animated_meshnode->updateAbsolutePosition();
|
m_animated_meshnode->updateAbsolutePosition();
|
||||||
//m_animated_meshnode->setParent(parent_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_animated_mesh){
|
else if(parent_animated_mesh){
|
||||||
m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
|
m_animated_meshnode->setParent(parent_animated_mesh);
|
||||||
m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
|
m_animated_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_animated_meshnode->updateAbsolutePosition();
|
m_animated_meshnode->updateAbsolutePosition();
|
||||||
//m_animated_meshnode->setParent(parent_animated_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_sprite){
|
else if(parent_sprite){
|
||||||
m_animated_meshnode->setPosition(parent_sprite->getPosition());
|
m_animated_meshnode->setParent(parent_sprite);
|
||||||
m_animated_meshnode->setRotation(parent_sprite->getRotation());
|
m_animated_meshnode->setPosition(m_attachment_position);
|
||||||
|
m_animated_meshnode->setRotation(m_attachment_rotation);
|
||||||
m_animated_meshnode->updateAbsolutePosition();
|
m_animated_meshnode->updateAbsolutePosition();
|
||||||
//m_animated_meshnode->setParent(parent_sprite);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(m_spritenode){
|
if(m_spritenode){
|
||||||
if(parent_bone){
|
if(parent_bone){
|
||||||
m_spritenode->setPosition(parent_bone->getPosition());
|
m_spritenode->setParent(parent_bone);
|
||||||
m_spritenode->setRotation(parent_bone->getRotation());
|
m_spritenode->setPosition(m_attachment_position);
|
||||||
|
m_spritenode->setRotation(m_attachment_rotation);
|
||||||
m_spritenode->updateAbsolutePosition();
|
m_spritenode->updateAbsolutePosition();
|
||||||
//m_spritenode->setParent(parent_bone);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if(parent_mesh){
|
if(parent_mesh){
|
||||||
m_spritenode->setPosition(parent_mesh->getPosition());
|
m_spritenode->setParent(parent_mesh);
|
||||||
m_spritenode->setRotation(parent_mesh->getRotation());
|
m_spritenode->setPosition(m_attachment_position);
|
||||||
|
m_spritenode->setRotation(m_attachment_rotation);
|
||||||
m_spritenode->updateAbsolutePosition();
|
m_spritenode->updateAbsolutePosition();
|
||||||
//m_spritenode->setParent(parent_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_animated_mesh){
|
else if(parent_animated_mesh){
|
||||||
m_spritenode->setPosition(parent_animated_mesh->getPosition());
|
m_spritenode->setParent(parent_animated_mesh);
|
||||||
m_spritenode->setRotation(parent_animated_mesh->getRotation());
|
m_spritenode->setPosition(m_attachment_position);
|
||||||
|
m_spritenode->setRotation(m_attachment_rotation);
|
||||||
m_spritenode->updateAbsolutePosition();
|
m_spritenode->updateAbsolutePosition();
|
||||||
//m_spritenode->setParent(parent_animated_mesh);
|
|
||||||
}
|
}
|
||||||
else if(parent_sprite){
|
else if(parent_sprite){
|
||||||
m_spritenode->setPosition(parent_sprite->getPosition());
|
m_spritenode->setParent(parent_sprite);
|
||||||
m_spritenode->setRotation(parent_sprite->getRotation());
|
m_spritenode->setPosition(m_attachment_position);
|
||||||
|
m_spritenode->setRotation(m_attachment_rotation);
|
||||||
m_spritenode->updateAbsolutePosition();
|
m_spritenode->updateAbsolutePosition();
|
||||||
//m_spritenode->setParent(parent_sprite);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1468,8 +1500,7 @@ public:
|
|||||||
m_frame_speed = readF1000(is);
|
m_frame_speed = readF1000(is);
|
||||||
m_frame_blend = readF1000(is);
|
m_frame_blend = readF1000(is);
|
||||||
|
|
||||||
updateAnimations();
|
expireVisuals(); // Automatically calls the proper function next
|
||||||
expireVisuals();
|
|
||||||
}
|
}
|
||||||
else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
|
else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
|
||||||
{
|
{
|
||||||
@ -1478,8 +1509,7 @@ public:
|
|||||||
v3f rotation = readV3F1000(is);
|
v3f rotation = readV3F1000(is);
|
||||||
m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
|
m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
|
||||||
|
|
||||||
updateBonePosRot();
|
expireVisuals(); // Automatically calls the proper function next
|
||||||
expireVisuals();
|
|
||||||
}
|
}
|
||||||
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
|
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
|
||||||
{
|
{
|
||||||
@ -1489,10 +1519,10 @@ public:
|
|||||||
obj = NULL;
|
obj = NULL;
|
||||||
m_attachment_parent = obj;
|
m_attachment_parent = obj;
|
||||||
m_attachment_bone = deSerializeString(is);
|
m_attachment_bone = deSerializeString(is);
|
||||||
m_attacmhent_position = readV3F1000(is);
|
m_attachment_position = readV3F1000(is);
|
||||||
m_attachment_rotation = readV3F1000(is);
|
m_attachment_rotation = readV3F1000(is);
|
||||||
|
|
||||||
updateAttachments();
|
expireVisuals(); // Automatically calls the proper function next
|
||||||
}
|
}
|
||||||
else if(cmd == GENERIC_CMD_PUNCHED)
|
else if(cmd == GENERIC_CMD_PUNCHED)
|
||||||
{
|
{
|
||||||
|
@ -356,7 +356,10 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
|
|||||||
m_last_sent_velocity(0,0,0),
|
m_last_sent_velocity(0,0,0),
|
||||||
m_last_sent_position_timer(0),
|
m_last_sent_position_timer(0),
|
||||||
m_last_sent_move_precision(0),
|
m_last_sent_move_precision(0),
|
||||||
m_armor_groups_sent(false)
|
m_armor_groups_sent(false),
|
||||||
|
m_animations_sent(false),
|
||||||
|
m_animations_bone_sent(false),
|
||||||
|
m_attachment_sent(false)
|
||||||
{
|
{
|
||||||
// Only register type if no environment supplied
|
// Only register type if no environment supplied
|
||||||
if(env == NULL){
|
if(env == NULL){
|
||||||
@ -514,6 +517,32 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
|
|||||||
ActiveObjectMessage aom(getId(), true, str);
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
m_messages_out.push_back(aom);
|
m_messages_out.push_back(aom);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(m_animations_sent == false){
|
||||||
|
m_animations_sent = true;
|
||||||
|
std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(m_animations_bone_sent == false){
|
||||||
|
m_animations_bone_sent = true;
|
||||||
|
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
|
||||||
|
std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(m_attachment_sent == false){
|
||||||
|
m_attachment_sent = true;
|
||||||
|
std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string LuaEntitySAO::getClientInitializationData()
|
std::string LuaEntitySAO::getClientInitializationData()
|
||||||
@ -672,18 +701,16 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
|
|||||||
|
|
||||||
void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
|
void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
|
||||||
{
|
{
|
||||||
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
|
m_animation_frames = frames;
|
||||||
// create message and add to list
|
m_animation_speed = frame_speed;
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
m_animation_blend = frame_blend;
|
||||||
m_messages_out.push_back(aom);
|
m_animations_sent = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
|
void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
|
||||||
{
|
{
|
||||||
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
|
m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
|
||||||
// create message and add to list
|
m_animations_bone_sent = false;
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
|
||||||
m_messages_out.push_back(aom);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
|
void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
|
||||||
@ -700,10 +727,11 @@ void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v
|
|||||||
m_parent = parent;
|
m_parent = parent;
|
||||||
|
|
||||||
// Client attachment:
|
// Client attachment:
|
||||||
std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
|
m_attachment_parent_id = parent->getId();
|
||||||
// create message and add to list
|
m_attachment_bone = bone;
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
m_attachment_position = position;
|
||||||
m_messages_out.push_back(aom);
|
m_attachment_rotation = rotation;
|
||||||
|
m_attachment_sent = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjectProperties* LuaEntitySAO::accessObjectProperties()
|
ObjectProperties* LuaEntitySAO::accessObjectProperties()
|
||||||
@ -831,6 +859,9 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
|
|||||||
m_properties_sent(true),
|
m_properties_sent(true),
|
||||||
m_privs(privs),
|
m_privs(privs),
|
||||||
m_is_singleplayer(is_singleplayer),
|
m_is_singleplayer(is_singleplayer),
|
||||||
|
m_animations_sent(false),
|
||||||
|
m_animations_bone_sent(false),
|
||||||
|
m_attachment_sent(false),
|
||||||
// public
|
// public
|
||||||
m_teleported(false),
|
m_teleported(false),
|
||||||
m_inventory_not_sent(false),
|
m_inventory_not_sent(false),
|
||||||
@ -1051,6 +1082,32 @@ void PlayerSAO::step(float dtime, bool send_recommended)
|
|||||||
ActiveObjectMessage aom(getId(), true, str);
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
m_messages_out.push_back(aom);
|
m_messages_out.push_back(aom);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(m_animations_sent == false){
|
||||||
|
m_animations_sent = true;
|
||||||
|
std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(m_animations_bone_sent == false){
|
||||||
|
m_animations_bone_sent = true;
|
||||||
|
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
|
||||||
|
std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(m_attachment_sent == false){
|
||||||
|
m_attachment_sent = true;
|
||||||
|
std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
|
||||||
|
// create message and add to list
|
||||||
|
ActiveObjectMessage aom(getId(), true, str);
|
||||||
|
m_messages_out.push_back(aom);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerSAO::setBasePosition(const v3f &position)
|
void PlayerSAO::setBasePosition(const v3f &position)
|
||||||
@ -1176,18 +1233,18 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
|
|||||||
|
|
||||||
void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
|
void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
|
||||||
{
|
{
|
||||||
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
|
// store these so they can be updated to clients
|
||||||
// create message and add to list
|
m_animation_frames = frames;
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
m_animation_speed = frame_speed;
|
||||||
m_messages_out.push_back(aom);
|
m_animation_blend = frame_blend;
|
||||||
|
m_animations_sent = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
|
void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
|
||||||
{
|
{
|
||||||
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
|
// store these so they can be updated to clients
|
||||||
// create message and add to list
|
m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
m_animations_bone_sent = false;
|
||||||
m_messages_out.push_back(aom);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
|
void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
|
||||||
@ -1204,10 +1261,11 @@ void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f
|
|||||||
m_parent = parent;
|
m_parent = parent;
|
||||||
|
|
||||||
// Client attachment:
|
// Client attachment:
|
||||||
std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
|
m_attachment_parent_id = parent->getId();
|
||||||
// create message and add to list
|
m_attachment_bone = bone;
|
||||||
ActiveObjectMessage aom(getId(), true, str);
|
m_attachment_position = position;
|
||||||
m_messages_out.push_back(aom);
|
m_attachment_rotation = rotation;
|
||||||
|
m_attachment_sent = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjectProperties* PlayerSAO::accessObjectProperties()
|
ObjectProperties* PlayerSAO::accessObjectProperties()
|
||||||
|
@ -99,7 +99,21 @@ private:
|
|||||||
float m_last_sent_position_timer;
|
float m_last_sent_position_timer;
|
||||||
float m_last_sent_move_precision;
|
float m_last_sent_move_precision;
|
||||||
bool m_armor_groups_sent;
|
bool m_armor_groups_sent;
|
||||||
|
|
||||||
|
v2f m_animation_frames;
|
||||||
|
float m_animation_speed;
|
||||||
|
float m_animation_blend;
|
||||||
|
bool m_animations_sent;
|
||||||
|
|
||||||
|
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
|
||||||
|
bool m_animations_bone_sent;
|
||||||
|
|
||||||
ServerActiveObject *m_parent;
|
ServerActiveObject *m_parent;
|
||||||
|
int m_attachment_parent_id;
|
||||||
|
std::string m_attachment_bone;
|
||||||
|
v3f m_attachment_position;
|
||||||
|
v3f m_attachment_rotation;
|
||||||
|
bool m_attachment_sent;
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -236,13 +250,30 @@ private:
|
|||||||
bool m_position_not_sent;
|
bool m_position_not_sent;
|
||||||
ItemGroupList m_armor_groups;
|
ItemGroupList m_armor_groups;
|
||||||
bool m_armor_groups_sent;
|
bool m_armor_groups_sent;
|
||||||
ServerActiveObject *m_parent;
|
|
||||||
|
|
||||||
|
|
||||||
bool m_properties_sent;
|
bool m_properties_sent;
|
||||||
struct ObjectProperties m_prop;
|
struct ObjectProperties m_prop;
|
||||||
// Cached privileges for enforcement
|
// Cached privileges for enforcement
|
||||||
std::set<std::string> m_privs;
|
std::set<std::string> m_privs;
|
||||||
bool m_is_singleplayer;
|
bool m_is_singleplayer;
|
||||||
|
|
||||||
|
v2f m_animation_frames;
|
||||||
|
float m_animation_speed;
|
||||||
|
float m_animation_blend;
|
||||||
|
bool m_animations_sent;
|
||||||
|
|
||||||
|
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
|
||||||
|
bool m_animations_bone_sent;
|
||||||
|
|
||||||
|
ServerActiveObject *m_parent;
|
||||||
|
int m_attachment_parent_id;
|
||||||
|
std::string m_attachment_bone;
|
||||||
|
v3f m_attachment_position;
|
||||||
|
v3f m_attachment_rotation;
|
||||||
|
bool m_attachment_sent;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Some flags used by Server
|
// Some flags used by Server
|
||||||
bool m_teleported;
|
bool m_teleported;
|
||||||
|
Loading…
Reference in New Issue
Block a user