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synced 2024-11-04 14:53:45 +01:00
Allow Vanessa's texture filtering / mipmap patch to work on models, as well as all other node types
Initialize m_bone_posrot too Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached Don't make attachments possible to right-click either Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
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4d656963e4
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fa67b46c04
@ -40,6 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "util/mathconstants.h"
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#include "map.h"
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#include "main.h" // g_settings
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <IBoneSceneNode.h>
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@ -586,6 +587,7 @@ private:
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std::string m_attachment_bone;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attached_to_local;
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int m_anim_frame;
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int m_anim_num_frames;
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float m_anim_framelength;
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@ -624,10 +626,11 @@ public:
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m_frames(v2f(0,0)),
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m_frame_speed(15),
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m_frame_blend(0),
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// Nothing to do for m_bone_posrot
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m_bone_posrot(std::map<std::string, core::vector2d<v3f> >()),
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m_attachment_bone(""),
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m_attachment_position(v3f(0,0,0)),
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m_attachment_rotation(v3f(0,0,0)),
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m_attached_to_local(false),
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m_anim_frame(0),
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m_anim_num_frames(1),
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m_anim_framelength(0.2),
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@ -891,7 +894,7 @@ public:
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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// Set it to use the materials of the meshbuffers directly.
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// This is needed for changing the texture in the future
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@ -900,7 +903,7 @@ public:
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else if(m_prop.visual == "cube"){
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_meshnode->setScale(v3f(m_prop.visual_size.X,
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@ -914,7 +917,7 @@ public:
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scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, m_smgr->getRootSceneNode());
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode->animateJoints(); // Needed for some animations
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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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@ -939,7 +942,7 @@ public:
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irr->getVideoDriver()->getMeshManipulator();
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scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
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m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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@ -981,7 +984,7 @@ public:
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void updateLight(u8 light_at_pos)
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{
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// Objects attached to the local player should always be hidden
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if(getParent() != NULL && getParent()->isLocalPlayer())
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if(m_attached_to_local)
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m_is_visible = false;
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else
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m_is_visible = (m_hp != 0);
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@ -1002,6 +1005,9 @@ public:
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m_spritenode->setColor(color);
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m_spritenode->setVisible(m_is_visible);
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}
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if(m_textnode){
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m_textnode->setVisible(m_is_visible);
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}
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}
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}
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@ -1034,8 +1040,6 @@ public:
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void step(float dtime, ClientEnvironment *env)
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{
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v3f lastpos = pos_translator.vect_show;
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if(m_visuals_expired && m_smgr && m_irr){
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m_visuals_expired = false;
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@ -1077,6 +1081,17 @@ public:
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}
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}
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}
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// Make sure m_is_visible is always applied
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if(m_meshnode)
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m_meshnode->setVisible(m_is_visible);
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if(m_animated_meshnode)
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m_animated_meshnode->setVisible(m_is_visible);
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if(m_spritenode)
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m_spritenode->setVisible(m_is_visible);
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if(m_textnode)
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m_textnode->setVisible(m_is_visible);
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if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
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{
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// Set these for later
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@ -1088,6 +1103,7 @@ public:
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m_position = m_spritenode->getAbsolutePosition();
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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pos_translator.vect_show = m_position;
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if(m_is_local_player) // Update local player attachment position
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{
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@ -1097,6 +1113,8 @@ public:
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}
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else
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{
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v3f lastpos = pos_translator.vect_show;
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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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@ -1218,6 +1236,10 @@ public:
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{
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ITextureSource *tsrc = m_gamedef->tsrc();
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bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
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bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
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bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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if(m_spritenode)
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{
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if(m_prop.visual == "sprite")
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@ -1234,10 +1256,14 @@ public:
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// has directional lighting, it should work automatically.
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if(m_prop.colors.size() >= 1)
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{
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m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
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m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
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m_meshnode->getMaterial(0).SpecularColor = m_prop.colors[0];
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m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
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m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
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m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
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}
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m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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}
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if(m_animated_meshnode)
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@ -1262,6 +1288,10 @@ public:
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video::SMaterial& material = m_animated_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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m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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for (u32 i = 0; i < m_prop.colors.size(); ++i)
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{
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@ -1308,6 +1338,10 @@ public:
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m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
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m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
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}
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m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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}
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else if(m_prop.visual == "upright_sprite")
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@ -1331,6 +1365,10 @@ public:
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buf->getMaterial().DiffuseColor = m_prop.colors[0];
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buf->getMaterial().SpecularColor = m_prop.colors[0];
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}
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buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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{
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std::string tname = "unknown_object.png";
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@ -1358,6 +1396,10 @@ public:
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buf->getMaterial().DiffuseColor = m_prop.colors[0];
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buf->getMaterial().SpecularColor = m_prop.colors[0];
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}
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buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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}
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}
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@ -1394,7 +1436,9 @@ public:
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void updateAttachments()
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{
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if(getParent() == NULL || getParent()->isLocalPlayer()) // Detach
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m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
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if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
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{
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if(m_meshnode)
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{
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@ -579,10 +579,8 @@ std::string LuaEntitySAO::getClientInitializationData()
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
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if(m_animation_bone.size()){
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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@ -673,6 +671,9 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
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{
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if(!m_registered)
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return;
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// It's best that attachments cannot be clicked
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if(isAttached())
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return;
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lua_State *L = m_env->getLua();
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scriptapi_luaentity_rightclick(L, m_id, clicker);
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}
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@ -976,10 +977,8 @@ std::string PlayerSAO::getClientInitializationData()
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3
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if(m_animation_bone.size()){
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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