mirror of
https://github.com/minetest/minetest.git
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9b551d5cbc
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
205 lines
4.3 KiB
C++
205 lines
4.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CONTENT_CAO_HEADER
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#define CONTENT_CAO_HEADER
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#include <map>
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#include "irrlichttypes_extrabloated.h"
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#include "content_object.h"
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#include "clientobject.h"
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#include "object_properties.h"
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#include "itemgroup.h"
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/*
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SmoothTranslator
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*/
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struct SmoothTranslator
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{
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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f32 anim_counter;
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f32 anim_time;
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f32 anim_time_counter;
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bool aim_is_end;
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SmoothTranslator();
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void init(v3f vect);
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void sharpen();
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
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void translate(f32 dtime);
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bool is_moving();
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};
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class GenericCAO : public ClientActiveObject
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{
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private:
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// Only set at initialization
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std::string m_name;
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bool m_is_player;
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bool m_is_local_player;
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int m_id;
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// Property-ish things
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ObjectProperties m_prop;
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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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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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scene::IBillboardSceneNode *m_spritenode;
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scene::ITextSceneNode* m_textnode;
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v3f m_position;
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v3f m_velocity;
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v3f m_acceleration;
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float m_yaw;
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s16 m_hp;
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SmoothTranslator pos_translator;
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// Spritesheet/animation stuff
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v2f m_tx_size;
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set;
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bool m_tx_select_horiz_by_yawpitch;
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v2s32 m_animation_range;
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int m_animation_speed;
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int m_animation_blend;
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std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
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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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float m_anim_timer;
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ItemGroupList m_armor_groups;
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float m_reset_textures_timer;
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bool m_visuals_expired;
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float m_step_distance_counter;
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u8 m_last_light;
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bool m_is_visible;
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std::vector<u16> m_children;
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public:
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
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~GenericCAO();
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new GenericCAO(gamedef, env);
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}
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inline u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_GENERIC;
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}
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void initialize(const std::string &data);
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ClientActiveObject *getParent();
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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core::aabbox3d<f32>* getSelectionBox();
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v3f getPosition();
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scene::ISceneNode *getSceneNode();
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scene::IMeshSceneNode *getMeshSceneNode();
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
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WieldMeshSceneNode *getWieldMeshSceneNode();
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scene::IBillboardSceneNode *getSpriteSceneNode();
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inline bool isPlayer() const
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{
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return m_is_player;
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}
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inline bool isLocalPlayer() const
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{
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return m_is_local_player;
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}
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inline bool isVisible() const
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{
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return m_is_visible;
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}
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inline void setVisible(bool toset)
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{
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m_is_visible = toset;
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}
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void setAttachments();
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void removeFromScene(bool permanent);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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inline void expireVisuals()
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{
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m_visuals_expired = true;
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}
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void updateTexturePos();
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void updateTextures(const std::string &mod);
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void updateAnimation();
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void updateBonePosition();
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void updateAttachments();
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void processMessage(const std::string &data);
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bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
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float time_from_last_punch=1000000);
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std::string debugInfoText();
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};
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#endif
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