/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "clientobject.h" #include "debug.h" #include "porting.h" #include "constants.h" #include "utility.h" ClientActiveObject::ClientActiveObject(u16 id): ActiveObject(id) { } ClientActiveObject::~ClientActiveObject() { removeFromScene(); } ClientActiveObject* ClientActiveObject::create(u8 type) { if(type == ACTIVEOBJECT_TYPE_INVALID) { dstream<<"ClientActiveObject::create(): passed " <<"ACTIVEOBJECT_TYPE_INVALID"<getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = smgr->addMeshSceneNode(mesh, NULL); mesh->drop(); updateNodePos(); } void TestCAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void TestCAO::updateLight(u8 light_at_pos) { } v3s16 TestCAO::getLightPosition() { return floatToInt(m_position, BS); } void TestCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); //m_node->setRotation(v3f(0, 45, 0)); } void TestCAO::step(float dtime) { if(m_node) { v3f rot = m_node->getRotation(); //dstream<<"dtime="<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } /* LuaCAO */ extern "C"{ #include "lstring.h" } /* Functions for calling from script: object_set_position(self, x, y, z) object_set_rotation(self, x, y, z) object_add_to_mesh(self, image, corners, backface_culling) object_clear_mesh(self) Callbacks in script: step(self, dtime) process_message(self, data) initialize(self, data) TODO: string status_text(self) */ /* object_set_position(self, x, y, z) */ static int lf_object_set_position(lua_State *L) { // 4: z lua_Number z = lua_tonumber(L, -1); lua_pop(L, 1); // 3: y lua_Number y = lua_tonumber(L, -1); lua_pop(L, 1); // 2: x lua_Number x = lua_tonumber(L, -1); lua_pop(L, 1); // 1: self LuaCAO *self = (LuaCAO*)lua_touserdata(L, -1); lua_pop(L, 1); assert(self); self->setPosition(v3f(x*BS,y*BS,z*BS)); return 0; // Number of return values } /* object_set_rotation(self, x, y, z) */ static int lf_object_set_rotation(lua_State *L) { // 4: z lua_Number z = lua_tonumber(L, -1); lua_pop(L, 1); // 3: y lua_Number y = lua_tonumber(L, -1); lua_pop(L, 1); // 2: x lua_Number x = lua_tonumber(L, -1); lua_pop(L, 1); // 1: self LuaCAO *self = (LuaCAO*)lua_touserdata(L, -1); lua_pop(L, 1); assert(self); self->setRotation(v3f(x,y,z)); return 0; // Number of return values } /* object_add_to_mesh(self, image, corners, backface_culling) corners is an array like this: {{x,y,z},{x,y,z},{x,y,z},{x,y,z}} */ static int lf_object_add_to_mesh(lua_State *L) { // 4: backface_culling bool backface_culling = lua_toboolean(L, -1); lua_pop(L, 1); // 3: corners if(lua_istable(L, -1) == false) { dstream<<"ERROR: object_add_to_mesh(): parameter 3 not a table" <addToMesh(image, corners, backface_culling); return 0; // Number of return values } /* object_clear_mesh(self) */ static int lf_object_clear_mesh(lua_State *L) { // 1: self LuaCAO *self = (LuaCAO*)lua_touserdata(L, -1); lua_pop(L, 1); assert(self); self->clearMesh(); return 0; } LuaCAO::LuaCAO(u16 id): ClientActiveObject(id), L(NULL), m_smgr(NULL), m_node(NULL), m_mesh(NULL), m_position(v3f(0,10*BS,0)) { dstream<<"LuaCAO::LuaCAO(): id="<addMeshSceneNode(m_mesh, NULL); /*v3f corners[4] = { v3f(-BS/2,-BS/4,0), v3f(BS/2,-BS/4,0), v3f(BS/2,BS/4,0), v3f(-BS/2,BS/4,0), }; addToMesh("rat.png", corners, false);*/ } else { dstream<<"WARNING: LuaCAO::addToScene(): m_mesh != NULL" <getVideoDriver(); assert(m_mesh); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(corners[0], v3f(0,0,0), c, v2f(0,1)), video::S3DVertex(corners[1], v3f(0,0,0), c, v2f(1,1)), video::S3DVertex(corners[2], v3f(0,0,0), c, v2f(1,0)), video::S3DVertex(corners[3], v3f(0,0,0), c, v2f(0,0)), /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/ }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, backface_culling); buf->getMaterial().setTexture (0, driver->getTexture(porting::getDataPath(image).c_str())); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh m_mesh->addMeshBuffer(buf); buf->drop(); // Reset mesh if(m_node) m_node->setMesh(m_mesh); } void LuaCAO::clearMesh() { if(m_node) { m_node->setMesh(NULL); } if(m_mesh) { m_mesh->drop(); m_mesh = NULL; } } void LuaCAO::removeFromScene() { if(m_node == NULL) return; if(m_node) { m_node->remove(); m_node = NULL; } if(m_mesh) { m_mesh->drop(); m_mesh = NULL; } m_smgr = NULL; } void LuaCAO::updateLight(u8 light_at_pos) { } v3s16 LuaCAO::getLightPosition() { return floatToInt(m_position, BS); } void LuaCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); m_node->setRotation(-m_rotation); } void LuaCAO::setPosition(v3f pos) { m_position = pos; updateNodePos(); } v3f LuaCAO::getPosition() { return m_position; } void LuaCAO::setRotation(v3f rot) { m_rotation = rot; updateNodePos(); } v3f LuaCAO::getRotation() { return m_rotation; }