#include "localplayer.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
+#include "util/mathconstants.h"
+#include "map.h"
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
class Settings;
struct ToolCapabilities;
IrrlichtDevice *m_irr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode;
scene::IBillboardSceneNode *m_spritenode;
scene::ITextSceneNode* m_textnode;
v3f m_position;
m_irr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
+ m_animated_meshnode(NULL),
m_spritenode(NULL),
m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
m_meshnode->remove();
m_meshnode = NULL;
}
+ if(m_animated_meshnode){
+ m_animated_meshnode->remove();
+ m_animated_meshnode = NULL;
+ }
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
m_smgr = smgr;
m_irr = irr;
- if(m_meshnode != NULL || m_spritenode != NULL)
+ if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
return;
m_visuals_expired = false;
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
- } else if(m_prop.visual == "wielditem"){
+ }
+ else if(m_prop.visual == "mesh"){
+ infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+ scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
+ if(mesh)
+ {
+ 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->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;
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
if(m_prop.textures.size() >= 1){
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *mesh = item.getDefinition(idef).wield_mesh;
+ scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
+
+ // Copy mesh to be able to set unique vertex colors
+ scene::IMeshManipulator *manip =
+ irr->getVideoDriver()->getMeshManipulator();
+ scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
+
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
scene::ISceneNode *node = NULL;
if(m_spritenode)
node = m_spritenode;
+ else if(m_animated_meshnode)
+ node = m_animated_meshnode;
else if(m_meshnode)
node = m_meshnode;
if(node && m_is_player && !m_is_local_player){
{
bool is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
- m_last_light = li;
- video::SColor color(255,li,li,li);
- if(m_meshnode){
- setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(is_visible);
- }
- if(m_spritenode){
- m_spritenode->setColor(color);
- m_spritenode->setVisible(is_visible);
+ if(li != m_last_light){
+ m_last_light = li;
+ video::SColor color(255,li,li,li);
+ if(m_meshnode){
+ setMeshColor(m_meshnode->getMesh(), color);
+ m_meshnode->setVisible(is_visible);
+ }
+ if(m_animated_meshnode){
+ setMeshColor(m_animated_meshnode->getMesh(), color);
+ m_animated_meshnode->setVisible(is_visible);
+ }
+ if(m_spritenode){
+ m_spritenode->setColor(color);
+ m_spritenode->setVisible(is_visible);
+ }
}
}
rot.Y = -m_yaw;
m_meshnode->setRotation(rot);
}
+ if(m_animated_meshnode){
+ m_animated_meshnode->setPosition(pos_translator.vect_show);
+ v3f rot = m_animated_meshnode->getRotation();
+ rot.Y = -m_yaw;
+ m_animated_meshnode->setRotation(rot);
+ }
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
}
m_visuals_expired = false;
removeFromScene();
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+ updateAnimations();
}
if(m_prop.physical){
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ f32 stepheight = 0;
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
+ v3f p_acceleration = m_acceleration;
IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMovePrecise(&env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
+ moveresult = collisionMoveSimple(&env->getMap(), gamedef,
+ pos_max_d, box, stepheight, dtime,
+ p_pos, p_velocity, p_acceleration);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
+ m_acceleration = p_acceleration;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
-
- m_velocity += dtime * m_acceleration;
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
tsrc->getTextureRaw(texturestring));
}
}
+ if(m_animated_meshnode)
+ {
+ if(m_prop.visual == "mesh")
+ {
+ for (u32 i = 0; i < m_prop.textures.size(); ++i)
+ {
+ std::string texturestring = m_prop.textures[i];
+ if(texturestring == "")
+ continue; // Empty texture string means don't modify that material
+ texturestring += mod;
+ video::ITexture* texture = tsrc->getTextureRaw(texturestring);
+ if(!texture)
+ {
+ errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+ continue;
+ }
+
+ // Set material flags and texture
+ m_animated_meshnode->setMaterialTexture(i, texture);
+ video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ }
+ }
+ }
if(m_meshnode)
{
if(m_prop.visual == "cube")
}
}
+ void updateAnimations()
+ {
+ if(!m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setFrameLoop(m_prop.animation_frames.X, m_prop.animation_frames.Y);
+ m_animated_meshnode->setAnimationSpeed(m_prop.animation_speed);
+ m_animated_meshnode->setTransitionTime(m_prop.animation_blend);
+
+ for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
+ if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
+ // Bone positioning code will go here
+ }
+ for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
+ if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
+ // Bone rotation code will go here
+ }
+ }
+
void processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<std::endl;