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Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h and refactored some other code into calls of that

This commit is contained in:
Kahrl 2011-09-21 18:37:29 +02:00
parent a4a2c34831
commit 3e012122d1
8 changed files with 66 additions and 145 deletions

View file

@ -126,7 +126,10 @@ public:
virtual bool isLocal() const = 0;
virtual void updateLight(u8 light_at_pos) {};
virtual void updateLight(u8 light_at_pos)
{
light = light_at_pos;
}
// NOTE: Use peer_id == 0 for disconnected
/*virtual bool isClientConnected() { return false; }
@ -149,6 +152,8 @@ public:
bool swimming_up;
bool is_frozen;
u8 light;
Inventory inventory;
// Actual inventory is backed up here when creative mode is used
Inventory *inventory_backup;
@ -266,25 +271,14 @@ public:
virtual void updateLight(u8 light_at_pos)
{
Player::updateLight(light_at_pos);
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
scene::IMesh *mesh = m_node->getMesh();
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
}
setMeshVerticesColor(m_node->getMesh(), color);
}
void move(f32 dtime, Map &map, f32 pos_max_d);