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Scripting WIP

This commit is contained in:
Perttu Ahola 2011-11-12 11:59:56 +02:00
parent dcedfdacd1
commit 526eedf98e
8 changed files with 203 additions and 100 deletions

View file

@ -1276,8 +1276,10 @@ LuaEntityCAO proto_LuaEntityCAO;
LuaEntityCAO::LuaEntityCAO():
ClientActiveObject(0),
m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
m_node(NULL),
m_meshnode(NULL),
m_spritenode(NULL),
m_position(v3f(0,10*BS,0)),
m_yaw(0),
m_prop(new LuaEntityProperties)
{
ClientActiveObject::registerType(getType(), create);
@ -1295,65 +1297,39 @@ ClientActiveObject* LuaEntityCAO::create()
void LuaEntityCAO::addToScene(scene::ISceneManager *smgr)
{
if(m_node != NULL)
if(m_meshnode != NULL || m_spritenode != NULL)
return;
video::IVideoDriver* driver = smgr->getVideoDriver();
scene::SMesh *mesh = new scene::SMesh();
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
/*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),*/
video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
video::S3DVertex(BS/3.,0+BS*2./3.,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, false);
//buf->getMaterial().setTexture(0, NULL);
// Initialize with the stick texture
buf->getMaterial().setTexture
(0, driver->getTexture(getTexturePath("mese.png").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
mesh->addMeshBuffer(buf);
buf->drop();
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
// This is needed for changing the texture in the future
m_node->setReadOnlyMaterials(true);
updateNodePos();
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop->visual == "single_sprite"){
} else if(m_prop->visual == "cube"){
} else {
}
}
void LuaEntityCAO::removeFromScene()
{
if(m_node == NULL)
return;
m_node->remove();
m_node = NULL;
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
}
}
void LuaEntityCAO::updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshVerticesColor(m_node->getMesh(), color);
if(m_meshnode){
setMeshVerticesColor(m_meshnode->getMesh(), color);
}
if(m_spritenode){
m_spritenode->setColor(color);
}
}
v3s16 LuaEntityCAO::getLightPosition()
@ -1363,25 +1339,17 @@ v3s16 LuaEntityCAO::getLightPosition()
void LuaEntityCAO::updateNodePos()
{
if(m_node == NULL)
return;
m_node->setPosition(m_position);
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
}
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
}
}
void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
/*v3f rot = m_node->getRotation();
rot.Y += dtime * 120;
m_node->setRotation(rot);*/
LocalPlayer *player = env->getLocalPlayer();
assert(player);
v3f rot = m_node->getRotation();
rot.Y = 180.0 - (player->getYaw());
m_node->setRotation(rot);
}
pos_translator.translate(dtime);
}
void LuaEntityCAO::processMessage(const std::string &data)
@ -1392,8 +1360,17 @@ void LuaEntityCAO::processMessage(const std::string &data)
u8 cmd = readU8(is);
if(cmd == 0)
{
// do_interpolate
bool do_interpolate = readU8(is);
// pos
m_position = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
if(do_interpolate)
pos_translator.update(m_position);
else
pos_translator.init(m_position);
updateNodePos();
}
}
@ -1410,11 +1387,15 @@ void LuaEntityCAO::initialize(const std::string &data)
return;
// pos
m_position = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
// properties
std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
m_prop->deSerialize(prop_is);
infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
pos_translator.init(m_position);
updateNodePos();
}