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Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments

This commit is contained in:
MirceaKitsune 2012-10-28 17:07:11 +02:00 committed by Perttu Ahola
parent 948b5a8be7
commit ba3fd63e29
4 changed files with 209 additions and 44 deletions

View file

@ -554,7 +554,7 @@ private:
// Only set at initialization
std::string m_name;
bool m_is_player;
bool m_is_local_player; // determined locally
bool m_is_local_player;
int m_id;
// Property-ish things
ObjectProperties m_prop;
@ -594,6 +594,7 @@ private:
bool m_visuals_expired;
float m_step_distance_counter;
u8 m_last_light;
bool m_is_visible;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
@ -634,7 +635,8 @@ public:
m_reset_textures_timer(-1),
m_visuals_expired(false),
m_step_distance_counter(0),
m_last_light(255)
m_last_light(255),
m_is_visible(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
@ -691,7 +693,7 @@ public:
}
core::aabbox3d<f32>* getSelectionBox()
{
if(!m_prop.is_visible || m_is_local_player)
if(!m_prop.is_visible || !m_is_visible || m_is_local_player)
return NULL;
return &m_selection_box;
}
@ -700,6 +702,31 @@ public:
return pos_translator.vect_show;
}
scene::IMeshSceneNode *getMeshSceneNode()
{
return m_meshnode;
}
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
{
return m_animated_meshnode;
}
scene::IBillboardSceneNode *getSpriteSceneNode()
{
return m_spritenode;
}
bool isPlayer()
{
return m_is_player;
}
bool isLocalPlayer()
{
return m_is_local_player;
}
void removeFromScene()
{
if(m_meshnode){
@ -891,22 +918,27 @@ public:
void updateLight(u8 light_at_pos)
{
bool is_visible = (m_hp != 0);
// Objects attached to the local player should always be hidden
if(m_attachment_parent != NULL && m_attachment_parent->isLocalPlayer())
m_is_visible = false;
else
m_is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
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);
m_meshnode->setVisible(m_is_visible);
}
if(m_animated_meshnode){
setMeshColor(m_animated_meshnode->getMesh(), color);
m_animated_meshnode->setVisible(is_visible);
m_animated_meshnode->setVisible(m_is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(is_visible);
m_spritenode->setVisible(m_is_visible);
}
}
}
@ -948,6 +980,7 @@ public:
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations();
updateBonePosRot();
updateAttachments();
}
if(m_attachment_parent == NULL) // Attachments should be glued to their parent by Irrlicht
@ -1019,6 +1052,9 @@ public:
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
if(m_animated_meshnode)
errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
}
void updateTexturePos()
@ -1241,7 +1277,120 @@ public:
//Useful links:
// http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
// http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
{
// REMAINING ATTACHMENT ISSUES:
// The code below should cause the child to get attached, but for some reason it's not working
// A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
scene::IMeshSceneNode *parent_mesh = NULL;
if(m_attachment_parent->getMeshSceneNode())
parent_mesh = m_attachment_parent->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
if(m_attachment_parent->getAnimatedMeshSceneNode())
parent_animated_mesh = m_attachment_parent->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *parent_sprite = NULL;
if(m_attachment_parent->getSpriteSceneNode())
parent_sprite = m_attachment_parent->getSpriteSceneNode();
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
parent_bone = NULL;
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
m_meshnode->setPosition(parent_bone->getPosition());
m_meshnode->setRotation(parent_bone->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_meshnode->setPosition(parent_mesh->getPosition());
m_meshnode->setRotation(parent_mesh->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_meshnode->setPosition(parent_animated_mesh->getPosition());
m_meshnode->setRotation(parent_animated_mesh->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_meshnode->setPosition(parent_sprite->getPosition());
m_meshnode->setRotation(parent_sprite->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_sprite);
}
}
}
if(m_animated_meshnode){
if(parent_bone){
m_animated_meshnode->setPosition(parent_bone->getPosition());
m_animated_meshnode->setRotation(parent_bone->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_animated_meshnode->setPosition(parent_mesh->getPosition());
m_animated_meshnode->setRotation(parent_mesh->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_animated_meshnode->setPosition(parent_sprite->getPosition());
m_animated_meshnode->setRotation(parent_sprite->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_sprite);
}
}
}
if(m_spritenode){
if(parent_bone){
m_spritenode->setPosition(parent_bone->getPosition());
m_spritenode->setRotation(parent_bone->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_spritenode->setPosition(parent_mesh->getPosition());
m_spritenode->setRotation(parent_mesh->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_spritenode->setPosition(parent_animated_mesh->getPosition());
m_spritenode->setRotation(parent_animated_mesh->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_spritenode->setPosition(parent_sprite->getPosition());
m_spritenode->setRotation(parent_sprite->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_sprite);
}
}
}
}
}
void processMessage(const std::string &data)
@ -1334,11 +1483,9 @@ public:
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
ClientActiveObject *obj;
int parent_id = readS16(is);
if(parent_id > 0)
obj = m_env->getActiveObject(parent_id);
else
ClientActiveObject *obj = m_env->getActiveObject(parent_id);
if(!parent_id || !obj)
obj = NULL;
m_attachment_parent = obj;
m_attachment_bone = deSerializeString(is);