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mirror of https://github.com/moparisthebest/minetest synced 2024-11-04 08:25:01 -05:00

Reshape LuaEntityCAO implementation a bit and make TNT to blink

This commit is contained in:
Perttu Ahola 2011-11-26 12:35:30 +02:00
parent 1ce749c86a
commit 70363847aa
6 changed files with 373 additions and 307 deletions

View File

@ -1176,18 +1176,32 @@ local TNT = {
timer = 0, timer = 0,
-- Number of punches required to defuse -- Number of punches required to defuse
health = 1, health = 1,
blinktimer = 0,
blinkstatus = true,
} }
-- Called when a TNT object is created -- Called when a TNT object is created
function TNT:on_activate(staticdata) function TNT:on_activate(staticdata)
print("TNT:on_activate()") print("TNT:on_activate()")
self.object:setvelocity({x=0, y=2, z=0}) self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0}) self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
end end
-- Called periodically -- Called periodically
function TNT:on_step(dtime) function TNT:on_step(dtime)
--print("TNT:on_step()") --print("TNT:on_step()")
self.timer = self.timer + dtime
self.blinktimer = self.blinktimer + dtime
if self.blinktimer > 0.5 then
self.blinktimer = self.blinktimer - 0.5
if blinkstatus then
self.object:settexturemod("")
else
self.object:settexturemod("^[brighten")
end
blinkstatus = not blinkstatus
end
end end
-- Called when object is punched -- Called when object is punched

View File

@ -1269,284 +1269,332 @@ void MobV2CAO::setLooks(const std::string &looks)
#include "luaentity_common.h" #include "luaentity_common.h"
// Prototype class CLuaEntityCAO : public LuaEntityCAO
LuaEntityCAO proto_LuaEntityCAO(NULL);
LuaEntityCAO::LuaEntityCAO(IGameDef *gamedef):
ClientActiveObject(0, gamedef),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_spritenode(NULL),
m_position(v3f(0,10*BS,0)),
m_velocity(v3f(0,0,0)),
m_acceleration(v3f(0,0,0)),
m_yaw(0),
m_prop(new LuaEntityProperties)
{ {
ClientActiveObject::registerType(getType(), create); private:
} core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::MyBillboardSceneNode *m_spritenode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
struct LuaEntityProperties *m_prop;
SmoothTranslator pos_translator;
LuaEntityCAO::~LuaEntityCAO() public:
{ u8 getType() const
delete m_prop;
}
ClientActiveObject* LuaEntityCAO::create(IGameDef *gamedef)
{
return new LuaEntityCAO(gamedef);
}
void LuaEntityCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
{
if(m_meshnode != NULL || m_spritenode != NULL)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop->visual == "single_sprite"){
infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = new scene::MyBillboardSceneNode(
smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() >= 1)
texturestring = m_prop->textures[0];
m_spritenode->setMaterialTexture(0,
tsrc->getTextureRaw(texturestring));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
m_spritenode->setColor(video::SColor(255,0,0,0));
m_spritenode->setVisible(false); /* Set visible when brightness is known */
m_spritenode->setSize(v2f(1,1)*1.0*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
}
} else if(m_prop->visual == "cube"){
infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
// Down
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
// Left
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
// Back
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
// Front
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
};
for(u32 i=0; i<24; ++i){
vertices[i].Pos *= BS;
}
u16 indices[6] = {0,1,2,2,3,0};
scene::SMesh* mesh = new scene::SMesh();
for (u32 i=0; i<6; ++i)
{
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
}
mesh->recalculateBoundingBox();
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
m_meshnode->setMesh(mesh);
m_meshnode->setScale(v3f(1));
for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() > i)
texturestring = m_prop->textures[i];
AtlasPointer ap = tsrc->getTexture(texturestring);
// Get the tile texture and atlas transformation
video::ITexture* atlas = ap.atlas;
v2f pos = ap.pos;
v2f size = ap.size;
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0, atlas);
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
}
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else {
infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
<<"\" not supported"<<std::endl;
}
updateNodePos();
}
void LuaEntityCAO::removeFromScene()
{
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)
{
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshVerticesColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(true);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(true);
}
}
v3s16 LuaEntityCAO::getLightPosition()
{
return floatToInt(m_position, BS);
}
void LuaEntityCAO::updateNodePos()
{
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_prop->physical){
core::aabbox3d<f32> box = m_prop->collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
IGameDef *gamedef = env->getGameDef();
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
pos_max_d, box, dtime, p_pos, p_velocity);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
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;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
}
}
void LuaEntityCAO::processMessage(const std::string &data)
{
infostream<<"LuaEntityCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if(cmd == 0)
{ {
// do_interpolate return ACTIVEOBJECT_TYPE_LUAENTITY;
bool do_interpolate = readU8(is); }
core::aabbox3d<f32>* getSelectionBox()
{
return &m_selection_box;
}
v3f getPosition()
{
return pos_translator.vect_show;
}
CLuaEntityCAO(IGameDef *gamedef):
LuaEntityCAO(gamedef),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_spritenode(NULL),
m_position(v3f(0,10*BS,0)),
m_velocity(v3f(0,0,0)),
m_acceleration(v3f(0,0,0)),
m_yaw(0),
m_prop(new LuaEntityProperties)
{
ClientActiveObject::registerType(getType(), create);
}
~CLuaEntityCAO()
{
delete m_prop;
}
static ClientActiveObject* create(IGameDef *gamedef)
{
return new CLuaEntityCAO(gamedef);
}
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
{
if(m_meshnode != NULL || m_spritenode != NULL)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop->visual == "single_sprite"){
infostream<<"CLuaEntityCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = new scene::MyBillboardSceneNode(
smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
m_spritenode->setMaterialTexture(0,
tsrc->getTextureRaw("unknown_block.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
m_spritenode->setColor(video::SColor(255,0,0,0));
m_spritenode->setVisible(false); /* Set visible when brightness is known */
m_spritenode->setSize(v2f(1,1)*1.0*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
}
} else if(m_prop->visual == "cube"){
infostream<<"CLuaEntityCAO::addToScene(): cube"<<std::endl;
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
// Down
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
// Left
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
// Back
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
// Front
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
};
for(u32 i=0; i<24; ++i){
vertices[i].Pos *= BS;
}
u16 indices[6] = {0,1,2,2,3,0};
scene::SMesh* mesh = new scene::SMesh();
for (u32 i=0; i<6; ++i)
{
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
}
mesh->recalculateBoundingBox();
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
m_meshnode->setMesh(mesh);
m_meshnode->setScale(v3f(1));
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else {
infostream<<"CLuaEntityCAO::addToScene(): \""<<m_prop->visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
updateNodePos();
}
void removeFromScene()
{
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
}
}
void updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshVerticesColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(true);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(true);
}
}
v3s16 getLightPosition()
{
return floatToInt(m_position, BS);
}
void updateNodePos()
{
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
}
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
}
}
void step(float dtime, ClientEnvironment *env)
{
if(m_prop->physical){
core::aabbox3d<f32> box = m_prop->collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
IGameDef *gamedef = env->getGameDef();
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
pos_max_d, box, dtime, p_pos, p_velocity);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
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;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
}
}
void updateTextures(const std::string &mod)
{
ITextureSource *tsrc = m_gamedef->tsrc();
if(m_spritenode){
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() >= 1)
texturestring = m_prop->textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureRaw(texturestring));
}
if(m_meshnode){
for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() > i)
texturestring = m_prop->textures[i];
texturestring += mod;
AtlasPointer ap = tsrc->getTexture(texturestring);
// Get the tile texture and atlas transformation
video::ITexture* atlas = ap.atlas;
v2f pos = ap.pos;
v2f size = ap.size;
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0, atlas);
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
}
}
}
void processMessage(const std::string &data)
{
infostream<<"CLuaEntityCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if(cmd == 0) // update position
{
// do_interpolate
bool do_interpolate = readU8(is);
// pos
m_position = readV3F1000(is);
// velocity
m_velocity = readV3F1000(is);
// acceleration
m_acceleration = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
// is_end_position (for interpolation)
bool is_end_position = readU8(is);
// update_interval
float update_interval = readF1000(is);
if(do_interpolate){
if(!m_prop->physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
updateNodePos();
}
else if(cmd == 1) // set texture modification
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
}
void initialize(const std::string &data)
{
infostream<<"CLuaEntityCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
if(version != 0)
return;
// pos // pos
m_position = readV3F1000(is); m_position = readV3F1000(is);
// velocity
m_velocity = readV3F1000(is);
// acceleration
m_acceleration = readV3F1000(is);
// yaw // yaw
m_yaw = readF1000(is); m_yaw = readF1000(is);
// is_end_position (for interpolation) // properties
bool is_end_position = readU8(is); std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
// update_interval m_prop->deSerialize(prop_is);
float update_interval = readF1000(is);
infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
m_selection_box = m_prop->collisionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
pos_translator.init(m_position);
if(do_interpolate){
if(!m_prop->physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
updateNodePos(); updateNodePos();
} }
} };
void LuaEntityCAO::initialize(const std::string &data) // Prototype
{ CLuaEntityCAO proto_CLuaEntityCAO(NULL);
infostream<<"LuaEntityCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
if(version != 0)
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;
m_selection_box = m_prop->collisionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
pos_translator.init(m_position);
updateNodePos();
}

View File

@ -391,48 +391,25 @@ private:
LuaEntityCAO LuaEntityCAO
*/ */
struct LuaEntityProperties;
class LuaEntityCAO : public ClientActiveObject class LuaEntityCAO : public ClientActiveObject
{ {
public: public:
LuaEntityCAO(IGameDef *gamedef); LuaEntityCAO(IGameDef *gamedef):
virtual ~LuaEntityCAO(); ClientActiveObject(0, gamedef)
{}
u8 getType() const virtual ~LuaEntityCAO(){}
{ virtual u8 getType() const=0;
return ACTIVEOBJECT_TYPE_LUAENTITY; virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)=0;
} virtual void removeFromScene()=0;
virtual void updateLight(u8 light_at_pos)=0;
static ClientActiveObject* create(IGameDef *gamedef); virtual v3s16 getLightPosition()=0;
virtual void updateNodePos()=0;
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc); virtual void step(float dtime, ClientEnvironment *env)=0;
void removeFromScene(); virtual void processMessage(const std::string &data)=0;
void updateLight(u8 light_at_pos); virtual void initialize(const std::string &data)=0;
v3s16 getLightPosition(); virtual core::aabbox3d<f32>* getSelectionBox()=0;
void updateNodePos(); virtual v3f getPosition()=0;
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
void initialize(const std::string &data);
core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return pos_translator.vect_show;}
private: private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::MyBillboardSceneNode *m_spritenode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
struct LuaEntityProperties *m_prop;
SmoothTranslator pos_translator;
}; };

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@ -1748,6 +1748,18 @@ void LuaEntitySAO::setAcceleration(v3f acceleration)
m_acceleration = acceleration; m_acceleration = acceleration;
} }
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
std::ostringstream os(std::ios::binary);
// command (1 = set texture modification)
writeU8(os, 1);
// parameters
os<<serializeString(mod);
// create message and add to list
ActiveObjectMessage aom(getId(), false, os.str());
m_messages_out.push_back(aom);
}
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{ {
m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_move_precision = m_base_position.getDistanceFrom(

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@ -216,8 +216,10 @@ public:
void setPos(v3f pos); void setPos(v3f pos);
void moveTo(v3f pos, bool continuous); void moveTo(v3f pos, bool continuous);
float getMinimumSavedMovement(); float getMinimumSavedMovement();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity); void setVelocity(v3f velocity);
void setAcceleration(v3f acceleration); void setAcceleration(v3f acceleration);
void setTextureMod(const std::string &mod);
private: private:
void sendPosition(bool do_interpolate, bool is_movement_end); void sendPosition(bool do_interpolate, bool is_movement_end);

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@ -1252,6 +1252,18 @@ private:
return 1; return 1;
} }
// settexturemod(self, mod)
static int l_settexturemod(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// Do it
std::string mod = lua_tostring(L, 2);
co->setTextureMod(mod);
return 0;
}
public: public:
ObjectRef(ServerActiveObject *object): ObjectRef(ServerActiveObject *object):
m_object(object) m_object(object)
@ -1322,6 +1334,7 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, setvelocity), method(ObjectRef, setvelocity),
method(ObjectRef, setacceleration), method(ObjectRef, setacceleration),
method(ObjectRef, add_to_inventory), method(ObjectRef, add_to_inventory),
method(ObjectRef, settexturemod),
{0,0} {0,0}
}; };