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https://github.com/moparisthebest/minetest
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3D model support for players using Irrlicht. Also ready the basis for mesh support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
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@ -41,6 +41,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/mathconstants.h"
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#include "map.h"
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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class Settings;
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struct ToolCapabilities;
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@ -560,6 +561,7 @@ private:
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IrrlichtDevice *m_irr;
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode;
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scene::IBillboardSceneNode *m_spritenode;
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scene::ITextSceneNode* m_textnode;
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v3f m_position;
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@ -594,6 +596,7 @@ public:
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m_irr(NULL),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_animated_meshnode(NULL),
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m_spritenode(NULL),
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m_textnode(NULL),
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m_position(v3f(0,10*BS,0)),
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@ -683,6 +686,10 @@ public:
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m_meshnode->remove();
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m_meshnode = NULL;
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}
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if(m_animated_meshnode){
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m_animated_meshnode->remove();
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m_animated_meshnode = NULL;
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}
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if(m_spritenode){
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m_spritenode->remove();
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m_spritenode = NULL;
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@ -695,7 +702,7 @@ public:
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m_smgr = smgr;
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m_irr = irr;
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if(m_meshnode != NULL || m_spritenode != NULL)
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if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
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return;
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m_visuals_expired = false;
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@ -791,7 +798,20 @@ public:
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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} else if(m_prop.visual == "wielditem"){
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}
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else if(m_prop.visual == "mesh"){
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infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
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scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
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}
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else if(m_prop.visual == "wielditem"){
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infostream<<"GenericCAO::addToScene(): node"<<std::endl;
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infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
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if(m_prop.textures.size() >= 1){
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@ -823,6 +843,8 @@ public:
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scene::ISceneNode *node = NULL;
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if(m_spritenode)
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node = m_spritenode;
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else if(m_animated_meshnode)
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node = m_animated_meshnode;
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else if(m_meshnode)
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node = m_meshnode;
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if(node && m_is_player && !m_is_local_player){
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@ -853,6 +875,10 @@ public:
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setMeshColor(m_meshnode->getMesh(), color);
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m_meshnode->setVisible(is_visible);
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}
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if(m_animated_meshnode){
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setMeshColor(m_animated_meshnode->getMesh(), color);
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m_animated_meshnode->setVisible(is_visible);
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}
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if(m_spritenode){
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m_spritenode->setColor(color);
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m_spritenode->setVisible(is_visible);
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@ -873,6 +899,12 @@ public:
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rot.Y = -m_yaw;
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m_meshnode->setRotation(rot);
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}
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if(m_animated_meshnode){
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m_animated_meshnode->setPosition(pos_translator.vect_show);
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v3f rot = m_animated_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_animated_meshnode->setRotation(rot);
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}
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if(m_spritenode){
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m_spritenode->setPosition(pos_translator.vect_show);
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}
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@ -1020,6 +1052,17 @@ public:
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tsrc->getTextureRaw(texturestring));
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}
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}
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if(m_animated_meshnode)
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{
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if(m_prop.visual == "mesh")
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{
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// fallback texture
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if(m_prop.texture == "")
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m_prop.texture = "unknown_block.png";
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video::IVideoDriver* driver = m_animated_meshnode->getSceneManager()->getVideoDriver();
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m_animated_meshnode->setMaterialTexture(0, driver->getTexture(m_prop.texture.c_str()));
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}
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}
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if(m_meshnode)
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{
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if(m_prop.visual == "cube")
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@ -782,12 +782,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_prop.physical = false;
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m_prop.weight = 75;
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m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
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m_prop.visual = "upright_sprite";
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// start of default appearance, this should be overwritten by LUA
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m_prop.visual = "upright-sprite";
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m_prop.visual_size = v2f(1, 2);
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m_prop.textures.clear();
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m_prop.textures.push_back("player.png");
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m_prop.textures.push_back("player_back.png");
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m_prop.spritediv = v2s16(1,1);
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// end of default appearance
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m_prop.is_visible = (getHP() != 0);
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m_prop.makes_footstep_sound = true;
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}
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@ -1136,6 +1138,7 @@ void PlayerSAO::disconnected()
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}
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}
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std::string PlayerSAO::getPropertyPacket()
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{
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m_prop.is_visible = (getHP() != 0);
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@ -32,6 +32,8 @@ struct ObjectProperties
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float weight;
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core::aabbox3d<f32> collisionbox;
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std::string visual;
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std::string mesh;
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std::string texture;
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v2f visual_size;
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core::array<std::string> textures;
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v2s16 spritediv;
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