mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-15 13:55:11 -05:00
681d127ff1
Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
223 lines
4.6 KiB
C++
223 lines
4.6 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#ifndef CONTENT_CAO_HEADER
|
|
#define CONTENT_CAO_HEADER
|
|
|
|
#include <map>
|
|
#include "irrlichttypes_extrabloated.h"
|
|
#include "clientobject.h"
|
|
#include "object_properties.h"
|
|
#include "itemgroup.h"
|
|
|
|
class Camera;
|
|
struct Nametag;
|
|
|
|
/*
|
|
SmoothTranslator
|
|
*/
|
|
|
|
struct SmoothTranslator
|
|
{
|
|
v3f vect_old;
|
|
v3f vect_show;
|
|
v3f vect_aim;
|
|
f32 anim_counter;
|
|
f32 anim_time;
|
|
f32 anim_time_counter;
|
|
bool aim_is_end;
|
|
|
|
SmoothTranslator();
|
|
|
|
void init(v3f vect);
|
|
|
|
void sharpen();
|
|
|
|
void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
|
|
|
|
void translate(f32 dtime);
|
|
|
|
bool is_moving();
|
|
};
|
|
|
|
class GenericCAO : public ClientActiveObject
|
|
{
|
|
private:
|
|
// Only set at initialization
|
|
std::string m_name;
|
|
bool m_is_player;
|
|
bool m_is_local_player;
|
|
// Property-ish things
|
|
ObjectProperties m_prop;
|
|
//
|
|
scene::ISceneManager *m_smgr;
|
|
IrrlichtDevice *m_irr;
|
|
IGameDef *m_gamedef;
|
|
aabb3f m_selection_box;
|
|
scene::IMeshSceneNode *m_meshnode;
|
|
scene::IAnimatedMeshSceneNode *m_animated_meshnode;
|
|
WieldMeshSceneNode *m_wield_meshnode;
|
|
scene::IBillboardSceneNode *m_spritenode;
|
|
Nametag* m_nametag;
|
|
v3f m_position;
|
|
v3f m_velocity;
|
|
v3f m_acceleration;
|
|
float m_yaw;
|
|
s16 m_hp;
|
|
SmoothTranslator pos_translator;
|
|
// Spritesheet/animation stuff
|
|
v2f m_tx_size;
|
|
v2s16 m_tx_basepos;
|
|
bool m_initial_tx_basepos_set;
|
|
bool m_tx_select_horiz_by_yawpitch;
|
|
v2s32 m_animation_range;
|
|
int m_animation_speed;
|
|
int m_animation_blend;
|
|
bool m_animation_loop;
|
|
UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
|
|
std::string m_attachment_bone;
|
|
v3f m_attachment_position;
|
|
v3f m_attachment_rotation;
|
|
bool m_attached_to_local;
|
|
int m_anim_frame;
|
|
int m_anim_num_frames;
|
|
float m_anim_framelength;
|
|
float m_anim_timer;
|
|
ItemGroupList m_armor_groups;
|
|
float m_reset_textures_timer;
|
|
bool m_visuals_expired;
|
|
float m_step_distance_counter;
|
|
u8 m_last_light;
|
|
bool m_is_visible;
|
|
|
|
std::vector<u16> m_children;
|
|
|
|
public:
|
|
GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
|
|
|
|
~GenericCAO();
|
|
|
|
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
|
|
{
|
|
return new GenericCAO(gamedef, env);
|
|
}
|
|
|
|
inline ActiveObjectType getType() const
|
|
{
|
|
return ACTIVEOBJECT_TYPE_GENERIC;
|
|
}
|
|
|
|
void initialize(const std::string &data);
|
|
|
|
void processInitData(const std::string &data);
|
|
|
|
ClientActiveObject *getParent();
|
|
|
|
bool getCollisionBox(aabb3f *toset);
|
|
|
|
bool collideWithObjects();
|
|
|
|
aabb3f *getSelectionBox();
|
|
|
|
v3f getPosition();
|
|
inline float getYaw() const
|
|
{
|
|
return m_yaw;
|
|
}
|
|
|
|
scene::ISceneNode *getSceneNode();
|
|
|
|
scene::IMeshSceneNode *getMeshSceneNode();
|
|
|
|
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
|
|
|
|
WieldMeshSceneNode *getWieldMeshSceneNode();
|
|
|
|
scene::IBillboardSceneNode *getSpriteSceneNode();
|
|
|
|
inline bool isPlayer() const
|
|
{
|
|
return m_is_player;
|
|
}
|
|
|
|
inline bool isLocalPlayer() const
|
|
{
|
|
return m_is_local_player;
|
|
}
|
|
|
|
inline bool isVisible() const
|
|
{
|
|
return m_is_visible;
|
|
}
|
|
|
|
inline void setVisible(bool toset)
|
|
{
|
|
m_is_visible = toset;
|
|
}
|
|
|
|
void setChildrenVisible(bool toset);
|
|
|
|
void setAttachments();
|
|
|
|
void removeFromScene(bool permanent);
|
|
|
|
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
|
|
IrrlichtDevice *irr);
|
|
|
|
inline void expireVisuals()
|
|
{
|
|
m_visuals_expired = true;
|
|
}
|
|
|
|
void updateLight(u8 light_at_pos);
|
|
|
|
void updateLightNoCheck(u8 light_at_pos);
|
|
|
|
v3s16 getLightPosition();
|
|
|
|
void updateNodePos();
|
|
|
|
void step(float dtime, ClientEnvironment *env);
|
|
|
|
void updateTexturePos();
|
|
|
|
void updateTextures(const std::string &mod);
|
|
|
|
void updateAnimation();
|
|
|
|
void updateBonePosition();
|
|
|
|
void updateAttachments();
|
|
|
|
void processMessage(const std::string &data);
|
|
|
|
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
|
|
float time_from_last_punch=1000000);
|
|
|
|
std::string debugInfoText();
|
|
|
|
std::string infoText()
|
|
{
|
|
return m_prop.infotext;
|
|
}
|
|
};
|
|
|
|
|
|
#endif
|