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authorKahrl <kahrl@gmx.net>2011-12-04 03:28:30 +0100
committerPerttu Ahola <celeron55@gmail.com>2011-12-04 13:27:30 +0200
commitceaf8edaded4c9e8f2e6fa285d9765e7095df332 (patch)
tree529f11ffc0a7306f828f7e811494fac3b03803bc /src/content_cao.cpp
parent520200d5978e4a870d9cbd8a7b71883e4329711b (diff)
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Use plain IBillboardSceneNode instead of MyBillboardSceneNode (improves
Irrlicht 1.8 compat); also find dungeon master's fireball texture again; add /spawnentity command
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r--src/content_cao.cpp116
1 files changed, 27 insertions, 89 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 7563cfcc6..d581b35dc 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
#include "serialization.h" // For decompressZlib
#include "gamedef.h"
#include "clientobject.h"
@@ -30,7 +31,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mesh.h"
#include "utility.h" // For IntervalLimiter
class Settings;
-#include "MyBillboardSceneNode.h"
core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
@@ -332,6 +332,15 @@ private:
SmoothTranslator pos_translator;
};
+static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+ float txs, float tys, int col, int row)
+{
+ video::SMaterial& material = bill->getMaterial(0);
+ core::matrix4& matrix = material.getTextureMatrix(0);
+ matrix.setTextureTranslate(txs*col, tys*row);
+ matrix.setTextureScale(txs, tys);
+}
+
/*
MobV2CAO
*/
@@ -377,7 +386,7 @@ private:
IntervalLimiter m_attack_interval;
core::aabbox3d<f32> m_selection_box;
- scene::MyBillboardSceneNode *m_node;
+ scene::IBillboardSceneNode *m_node;
v3f m_position;
std::string m_texture_name;
float m_yaw;
@@ -1305,8 +1314,8 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
std::string texture_string = m_texture_name +
"^[makealpha:128,0,0^[makealpha:128,128,0";
- scene::MyBillboardSceneNode *bill = new scene::MyBillboardSceneNode(
- smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
+ scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
+ NULL, v2f(1, 1), v3f(0,0,0), -1);
bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
@@ -1320,17 +1329,11 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
const float txs = txp*32;
const float typ = 1./240;
const float tys = typ*48;
- bill->setTCoords(0, v2f(txs*1, tys*1));
- bill->setTCoords(1, v2f(txs*1, tys*0));
- bill->setTCoords(2, v2f(txs*0, tys*0));
- bill->setTCoords(3, v2f(txs*0, tys*1));
+ setBillboardTextureMatrix(bill, txs, tys, 0, 0);
} else if(m_sprite_type == "simple"){
const float txs = 1.0;
const float tys = 1.0 / m_simple_anim_frames;
- bill->setTCoords(0, v2f(txs*1, tys*1));
- bill->setTCoords(1, v2f(txs*1, tys*0));
- bill->setTCoords(2, v2f(txs*0, tys*0));
- bill->setTCoords(3, v2f(txs*0, tys*1));
+ setBillboardTextureMatrix(bill, txs, tys, 0, 0);
} else {
infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
<<std::endl;
@@ -1346,7 +1349,6 @@ void MobV2CAO::removeFromScene()
if(m_node == NULL)
return;
- m_node->drop();
m_node->remove();
m_node = NULL;
}
@@ -1394,7 +1396,7 @@ void MobV2CAO::updateNodePos()
void MobV2CAO::step(float dtime, ClientEnvironment *env)
{
- scene::MyBillboardSceneNode *bill = m_node;
+ scene::IBillboardSceneNode *bill = m_node;
if(!bill)
return;
@@ -1447,10 +1449,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
const float txs = txp*32;
const float typ = 1./240;
const float tys = typ*48;
- bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
- bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
- bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
- bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
+ setBillboardTextureMatrix(bill, txs, tys, col, row);
} else if(m_sprite_type == "simple"){
m_walk_timer += dtime;
if(m_walk_timer >= m_simple_anim_frametime){
@@ -1461,10 +1460,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
int row = m_walk_frame;
const float txs = 1.0;
const float tys = 1.0 / m_simple_anim_frames;
- bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
- bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
- bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
- bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
+ setBillboardTextureMatrix(bill, txs, tys, col, row);
} else {
infostream<<"MobV2CAO::step(): Unknown sprite type \""
<<m_sprite_type<<"\""<<std::endl;
@@ -1677,7 +1673,7 @@ class LuaEntityCAO : public ClientActiveObject
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
- scene::MyBillboardSceneNode *m_spritenode;
+ scene::IBillboardSceneNode *m_spritenode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
@@ -1783,8 +1779,8 @@ public:
if(m_prop->visual == "sprite"){
infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
- m_spritenode = new scene::MyBillboardSceneNode(
- smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
+ m_spritenode = smgr->addBillboardSceneNode(
+ NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
tsrc->getTextureRaw("unknown_block.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
@@ -1797,71 +1793,15 @@ public:
{
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));
+ setBillboardTextureMatrix(m_spritenode,
+ txs, tys, 0, 0);
}
} 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;
- vertices[i].Pos.Y *= m_prop->visual_size.Y;
- vertices[i].Pos.X *= m_prop->visual_size.X;
- vertices[i].Pos.Z *= m_prop->visual_size.X;
- }
-
- 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();
-
+ scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
- m_meshnode->setMesh(mesh);
m_meshnode->setScale(v3f(1));
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
@@ -1999,10 +1939,8 @@ public:
float txs = m_tx_size.X;
float tys = m_tx_size.Y;
- m_spritenode->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
- m_spritenode->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
- m_spritenode->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
- m_spritenode->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
+ setBillboardTextureMatrix(m_spritenode,
+ txs, tys, col, row);
}
}