/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU 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. */ #include "clientobject.h" #include "debug.h" #include "porting.h" #include "constants.h" #include "utility.h" core::map ClientActiveObject::m_types; ClientActiveObject::ClientActiveObject(u16 id): ActiveObject(id) { } ClientActiveObject::~ClientActiveObject() { removeFromScene(); } ClientActiveObject* ClientActiveObject::create(u8 type) { // Find factory function core::map::Node *n; n = m_types.find(type); if(n == NULL) { // If factory is not found, just return. dstream<<"WARNING: ClientActiveObject: No factory for type=" <getValue(); ClientActiveObject *object = (*f)(); return object; } void ClientActiveObject::registerType(u16 type, Factory f) { core::map::Node *n; n = m_types.find(type); if(n) return; m_types.insert(type, f); } /* TestCAO */ // Prototype TestCAO proto_TestCAO; TestCAO::TestCAO(): ClientActiveObject(0), m_node(NULL), m_position(v3f(0,10*BS,0)) { ClientActiveObject::registerType(getType(), create); } TestCAO::~TestCAO() { } ClientActiveObject* TestCAO::create() { return new TestCAO(); } void TestCAO::addToScene(scene::ISceneManager *smgr) { if(m_node != NULL) return; video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture (0, driver->getTexture(porting::getDataPath("rat.png").c_str())); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = smgr->addMeshSceneNode(mesh, NULL); mesh->drop(); updateNodePos(); } void TestCAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void TestCAO::updateLight(u8 light_at_pos) { } v3s16 TestCAO::getLightPosition() { return floatToInt(m_position, BS); } void TestCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); //m_node->setRotation(v3f(0, 45, 0)); } void TestCAO::step(float dtime) { if(m_node) { v3f rot = m_node->getRotation(); //dstream<<"dtime="<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } /* ItemCAO */ #include "inventory.h" // Prototype ItemCAO proto_ItemCAO; ItemCAO::ItemCAO(): ClientActiveObject(0), m_selection_box(-BS*0.4,0.0,-BS*0.4, BS*0.4,BS*0.8,BS*0.4), m_node(NULL), m_position(v3f(0,10*BS,0)) { ClientActiveObject::registerType(getType(), create); } ItemCAO::~ItemCAO() { } ClientActiveObject* ItemCAO::create() { return new ItemCAO(); } void ItemCAO::addToScene(scene::ISceneManager *smgr) { if(m_node != NULL) return; video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/ video::S3DVertex(BS/3,0,0, 0,0,0, c, 0,1), video::S3DVertex(-BS/3,0,0, 0,0,0, c, 1,1), video::S3DVertex(-BS/3,0+BS*2/3,0, 0,0,0, c, 1,0), video::S3DVertex(BS/3,0+BS*2/3,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); //buf->getMaterial().setTexture(0, NULL); buf->getMaterial().setTexture (0, driver->getTexture(porting::getDataPath("rat.png").c_str())); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = smgr->addMeshSceneNode(mesh, NULL); mesh->drop(); // Set it to use the materials of the meshbuffers directly. // This is needed for changing the texture in the future m_node->setReadOnlyMaterials(true); updateNodePos(); } void ItemCAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void ItemCAO::updateLight(u8 light_at_pos) { } v3s16 ItemCAO::getLightPosition() { return floatToInt(m_position, BS); } void ItemCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); } void ItemCAO::step(float dtime) { if(m_node) { v3f rot = m_node->getRotation(); rot.Y += dtime * 120; m_node->setRotation(rot); } } void ItemCAO::processMessage(const std::string &data) { dstream<<"ItemCAO: Got data: "<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } void ItemCAO::initialize(const std::string &data) { dstream<<"ItemCAO: Got init data: "<getMesh(); if(mesh == NULL) return; scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); if(buf == NULL) return; /* Create an inventory item to see what is its image */ std::istringstream is(m_inventorystring, std::ios_base::binary); video::ITexture *texture = NULL; try{ InventoryItem *item = NULL; item = InventoryItem::deSerialize(is); dstream<<__FUNCTION_NAME<<": m_inventorystring=\"" < item="<getImage(); delete item; } } catch(SerializationError &e) { dstream<<"WARNING: "<<__FUNCTION_NAME <<": error deSerializing inventorystring \"" <getMaterial().setTexture(0, texture); }