Fix issues with light of attached CAOs
parent
4eacce5e2f
commit
1e0e85f82e
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@ -54,6 +54,7 @@ public:
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virtual void removeFromScene(bool permanent){}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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virtual void updateLightNoCheck(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
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virtual bool getCollisionBox(aabb3f *toset){return false;}
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@ -984,20 +984,38 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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}
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void GenericCAO::updateLight(u8 light_at_pos)
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{
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// Don't update light of attached one
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if (getParent() != NULL) {
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return;
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}
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updateLightNoCheck(light_at_pos);
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// Update light of all children
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for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
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ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
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if (obj) {
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obj->updateLightNoCheck(light_at_pos);
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}
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}
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}
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void GenericCAO::updateLightNoCheck(u8 light_at_pos)
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{
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u8 li = decode_light(light_at_pos);
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if(li != m_last_light)
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{
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if (li != m_last_light) {
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m_last_light = li;
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video::SColor color(255,li,li,li);
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if(m_meshnode)
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if (m_meshnode) {
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setMeshColor(m_meshnode->getMesh(), color);
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if(m_animated_meshnode)
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} else if (m_animated_meshnode) {
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setMeshColor(m_animated_meshnode->getMesh(), color);
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if(m_wield_meshnode)
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} else if (m_wield_meshnode) {
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m_wield_meshnode->setColor(color);
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if(m_spritenode)
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} else if (m_spritenode) {
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m_spritenode->setColor(color);
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}
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}
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}
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@ -178,6 +178,8 @@ public:
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void updateLight(u8 light_at_pos);
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void updateLightNoCheck(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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