e42eeec8f6
New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "object_properties.h"
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#include "irrlichttypes_bloated.h"
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#include "util/serialize.h"
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#include <sstream>
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#include <map>
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
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ObjectProperties::ObjectProperties():
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hp_max(1),
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physical(false),
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weight(5),
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("sprite"),
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mesh(""),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0),
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is_visible(true),
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makes_footstep_sound(false),
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automatic_rotate(0)
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{
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textures.push_back("unknown_object.png");
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colors.push_back(video::SColor(255,255,255,255));
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}
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std::string ObjectProperties::dump()
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{
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std::ostringstream os(std::ios::binary);
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os<<"hp_max="<<hp_max;
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os<<", physical="<<physical;
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os<<", weight="<<weight;
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", visual_size="<<PP2(visual_size);
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os<<", textures=[";
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for(u32 i=0; i<textures.size(); i++){
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os<<"\""<<textures[i]<<"\" ";
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}
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os<<"]";
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os<<", colors=[";
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for(u32 i=0; i<colors.size(); i++){
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os<<"\""<<colors[i].getAlpha()<<","<<colors[i].getRed()<<","<<colors[i].getGreen()<<","<<colors[i].getBlue()<<"\" ";
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}
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os<<"]";
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os<<", spritediv="<<PP2(spritediv);
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os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
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os<<", is_visible="<<is_visible;
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os<<", makes_footstep_sound="<<makes_footstep_sound;
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os<<", automatic_rotate="<<automatic_rotate;
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return os.str();
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}
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void ObjectProperties::serialize(std::ostream &os) const
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{
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writeU8(os, 1); // version
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writeS16(os, hp_max);
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writeU8(os, physical);
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writeF1000(os, weight);
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writeV3F1000(os, collisionbox.MinEdge);
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for(u32 i=0; i<textures.size(); i++){
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os<<serializeString(textures[i]);
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}
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writeU16(os, colors.size());
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for(u32 i=0; i<colors.size(); i++){
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writeARGB8(os, colors[i]);
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}
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writeV2S16(os, spritediv);
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writeV2S16(os, initial_sprite_basepos);
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writeU8(os, is_visible);
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writeU8(os, makes_footstep_sound);
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writeF1000(os, automatic_rotate);
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}
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void ObjectProperties::deSerialize(std::istream &is)
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{
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int version = readU8(is);
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if(version != 1) throw SerializationError(
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"unsupported ObjectProperties version");
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hp_max = readS16(is);
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physical = readU8(is);
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weight = readF1000(is);
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collisionbox.MinEdge = readV3F1000(is);
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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visual_size = readV2F1000(is);
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textures.clear();
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u32 texture_count = readU16(is);
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for(u32 i=0; i<texture_count; i++){
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textures.push_back(deSerializeString(is));
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}
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u32 color_count = readU16(is);
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for(u32 i=0; i<color_count; i++){
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colors.push_back(readARGB8(is));
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}
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spritediv = readV2S16(is);
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initial_sprite_basepos = readV2S16(is);
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is_visible = readU8(is);
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makes_footstep_sound = readU8(is);
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try{
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automatic_rotate = readF1000(is);
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}catch(SerializationError &e){}
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}
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