minetest-engine-minetest/src/object_properties.cpp
MirceaKitsune e42eeec8f6 Framework for the attachment system, new object property which allows changing the color and alpha of mesh materials
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
2012-11-25 18:14:15 +02:00

133 lines
3.8 KiB
C++

/*
Minetest-c55
Copyright (C) 2012 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.
*/
#include "object_properties.h"
#include "irrlichttypes_bloated.h"
#include "util/serialize.h"
#include <sstream>
#include <map>
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
ObjectProperties::ObjectProperties():
hp_max(1),
physical(false),
weight(5),
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("sprite"),
mesh(""),
visual_size(1,1),
spritediv(1,1),
initial_sprite_basepos(0,0),
is_visible(true),
makes_footstep_sound(false),
automatic_rotate(0)
{
textures.push_back("unknown_object.png");
colors.push_back(video::SColor(255,255,255,255));
}
std::string ObjectProperties::dump()
{
std::ostringstream os(std::ios::binary);
os<<"hp_max="<<hp_max;
os<<", physical="<<physical;
os<<", weight="<<weight;
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", mesh="<<mesh;
os<<", visual_size="<<PP2(visual_size);
os<<", textures=[";
for(u32 i=0; i<textures.size(); i++){
os<<"\""<<textures[i]<<"\" ";
}
os<<"]";
os<<", colors=[";
for(u32 i=0; i<colors.size(); i++){
os<<"\""<<colors[i].getAlpha()<<","<<colors[i].getRed()<<","<<colors[i].getGreen()<<","<<colors[i].getBlue()<<"\" ";
}
os<<"]";
os<<", spritediv="<<PP2(spritediv);
os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
os<<", is_visible="<<is_visible;
os<<", makes_footstep_sound="<<makes_footstep_sound;
os<<", automatic_rotate="<<automatic_rotate;
return os.str();
}
void ObjectProperties::serialize(std::ostream &os) const
{
writeU8(os, 1); // version
writeS16(os, hp_max);
writeU8(os, physical);
writeF1000(os, weight);
writeV3F1000(os, collisionbox.MinEdge);
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
os<<serializeString(mesh);
writeV2F1000(os, visual_size);
writeU16(os, textures.size());
for(u32 i=0; i<textures.size(); i++){
os<<serializeString(textures[i]);
}
writeU16(os, colors.size());
for(u32 i=0; i<colors.size(); i++){
writeARGB8(os, colors[i]);
}
writeV2S16(os, spritediv);
writeV2S16(os, initial_sprite_basepos);
writeU8(os, is_visible);
writeU8(os, makes_footstep_sound);
writeF1000(os, automatic_rotate);
}
void ObjectProperties::deSerialize(std::istream &is)
{
int version = readU8(is);
if(version != 1) throw SerializationError(
"unsupported ObjectProperties version");
hp_max = readS16(is);
physical = readU8(is);
weight = readF1000(is);
collisionbox.MinEdge = readV3F1000(is);
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
mesh = deSerializeString(is);
visual_size = readV2F1000(is);
textures.clear();
u32 texture_count = readU16(is);
for(u32 i=0; i<texture_count; i++){
textures.push_back(deSerializeString(is));
}
u32 color_count = readU16(is);
for(u32 i=0; i<color_count; i++){
colors.push_back(readARGB8(is));
}
spritediv = readV2S16(is);
initial_sprite_basepos = readV2S16(is);
is_visible = readU8(is);
makes_footstep_sound = readU8(is);
try{
automatic_rotate = readF1000(is);
}catch(SerializationError &e){}
}