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Fix issues with light of attached CAOs
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RealBadAngel committed Jul 23, 2015
1 parent 4eacce5 commit 1e0e85f
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Showing 3 changed files with 27 additions and 6 deletions.
1 change: 1 addition & 0 deletions src/clientobject.h
Expand Up @@ -54,6 +54,7 @@ class ClientActiveObject : public ActiveObject
virtual void removeFromScene(bool permanent){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual void updateLightNoCheck(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
virtual bool getCollisionBox(aabb3f *toset){return false;}
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30 changes: 24 additions & 6 deletions src/content_cao.cpp
Expand Up @@ -984,20 +984,38 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
}

void GenericCAO::updateLight(u8 light_at_pos)
{
// Don't update light of attached one
if (getParent() != NULL) {
return;
}

updateLightNoCheck(light_at_pos);

// Update light of all children
for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
if (obj) {
obj->updateLightNoCheck(light_at_pos);
}
}
}

void GenericCAO::updateLightNoCheck(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
if(li != m_last_light)
{
if (li != m_last_light) {
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode)
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
if(m_animated_meshnode)
} else if (m_animated_meshnode) {
setMeshColor(m_animated_meshnode->getMesh(), color);
if(m_wield_meshnode)
} else if (m_wield_meshnode) {
m_wield_meshnode->setColor(color);
if(m_spritenode)
} else if (m_spritenode) {
m_spritenode->setColor(color);
}
}
}

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2 changes: 2 additions & 0 deletions src/content_cao.h
Expand Up @@ -178,6 +178,8 @@ class GenericCAO : public ClientActiveObject

void updateLight(u8 light_at_pos);

void updateLightNoCheck(u8 light_at_pos);

v3s16 getLightPosition();

void updateNodePos();
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