v3f vect_old;
v3f vect_show;
v3f vect_aim;
- bool aim_is_end;
f32 anim_counter;
f32 anim_time;
f32 anim_time_counter;
+ bool aim_is_end;
SmoothTranslator():
vect_old(0,0,0),
vect_aim(0,0,0),
anim_counter(0),
anim_time(0),
- anim_time_counter(0)
+ anim_time_counter(0),
+ aim_is_end(true)
{}
void init(v3f vect)
vect_old = vect;
vect_show = vect;
vect_aim = vect;
- aim_is_end = true;
anim_counter = 0;
anim_time = 0;
anim_time_counter = 0;
+ aim_is_end = true;
}
void sharpen()
init(vect_show);
}
- void update(v3f vect_new, bool is_end_position=false)
+ void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
{
aim_is_end = is_end_position;
vect_old = vect_show;
vect_aim = vect_new;
- if(anim_time < 0.001 || anim_time > 1.0)
- anim_time = anim_time_counter;
- else
- anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+ if(update_interval > 0){
+ anim_time = update_interval;
+ } else {
+ if(anim_time < 0.001 || anim_time > 1.0)
+ anim_time = anim_time_counter;
+ else
+ anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+ }
anim_time_counter = 0;
anim_counter = 0;
}
class TestCAO : public ClientActiveObject
{
public:
- TestCAO();
+ TestCAO(IGameDef *gamedef);
virtual ~TestCAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_TEST;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class ItemCAO : public ClientActiveObject
{
public:
- ItemCAO();
+ ItemCAO(IGameDef *gamedef);
virtual ~ItemCAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_ITEM;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class RatCAO : public ClientActiveObject
{
public:
- RatCAO();
+ RatCAO(IGameDef *gamedef);
virtual ~RatCAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_RAT;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class Oerkki1CAO : public ClientActiveObject
{
public:
- Oerkki1CAO();
+ Oerkki1CAO(IGameDef *gamedef);
virtual ~Oerkki1CAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_OERKKI1;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class FireflyCAO : public ClientActiveObject
{
public:
- FireflyCAO();
+ FireflyCAO(IGameDef *gamedef);
virtual ~FireflyCAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_FIREFLY;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class MobV2CAO : public ClientActiveObject
{
public:
- MobV2CAO();
+ MobV2CAO(IGameDef *gamedef);
virtual ~MobV2CAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_MOBV2;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
class LuaEntityCAO : public ClientActiveObject
{
public:
- LuaEntityCAO();
+ LuaEntityCAO(IGameDef *gamedef);
virtual ~LuaEntityCAO();
u8 getType() const
return ACTIVEOBJECT_TYPE_LUAENTITY;
}
- static ClientActiveObject* create();
+ static ClientActiveObject* create(IGameDef *gamedef);
- void addToScene(scene::ISceneManager *smgr);
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();