minetest/src/client/content_cao.cpp

1957 lines
57 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 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 "content_cao.h"
#include <IBillboardSceneNode.h>
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include "client/client.h"
#include "client/renderingengine.h"
#include "client/sound.h"
#include "client/tile.h"
#include "util/basic_macros.h"
#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
#include "util/serialize.h"
#include "camera.h" // CameraModes
#include "collision.h"
#include "content_cso.h"
#include "environment.h"
#include "itemdef.h"
#include "localplayer.h"
#include "map.h"
#include "mesh.h"
#include "nodedef.h"
#include "serialization.h" // For decompressZlib
#include "settings.h"
#include "sound.h"
#include "tool.h"
#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
#include "client/shader.h"
#include "client/minimap.h"
class Settings;
struct ToolCapabilities;
std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
template<typename T>
void SmoothTranslator<T>::init(T current)
{
val_old = current;
val_current = current;
val_target = current;
anim_time = 0;
anim_time_counter = 0;
aim_is_end = true;
}
template<typename T>
void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
{
aim_is_end = is_end_position;
val_old = val_current;
val_target = new_target;
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;
}
template<typename T>
void SmoothTranslator<T>::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
T val_diff = val_target - val_old;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
val_current = val_old + val_diff * moveratio;
}
void SmoothTranslatorWrapped::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
f32 val_diff = std::abs(val_target - val_old);
if (val_diff > 180.f)
val_diff = 360.f - val_diff;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current, val_target,
val_diff * moveratio, 360.f);
}
void SmoothTranslatorWrappedv3f::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
v3f val_diff_v3f;
val_diff_v3f.X = std::abs(val_target.X - val_old.X);
val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
if (val_diff_v3f.X > 180.f)
val_diff_v3f.X = 360.f - val_diff_v3f.X;
if (val_diff_v3f.Y > 180.f)
val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
if (val_diff_v3f.Z > 180.f)
val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current.X, val_target.X,
val_diff_v3f.X * moveratio, 360.f);
wrappedApproachShortest(val_current.Y, val_target.Y,
val_diff_v3f.Y * moveratio, 360.f);
wrappedApproachShortest(val_current.Z, val_target.Z,
val_diff_v3f.Z * moveratio, 360.f);
}
/*
Other stuff
*/
static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
{
video::SMaterial& material = bill->getMaterial(0);
core::matrix4& matrix = material.getTextureMatrix(0);
matrix.setTextureTranslate(txs*col, tys*row);
matrix.setTextureScale(txs, tys);
}
// Evaluate transform chain recursively; irrlicht does not do this for us
static void updatePositionRecursive(scene::ISceneNode *node)
{
scene::ISceneNode *parent = node->getParent();
if (parent)
updatePositionRecursive(parent);
node->updateAbsolutePosition();
}
/*
TestCAO
*/
class TestCAO : public ClientActiveObject
{
public:
TestCAO(Client *client, ClientEnvironment *env);
virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
void updateLight(u32 day_night_ratio);
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
bool getCollisionBox(aabb3f *toset) const { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
// Prototype
TestCAO proto_TestCAO(NULL, NULL);
TestCAO::TestCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
}
void TestCAO::addToScene(ITextureSource *tsrc)
{
if(m_node != NULL)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
scene::SMesh *mesh = new scene::SMesh();
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
void TestCAO::removeFromScene(bool permanent)
{
if (!m_node)
return;
m_node->remove();
m_node = NULL;
}
void TestCAO::updateLight(u32 day_night_ratio)
{
}
void TestCAO::updateNodePos()
{
if (!m_node)
return;
m_node->setPosition(m_position);
//m_node->setRotation(v3f(0, 45, 0));
}
void TestCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
v3f rot = m_node->getRotation();
//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
rot.Y += dtime * 180;
m_node->setRotation(rot);
}
}
void TestCAO::processMessage(const std::string &data)
{
infostream<<"TestCAO: Got data: "<<data<<std::endl;
std::istringstream is(data, std::ios::binary);
u16 cmd;
is>>cmd;
if(cmd == 0)
{
v3f newpos;
is>>newpos.X;
is>>newpos.Y;
is>>newpos.Z;
m_position = newpos;
updateNodePos();
}
}
/*
GenericCAO
*/
#include "clientobject.h"
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env)
{
if (client == NULL) {
ClientActiveObject::registerType(getType(), create);
} else {
m_client = client;
}
}
bool GenericCAO::getCollisionBox(aabb3f *toset) const
{
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_position;
toset->MaxEdge += m_position;
return true;
}
return false;
}
bool GenericCAO::collideWithObjects() const
{
return m_prop.collideWithObjects;
}
void GenericCAO::initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
processInitData(data);
if (m_is_player) {
// Check if it's the current player
LocalPlayer *player = m_env->getLocalPlayer();
if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
m_is_local_player = true;
m_is_visible = false;
player->setCAO(this);
m_prop.show_on_minimap = false;
}
}
m_enable_shaders = g_settings->getBool("enable_shaders");
}
void GenericCAO::processInitData(const std::string &data)
{
std::istringstream is(data, std::ios::binary);
const u8 version = readU8(is);
if (version < 1) {
errorstream << "GenericCAO: Unsupported init data version"
<< std::endl;
return;
}
// PROTOCOL_VERSION >= 37
m_name = deSerializeString16(is);
m_is_player = readU8(is);
m_id = readU16(is);
m_position = readV3F32(is);
m_rotation = readV3F32(is);
m_hp = readU16(is);
const u8 num_messages = readU8(is);
for (int i = 0; i < num_messages; i++) {
std::string message = deSerializeString32(is);
processMessage(message);
}
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
pos_translator.init(m_position);
rot_translator.init(m_rotation);
updateNodePos();
}
GenericCAO::~GenericCAO()
{
removeFromScene(true);
}
bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
if (!m_prop.is_visible || !m_is_visible || m_is_local_player
|| !m_prop.pointable) {
return false;
}
*toset = m_selection_box;
return true;
}
const v3f GenericCAO::getPosition() const
{
if (!getParent())
return pos_translator.val_current;
// Calculate real position in world based on MatrixNode
if (m_matrixnode) {
v3s16 camera_offset = m_env->getCameraOffset();
return m_matrixnode->getAbsolutePosition() +
intToFloat(camera_offset, BS);
}
return m_position;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
scene::ISceneNode *GenericCAO::getSceneNode() const
{
if (m_meshnode) {
return m_meshnode;
}
if (m_animated_meshnode) {
return m_animated_meshnode;
}
if (m_wield_meshnode) {
return m_wield_meshnode;
}
if (m_spritenode) {
return m_spritenode;
}
return NULL;
}
scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
{
return m_animated_meshnode;
}
void GenericCAO::setChildrenVisible(bool toset)
{
for (u16 cao_id : m_attachment_child_ids) {
GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
// Check if the entity is forced to appear in first person.
obj->setVisible(obj->m_force_visible ? true : toset);
}
}
}
void GenericCAO::setAttachment(int parent_id, const std::string &bone,
v3f position, v3f rotation, bool force_visible)
{
int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_force_visible = force_visible;
ClientActiveObject *parent = m_env->getActiveObject(parent_id);
if (parent_id != old_parent) {
if (auto *o = m_env->getActiveObject(old_parent))
o->removeAttachmentChild(m_id);
if (parent)
parent->addAttachmentChild(m_id);
}
updateAttachments();
// Forcibly show attachments if required by set_attach
if (m_force_visible) {
m_is_visible = true;
} else if (!m_is_local_player) {
// Objects attached to the local player should be hidden in first person
m_is_visible = !m_attached_to_local ||
m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
m_force_visible = false;
} else {
// Local players need to have this set,
// otherwise first person attachments fail.
m_is_visible = true;
}
}
void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
*force_visible = m_force_visible;
}
void GenericCAO::clearChildAttachments()
{
// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
while (!m_attachment_child_ids.empty()) {
int child_id = *m_attachment_child_ids.begin();
if (ClientActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(), v3f(), false);
removeAttachmentChild(child_id);
}
}
void GenericCAO::clearParentAttachment()
{
if (m_attachment_parent_id)
setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
else
setAttachment(0, "", v3f(), v3f(), false);
}
void GenericCAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void GenericCAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
ClientActiveObject* GenericCAO::getParent() const
{
return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
nullptr;
}
void GenericCAO::removeFromScene(bool permanent)
{
// Should be true when removing the object permanently
// and false when refreshing (eg: updating visuals)
if (m_env && permanent) {
// The client does not know whether this object does re-appear to
// a later time, thus do not clear child attachments.
clearParentAttachment();
}
if (m_meshnode) {
m_meshnode->remove();
m_meshnode->drop();
m_meshnode = nullptr;
} else if (m_animated_meshnode) {
m_animated_meshnode->remove();
m_animated_meshnode->drop();
m_animated_meshnode = nullptr;
} else if (m_wield_meshnode) {
m_wield_meshnode->remove();
m_wield_meshnode->drop();
m_wield_meshnode = nullptr;
} else if (m_spritenode) {
m_spritenode->remove();
m_spritenode->drop();
m_spritenode = nullptr;
}
if (m_matrixnode) {
m_matrixnode->remove();
m_matrixnode->drop();
m_matrixnode = nullptr;
}
if (m_nametag) {
m_client->getCamera()->removeNametag(m_nametag);
m_nametag = nullptr;
}
if (m_marker && m_client->getMinimap())
m_client->getMinimap()->removeMarker(&m_marker);
}
void GenericCAO::addToScene(ITextureSource *tsrc)
{
m_smgr = RenderingEngine::get_scene_manager();
if (getSceneNode() != NULL) {
return;
}
m_visuals_expired = false;
if (!m_prop.is_visible)
return;
infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
if (m_enable_shaders) {
IShaderSource *shader_source = m_client->getShaderSource();
MaterialType material_type;
if (m_prop.shaded && m_prop.glow == 0)
material_type = (m_prop.use_texture_alpha) ?
TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
else
material_type = (m_prop.use_texture_alpha) ?
TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
m_material_type = shader_source->getShaderInfo(shader_id).material;
} else {
m_material_type = (m_prop.use_texture_alpha) ?
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
}
auto grabMatrixNode = [this] {
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode();
m_matrixnode->grab();
};
auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
node->setMaterialType(m_material_type);
if (m_enable_shaders) {
node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
}
};
if (m_prop.visual == "sprite") {
grabMatrixNode();
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh("unknown_node.png"));
setSceneNodeMaterial(m_spritenode);
m_spritenode->setSize(v2f(m_prop.visual_size.X,
m_prop.visual_size.Y) * BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
setBillboardTextureMatrix(m_spritenode,
txs, tys, 0, 0);
}
} else if (m_prop.visual == "upright_sprite") {
grabMatrixNode();
scene::SMesh *mesh = new scene::SMesh();
double dx = BS * m_prop.visual_size.X / 2;
double dy = BS * m_prop.visual_size.Y / 2;
video::SColor c(0xFFFFFFFF);
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::S3DVertex vertices[4] = {
video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
};
if (m_is_player) {
// Move minimal Y position to 0 (feet position)
for (video::S3DVertex &vertex : vertices)
vertex.Pos.Y += dy;
}
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = m_material_type;
if (m_enable_shaders) {
buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
}
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::S3DVertex vertices[4] = {
video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
};
if (m_is_player) {
// Move minimal Y position to 0 (feet position)
for (video::S3DVertex &vertex : vertices)
vertex.Pos.Y += dy;
}
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = m_material_type;
if (m_enable_shaders) {
buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
}
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
m_meshnode->setScale(m_prop.visual_size);
m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
setSceneNodeMaterial(m_meshnode);
} else if (m_prop.visual == "mesh") {
grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
m_animated_meshnode = RenderingEngine::get_scene_manager()->
addAnimatedMeshSceneNode(mesh, m_matrixnode);
m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
if (!checkMeshNormals(mesh)) {
infostream << "GenericCAO: recalculating normals for mesh "
<< m_prop.mesh << std::endl;
m_smgr->getMeshManipulator()->
recalculateNormals(mesh, true, false);
}
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(m_prop.visual_size);
// set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
setSceneNodeMaterial(m_animated_meshnode);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
grabMatrixNode();
ItemStack item;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
if (!m_prop.textures.empty()) {
infostream << "textures[0]: " << m_prop.textures[0]
<< std::endl;
IItemDefManager *idef = m_client->idef();
item = ItemStack(m_prop.textures[0], 1, 0, idef);
}
} else {
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
m_wield_meshnode = new WieldMeshSceneNode(
RenderingEngine::get_scene_manager(), -1);
m_wield_meshnode->setItem(item, m_client,
(m_prop.visual == "wielditem"));
m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
}
/* don't update while punch texture modifier is active */
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
scene::ISceneNode *node = getSceneNode();
if (node && m_matrixnode)
node->setParent(m_matrixnode);
updateNametag();
updateMarker();
updateNodePos();
updateAnimation();
updateBonePosition();
updateAttachments();
setNodeLight(m_last_light);
updateMeshCulling();
}
void GenericCAO::updateLight(u32 day_night_ratio)
{
if (m_glow < 0)
return;
u8 light_at_pos = 0;
bool pos_ok = false;
v3s16 pos[3];
u16 npos = getLightPosition(pos);
for (u16 i = 0; i < npos; i++) {
bool this_ok;
MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
if (this_ok) {
u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
light_at_pos = MYMAX(light_at_pos, this_light);
pos_ok = true;
}
}
if (!pos_ok)
light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
u8 light = decode_light(light_at_pos + m_glow);
if (light != m_last_light) {
m_last_light = light;
setNodeLight(light);
}
}
void GenericCAO::setNodeLight(u8 light)
{
video::SColor color(255, light, light, light);
if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
if (m_wield_meshnode)
m_wield_meshnode->setNodeLightColor(color);
return;
}
if (m_enable_shaders) {
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
scene::IMesh *mesh = m_meshnode->getMesh();
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
buf->getMaterial().EmissiveColor = color;
}
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)
return;
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
video::SMaterial &material = node->getMaterial(i);
material.EmissiveColor = color;
}
}
} else {
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_spritenode) {
m_spritenode->setColor(color);
}
}
}
u16 GenericCAO::getLightPosition(v3s16 *pos)
{
const auto &box = m_prop.collisionbox;
pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
// Skip center pos if it falls into the same node as Min or MaxEdge
if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
return 2;
pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
return 3;
}
void GenericCAO::updateMarker()
{
if (!m_client->getMinimap())
return;
if (!m_prop.show_on_minimap) {
if (m_marker)
m_client->getMinimap()->removeMarker(&m_marker);
return;
}
if (m_marker)
return;
scene::ISceneNode *node = getSceneNode();
if (!node)
return;
m_marker = m_client->getMinimap()->addMarker(node);
}
void GenericCAO::updateNametag()
{
if (m_is_local_player) // No nametag for local player
return;
if (m_prop.nametag.empty()) {
// Delete nametag
if (m_nametag) {
m_client->getCamera()->removeNametag(m_nametag);
m_nametag = nullptr;
}
return;
}
scene::ISceneNode *node = getSceneNode();
if (!node)
return;
v3f pos;
pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
if (!m_nametag) {
// Add nametag
m_nametag = m_client->getCamera()->addNametag(node,
m_prop.nametag, m_prop.nametag_color, pos);
} else {
// Update nametag
m_nametag->nametag_text = m_prop.nametag;
m_nametag->nametag_color = m_prop.nametag_color;
m_nametag->nametag_pos = pos;
}
}
void GenericCAO::updateNodePos()
{
if (getParent() != NULL)
return;
scene::ISceneNode *node = getSceneNode();
if (node) {
v3s16 camera_offset = m_env->getCameraOffset();
v3f pos = pos_translator.val_current -
intToFloat(camera_offset, BS);
getPosRotMatrix().setTranslation(pos);
if (node != m_spritenode) { // rotate if not a sprite
v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
setPitchYawRoll(getPosRotMatrix(), rot);
}
}
}
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
// Handle model animations and update positions instantly to prevent lags
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
m_position = player->getPosition();
pos_translator.val_current = m_position;
m_rotation.Y = wrapDegrees_0_360(player->getYaw());
rot_translator.val_current = m_rotation;
if (m_is_visible) {
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
const PlayerControl &controls = player->getPlayerControl();
bool walking = false;
if (controls.up || controls.down || controls.left || controls.right ||
controls.forw_move_joystick_axis != 0.f ||
controls.sidew_move_joystick_axis != 0.f)
walking = true;
f32 new_speed = player->local_animation_speed;
v2s32 new_anim = v2s32(0,0);
bool allow_update = false;
// increase speed if using fast or flying fast
if((g_settings->getBool("fast_move") &&
m_client->checkLocalPrivilege("fast")) &&
(controls.aux1 ||
(!player->touching_ground &&
g_settings->getBool("free_move") &&
m_client->checkLocalPrivilege("fly"))))
new_speed *= 1.5;
// slowdown speed if sneeking
if (controls.sneak && walking)
new_speed /= 2;
if (walking && (controls.dig || controls.place)) {
new_anim = player->local_animations[3];
player->last_animation = WD_ANIM;
} else if (walking) {
new_anim = player->local_animations[1];
player->last_animation = WALK_ANIM;
} else if (controls.dig || controls.place) {
new_anim = player->local_animations[2];
player->last_animation = DIG_ANIM;
}
// Apply animations if input detected and not attached
// or set idle animation
if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
player->last_animation_speed = m_animation_speed;
} else {
player->last_animation = NO_ANIM;
if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
}
}
// Update local player animations
if ((player->last_animation != old_anim ||
m_animation_speed != old_anim_speed) &&
player->last_animation != NO_ANIM && allow_update)
updateAnimation();
}
}
if (m_visuals_expired && m_smgr) {
m_visuals_expired = false;
// Attachments, part 1: All attached objects must be unparented first,
// or Irrlicht causes a segmentation fault
for (u16 cao_id : m_attachment_child_ids) {
ClientActiveObject *obj = m_env->getActiveObject(cao_id);
if (obj) {
scene::ISceneNode *child_node = obj->getSceneNode();
// The node's parent is always an IDummyTraformationSceneNode,
// so we need to reparent that one instead.
if (child_node)
child_node->getParent()->setParent(m_smgr->getRootSceneNode());
}
}
removeFromScene(false);
addToScene(m_client->tsrc());
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for (u16 cao_id : m_attachment_child_ids) {
ClientActiveObject *obj = m_env->getActiveObject(cao_id);
if (obj)
obj->updateAttachments();
}
}
// Make sure m_is_visible is always applied
scene::ISceneNode *node = getSceneNode();
if (node)
node->setVisible(m_is_visible);
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
{
// Set these for later
m_position = getPosition();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.val_current = m_position;
pos_translator.val_target = m_position;
} else {
rot_translator.translate(dtime);
v3f lastpos = pos_translator.val_current;
if(m_prop.physical)
{
aabb3f box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.125; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
&p_pos, &p_velocity, m_acceleration,
this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
pos_translator.update(m_position, pos_translator.aim_is_end,
pos_translator.anim_time);
}
pos_translator.translate(dtime);
updateNodePos();
float moved = lastpos.getDistanceFrom(pos_translator.val_current);
m_step_distance_counter += moved;
if (m_step_distance_counter > 1.5f * BS) {
m_step_distance_counter = 0.0f;
if (!m_is_local_player && m_prop.makes_footstep_sound) {
const NodeDefManager *ndef = m_client->ndef();
v3s16 p = floatToInt(getPosition() +
v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNode(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
// Reduce footstep gain, as non-local-player footsteps are
// somehow louder.
spec.gain *= 0.6f;
m_client->sound()->playSoundAt(spec, false, getPosition());
}
}
}
m_anim_timer += dtime;
if(m_anim_timer >= m_anim_framelength)
{
m_anim_timer -= m_anim_framelength;
m_anim_frame++;
if(m_anim_frame >= m_anim_num_frames)
m_anim_frame = 0;
}
updateTexturePos();
if(m_reset_textures_timer >= 0)
{
m_reset_textures_timer -= dtime;
if(m_reset_textures_timer <= 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);
}
}
if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
// This is the child node's rotation. It is only used for automatic_rotate.
v3f local_rot = node->getRotation();
local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
m_prop.automatic_rotate);
node->setRotation(local_rot);
}
if (!getParent() && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
float max_rotation_per_sec =
m_prop.automatic_face_movement_max_rotation_per_sec;
if (max_rotation_per_sec > 0) {
wrappedApproachShortest(m_rotation.Y, target_yaw,
dtime * max_rotation_per_sec, 360.f);
} else {
// Negative values of max_rotation_per_sec mean disabled.
m_rotation.Y = target_yaw;
}
rot_translator.val_current = m_rotation;
updateNodePos();
}
if (m_animated_meshnode) {
// Everything must be updated; the whole transform
// chain as well as the animated mesh node.
// Otherwise, bone attachments would be relative to
// a position that's one frame old.
if (m_matrixnode)
updatePositionRecursive(m_matrixnode);
m_animated_meshnode->updateAbsolutePosition();
m_animated_meshnode->animateJoints();
updateBonePosition();
}
}
void GenericCAO::updateTexturePos()
{
if(m_spritenode)
{
scene::ICameraSceneNode* camera =
m_spritenode->getSceneManager()->getActiveCamera();
if(!camera)
return;
v3f cam_to_entity = m_spritenode->getAbsolutePosition()
- camera->getAbsolutePosition();
cam_to_entity.normalize();
int row = m_tx_basepos.Y;
int col = m_tx_basepos.X;
// Yawpitch goes rightwards
if (m_tx_select_horiz_by_yawpitch) {
if (cam_to_entity.Y > 0.75)
col += 5;
else if (cam_to_entity.Y < -0.75)
col += 4;
else {
float mob_dir =
atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
float dir = mob_dir - m_rotation.Y;
dir = wrapDegrees_180(dir);
if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
col += 2;
else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
col += 3;
else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
col += 0;
else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
col += 1;
else
col += 4;
}
}
// Animation goes downwards
row += m_anim_frame;
float txs = m_tx_size.X;
float tys = m_tx_size.Y;
setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
}
else if (m_meshnode) {
if (m_prop.visual == "upright_sprite") {
int row = m_tx_basepos.Y;
int col = m_tx_basepos.X;
// Animation goes downwards
row += m_anim_frame;
const auto &tx = m_tx_size;
v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
tx * v2f(col+1, row+1),
tx * v2f(col, row+1),
tx * v2f(col, row),
tx * v2f(col+1, row),
};
auto mesh = m_meshnode->getMesh();
setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
}
}
}
// Do not pass by reference, see header.
void GenericCAO::updateTextures(std::string mod)
{
ITextureSource *tsrc = m_client->tsrc();
bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->getMaterial(0).MaterialType = m_material_type;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (!m_prop.colors.empty()) {
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
}
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
else if (m_animated_meshnode) {
if (m_prop.visual == "mesh") {
for (u32 i = 0; i < m_prop.textures.size() &&
i < m_animated_meshnode->getMaterialCount(); ++i) {
std::string texturestring = m_prop.textures[i];
if (texturestring.empty())
continue; // Empty texture string means don't modify that material
texturestring += mod;
video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
if (!texture) {
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
continue;
}
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
const core::dimension2d<u32> &size = texture->getOriginalSize();
const u32 res = std::min(size.Height, size.Width);
use_trilinear_filter &= res > 64;
use_bilinear_filter &= res > 64;
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
for (u32 i = 0; i < m_prop.colors.size() &&
i < m_animated_meshnode->getMaterialCount(); ++i)
{
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
}
}
}
else if (m_meshnode) {
if(m_prop.visual == "cube")
{
for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() > i)
texturestring = m_prop.textures[i];
texturestring += mod;
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(m_prop.colors.size() > i)
{
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
}
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
} else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
{
std::string tname = "unknown_object.png";
if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
std::string tname = "unknown_object.png";
if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (m_prop.colors.size() >= 2) {
buf->getMaterial().AmbientColor = m_prop.colors[1];
buf->getMaterial().DiffuseColor = m_prop.colors[1];
buf->getMaterial().SpecularColor = m_prop.colors[1];
} else if (!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
// Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_glow < 0)
setMeshColor(mesh, m_prop.colors[0]);
}
}
// Prevent showing the player after changing texture
if (m_is_local_player)
updateMeshCulling();
}
void GenericCAO::updateAnimation()
{
if (!m_animated_meshnode)
return;
if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
m_animated_meshnode->getEndFrame() != m_animation_range.Y)
m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
// Requires Irrlicht 1.8 or greater
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
if (m_animated_meshnode->getLoopMode() != m_animation_loop)
m_animated_meshnode->setLoopMode(m_animation_loop);
#endif
}
void GenericCAO::updateAnimationSpeed()
{
if (!m_animated_meshnode)
return;
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
}
void GenericCAO::updateBonePosition()
{
if (m_bone_position.empty() || !m_animated_meshnode)
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for (auto &it : m_bone_position) {
std::string bone_name = it.first;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
if (bone) {
bone->setPosition(it.second.X);
bone->setRotation(it.second.Y);
}
}
// search through bones to find mistakenly rotated bones due to bug in Irrlicht
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
if (!bone)
continue;
//If bone is manually positioned there is no need to perform the bug check
bool skip = false;
for (auto &it : m_bone_position) {
if (it.first == bone->getName()) {
skip = true;
break;
}
}
if (skip)
continue;
// Workaround for Irrlicht bug
// We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
// when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
// and update the bones transformation.
v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
float offset = fabsf(bone_rot.X - bone->getRotation().X);
if (offset > 179.9f && offset < 180.1f) {
bone->setRotation(bone_rot);
bone->updateAbsolutePosition();
}
}
// The following is needed for set_bone_pos to propagate to
// attached objects correctly.
// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
auto bone = m_animated_meshnode->getJointNode(i);
// Look for the root bone.
if (bone && bone->getParent() == m_animated_meshnode) {
// Update entire skeleton.
bone->updateAbsolutePositionOfAllChildren();
break;
}
}
}
void GenericCAO::updateAttachments()
{
ClientActiveObject *parent = getParent();
m_attached_to_local = parent && parent->isLocalPlayer();
/*
Following cases exist:
m_attachment_parent_id == 0 && !parent
This object is not attached
m_attachment_parent_id != 0 && parent
This object is attached
m_attachment_parent_id != 0 && !parent
This object will be attached as soon the parent is known
m_attachment_parent_id == 0 && parent
Impossible case
*/
if (!parent) { // Detach or don't attach
if (m_matrixnode) {
v3s16 camera_offset = m_env->getCameraOffset();
v3f old_pos = getPosition();
m_matrixnode->setParent(m_smgr->getRootSceneNode());
getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
m_matrixnode->updateAbsolutePosition();
}
}
else // Attach
{
parent->updateAttachments();
scene::ISceneNode *parent_node = parent->getSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
parent->getAnimatedMeshSceneNode();
if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
}
if (m_matrixnode && parent_node) {
m_matrixnode->setParent(parent_node);
parent_node->updateAbsolutePosition();
getPosRotMatrix().setTranslation(m_attachment_position);
//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
// use Irrlicht eulers instead
getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
m_matrixnode->updateAbsolutePosition();
}
}
}
bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
{
const ObjectProperties &old = m_prop;
/* Visuals do not need to be expired for:
* - nametag props: handled by updateNametag()
* - textures: handled by updateTextures()
* - sprite props: handled by updateTexturePos()
* - glow: handled by updateLight()
* - any other properties that do not change appearance
*/
bool uses_legacy_texture = new_.wield_item.empty() &&
(new_.visual == "wielditem" || new_.visual == "item");
// Ordered to compare primitive types before std::vectors
return old.backface_culling != new_.backface_culling ||
old.is_visible != new_.is_visible ||
old.mesh != new_.mesh ||
old.shaded != new_.shaded ||
old.use_texture_alpha != new_.use_texture_alpha ||
old.visual != new_.visual ||
old.visual_size != new_.visual_size ||
old.wield_item != new_.wield_item ||
old.colors != new_.colors ||
(uses_legacy_texture && old.textures != new_.textures);
}
void GenericCAO::processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if (cmd == AO_CMD_SET_PROPERTIES) {
ObjectProperties newprops;
newprops.show_on_minimap = m_is_player; // default
newprops.deSerialize(is);
// Check what exactly changed
bool expire_visuals = visualExpiryRequired(newprops);
bool textures_changed = m_prop.textures != newprops.textures;
// Apply changes
m_prop = std::move(newprops);
m_selection_box = m_prop.selectionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
m_tx_size.X = 1.0f / m_prop.spritediv.X;
m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
if(!m_initial_tx_basepos_set){
m_initial_tx_basepos_set = true;
m_tx_basepos = m_prop.initial_sprite_basepos;
}
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound;
aabb3f collision_box = m_prop.collisionbox;
collision_box.MinEdge *= BS;
collision_box.MaxEdge *= BS;
player->setCollisionbox(collision_box);
player->setEyeHeight(m_prop.eye_height);
player->setZoomFOV(m_prop.zoom_fov);
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
if (m_is_local_player)
m_prop.show_on_minimap = false;
if (expire_visuals) {
expireVisuals();
} else {
infostream << "GenericCAO: properties updated but expiring visuals"
<< " not necessary" << std::endl;
if (textures_changed) {
// don't update while punch texture modifier is active
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
}
updateNametag();
updateMarker();
}
} else if (cmd == AO_CMD_UPDATE_POSITION) {
// Not sent by the server if this object is an attachment.
// We might however get here if the server notices the object being detached before the client.
m_position = readV3F32(is);
m_velocity = readV3F32(is);
m_acceleration = readV3F32(is);
m_rotation = readV3F32(is);
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
float update_interval = readF32(is);
// Place us a bit higher if we're physical, to not sink into
// the ground due to sucky collision detection...
if(m_prop.physical)
m_position += v3f(0,0.002,0);
if(getParent() != NULL) // Just in case
return;
if(do_interpolate)
{
if(!m_prop.physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
rot_translator.update(m_rotation, false, update_interval);
updateNodePos();
} else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
std::string mod = deSerializeString16(is);
// immediately reset a engine issued texture modifier if a mod sends a different one
if (m_reset_textures_timer > 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);
}
updateTextures(mod);
} else if (cmd == AO_CMD_SET_SPRITE) {
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
float framelength = readF32(is);
bool select_horiz_by_yawpitch = readU8(is);
m_tx_basepos = p;
m_anim_num_frames = num_frames;
m_anim_framelength = framelength;
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
updateTexturePos();
} else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
float override_speed = readF32(is);
float override_jump = readF32(is);
float override_gravity = readF32(is);
// these are sent inverted so we get true when the server sends nothing
bool sneak = !readU8(is);
bool sneak_glitch = !readU8(is);
bool new_move = !readU8(is);
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->physics_override_speed = override_speed;
player->physics_override_jump = override_jump;
player->physics_override_gravity = override_gravity;
player->physics_override_sneak = sneak;
player->physics_override_sneak_glitch = sneak_glitch;
player->physics_override_new_move = new_move;
}
} else if (cmd == AO_CMD_SET_ANIMATION) {
// TODO: change frames send as v2s32 value
v2f range = readV2F32(is);
if (!m_is_local_player) {
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF32(is);
m_animation_blend = readF32(is);
// these are sent inverted so we get true when the server sends nothing
m_animation_loop = !readU8(is);
updateAnimation();
} else {
LocalPlayer *player = m_env->getLocalPlayer();
if(player->last_animation == NO_ANIM)
{
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF32(is);
m_animation_blend = readF32(is);
// these are sent inverted so we get true when the server sends nothing
m_animation_loop = !readU8(is);
}
// update animation only if local animations present
// and received animation is unknown (except idle animation)
bool is_known = false;
for (int i = 1;i<4;i++)
{
if(m_animation_range.Y == player->local_animations[i].Y)
is_known = true;
}
if(!is_known ||
(player->local_animations[1].Y + player->local_animations[2].Y < 1))
{
updateAnimation();
}
}
} else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
m_animation_speed = readF32(is);
updateAnimationSpeed();
} else if (cmd == AO_CMD_SET_BONE_POSITION) {
std::string bone = deSerializeString16(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
// updateBonePosition(); now called every step
} else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is);
std::string bone = deSerializeString16(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
bool force_visible = readU8(is); // Returns false for EOF
setAttachment(parent_id, bone, position, rotation, force_visible);
} else if (cmd == AO_CMD_PUNCHED) {
u16 result_hp = readU16(is);
// Use this instead of the send damage to not interfere with prediction
s32 damage = (s32)m_hp - (s32)result_hp;
m_hp = result_hp;
if (m_is_local_player)
m_env->getLocalPlayer()->hp = m_hp;
if (damage > 0)
{
if (m_hp == 0)
{
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
} else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
if (m_hp == 0) {
// Same as 'Server::DiePlayer'
clearParentAttachment();
// Same as 'ObjectRef::l_remove'
if (!m_is_player)
clearChildAttachments();
}
} else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++)
{
std::string name = deSerializeString16(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
}
} else if (cmd == AO_CMD_SPAWN_INFANT) {
u16 child_id = readU16(is);
u8 type = readU8(is); // maybe this will be useful later
(void)type;
addAttachmentChild(child_id);
} else if (cmd == AO_CMD_OBSOLETE1) {
// Don't do anything and also don't log a warning
} else {
warningstream << FUNCTION_NAME
<< ": unknown command or outdated client \""
<< +cmd << "\"" << std::endl;
}
}
/* \pre punchitem != NULL
*/
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
float time_from_last_punch)
{
assert(punchitem); // pre-condition
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_client->idef());
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
punchitem,
time_from_last_punch);
if(result.did_punch && result.damage != 0)
{
if(result.damage < m_hp)
{
m_hp -= result.damage;
} else {
m_hp = 0;
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
}
if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
return false;
}
std::string GenericCAO::debugInfoText()
{
std::ostringstream os(std::ios::binary);
os<<"GenericCAO hp="<<m_hp<<"\n";
os<<"armor={";
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
i != m_armor_groups.end(); ++i)
{
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";
return os.str();
}
void GenericCAO::updateMeshCulling()
{
if (!m_is_local_player)
return;
const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
if (m_meshnode && m_prop.visual == "upright_sprite") {
u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
for (u32 i = 0; i < buffers; i++) {
video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
// upright sprite has no backface culling
mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
}
return;
}
irr::scene::ISceneNode *node = getSceneNode();
if (!node)
return;
if (hidden) {
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our
// purposes. This also preserves the skeletal armature.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
true);
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
true);
} else {
// Restore mesh visibility.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
false);
}
}
// Prototype
GenericCAO proto_GenericCAO(NULL, NULL);