Fix some remaining issues with attachments, now they work. Tested with object->player and player->player attachments

This commit is contained in:
MirceaKitsune 2012-10-28 17:07:11 +02:00 committed by Perttu Ahola
parent 948b5a8be7
commit ba3fd63e29
4 changed files with 209 additions and 44 deletions

@ -56,6 +56,11 @@ public:
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
virtual v3f getPosition(){return v3f(0,0,0);}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
virtual bool isPlayer(){return false;}
virtual bool isLocalPlayer(){return false;}
virtual bool doShowSelectionBox(){return true;}
// Step object in time

@ -554,7 +554,7 @@ private:
// Only set at initialization
std::string m_name;
bool m_is_player;
bool m_is_local_player; // determined locally
bool m_is_local_player;
int m_id;
// Property-ish things
ObjectProperties m_prop;
@ -594,6 +594,7 @@ private:
bool m_visuals_expired;
float m_step_distance_counter;
u8 m_last_light;
bool m_is_visible;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
@ -634,7 +635,8 @@ public:
m_reset_textures_timer(-1),
m_visuals_expired(false),
m_step_distance_counter(0),
m_last_light(255)
m_last_light(255),
m_is_visible(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
@ -691,7 +693,7 @@ public:
}
core::aabbox3d<f32>* getSelectionBox()
{
if(!m_prop.is_visible || m_is_local_player)
if(!m_prop.is_visible || !m_is_visible || m_is_local_player)
return NULL;
return &m_selection_box;
}
@ -700,6 +702,31 @@ public:
return pos_translator.vect_show;
}
scene::IMeshSceneNode *getMeshSceneNode()
{
return m_meshnode;
}
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
{
return m_animated_meshnode;
}
scene::IBillboardSceneNode *getSpriteSceneNode()
{
return m_spritenode;
}
bool isPlayer()
{
return m_is_player;
}
bool isLocalPlayer()
{
return m_is_local_player;
}
void removeFromScene()
{
if(m_meshnode){
@ -891,22 +918,27 @@ public:
void updateLight(u8 light_at_pos)
{
bool is_visible = (m_hp != 0);
// Objects attached to the local player should always be hidden
if(m_attachment_parent != NULL && m_attachment_parent->isLocalPlayer())
m_is_visible = false;
else
m_is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(is_visible);
m_meshnode->setVisible(m_is_visible);
}
if(m_animated_meshnode){
setMeshColor(m_animated_meshnode->getMesh(), color);
m_animated_meshnode->setVisible(is_visible);
m_animated_meshnode->setVisible(m_is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(is_visible);
m_spritenode->setVisible(m_is_visible);
}
}
}
@ -948,6 +980,7 @@ public:
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations();
updateBonePosRot();
updateAttachments();
}
if(m_attachment_parent == NULL) // Attachments should be glued to their parent by Irrlicht
@ -1019,6 +1052,9 @@ public:
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
if(m_animated_meshnode)
errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
}
void updateTexturePos()
@ -1241,7 +1277,120 @@ public:
//Useful links:
// http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
// http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
{
// REMAINING ATTACHMENT ISSUES:
// The code below should cause the child to get attached, but for some reason it's not working
// A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
scene::IMeshSceneNode *parent_mesh = NULL;
if(m_attachment_parent->getMeshSceneNode())
parent_mesh = m_attachment_parent->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
if(m_attachment_parent->getAnimatedMeshSceneNode())
parent_animated_mesh = m_attachment_parent->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *parent_sprite = NULL;
if(m_attachment_parent->getSpriteSceneNode())
parent_sprite = m_attachment_parent->getSpriteSceneNode();
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
parent_bone = NULL;
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
m_meshnode->setPosition(parent_bone->getPosition());
m_meshnode->setRotation(parent_bone->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_meshnode->setPosition(parent_mesh->getPosition());
m_meshnode->setRotation(parent_mesh->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_meshnode->setPosition(parent_animated_mesh->getPosition());
m_meshnode->setRotation(parent_animated_mesh->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_meshnode->setPosition(parent_sprite->getPosition());
m_meshnode->setRotation(parent_sprite->getRotation());
m_meshnode->updateAbsolutePosition();
//m_meshnode->setParent(parent_sprite);
}
}
}
if(m_animated_meshnode){
if(parent_bone){
m_animated_meshnode->setPosition(parent_bone->getPosition());
m_animated_meshnode->setRotation(parent_bone->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_animated_meshnode->setPosition(parent_mesh->getPosition());
m_animated_meshnode->setRotation(parent_mesh->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_animated_meshnode->setPosition(parent_sprite->getPosition());
m_animated_meshnode->setRotation(parent_sprite->getRotation());
m_animated_meshnode->updateAbsolutePosition();
//m_animated_meshnode->setParent(parent_sprite);
}
}
}
if(m_spritenode){
if(parent_bone){
m_spritenode->setPosition(parent_bone->getPosition());
m_spritenode->setRotation(parent_bone->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_bone);
}
else
{
if(parent_mesh){
m_spritenode->setPosition(parent_mesh->getPosition());
m_spritenode->setRotation(parent_mesh->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
m_spritenode->setPosition(parent_animated_mesh->getPosition());
m_spritenode->setRotation(parent_animated_mesh->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
m_spritenode->setPosition(parent_sprite->getPosition());
m_spritenode->setRotation(parent_sprite->getRotation());
m_spritenode->updateAbsolutePosition();
//m_spritenode->setParent(parent_sprite);
}
}
}
}
}
void processMessage(const std::string &data)
@ -1334,11 +1483,9 @@ public:
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
ClientActiveObject *obj;
int parent_id = readS16(is);
if(parent_id > 0)
obj = m_env->getActiveObject(parent_id);
else
ClientActiveObject *obj = m_env->getActiveObject(parent_id);
if(!parent_id || !obj)
obj = NULL;
m_attachment_parent = obj;
m_attachment_bone = deSerializeString(is);

@ -444,11 +444,12 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
m_last_sent_position_timer += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if(m_parent != NULL)
{
// REMAINING ATTACHMENT ISSUES:
// This is causing a segmentation fault, investigate why!
//m_base_position = m_parent->getBasePosition();
v3f pos = m_parent->getBasePosition();
m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
}
@ -486,20 +487,23 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
if(send_recommended == false)
return;
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
} else if(m_last_sent_position_timer > 0.2){
minchange = 0.05*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if(move_d > minchange || vel_d > minchange ||
fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
if(m_parent != NULL)
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
} else if(m_last_sent_position_timer > 0.2){
minchange = 0.05*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if(move_d > minchange || vel_d > minchange ||
fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
}
}
if(m_armor_groups_sent == false){
@ -686,11 +690,11 @@ void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players would see them following the parent
// instead of sticking to it, plus we can't read and attach to skeletal bones.
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This can break some things, so we also give the server the most accurate representation
// even if players will only see the client changes since they override server-sent position.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
// Server attachment:
m_parent = parent;
@ -776,6 +780,7 @@ std::string LuaEntitySAO::getPropertyPacket()
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
// If the object is attached client-side, don't waste bandwidth sending its position to clients
if(m_parent != NULL)
return;
@ -925,7 +930,7 @@ std::string PlayerSAO::getStaticData()
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
{
if(!m_properties_sent)
{
m_properties_sent = true;
@ -938,7 +943,16 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
if(m_parent == NULL)
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if(m_parent != NULL)
{
v3f pos = m_parent->getBasePosition();
m_last_good_position = pos;
m_last_good_position_age = 0;
m_player->setPosition(pos);
}
else
{
if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
{
@ -999,15 +1013,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if(send_recommended == false)
return;
// If the object is attached client-side, don't waste bandwidth and send its position to clients
// If the object is attached client-side, don't waste bandwidth sending its position to clients
if(m_position_not_sent && m_parent == NULL)
{
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
// REMAINING ATTACHMENT ISSUES:
// This is causing a segmentation fault, investigate why!
if(m_parent != NULL)
if(m_parent != NULL) // Just in case we ever do send attachment position too
pos = m_parent->getBasePosition();
else
pos = m_player->getPosition() + v3f(0,BS*1,0);
@ -1043,8 +1055,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
void PlayerSAO::setBasePosition(const v3f &position)
{
if(m_parent != NULL)
return;
// This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
m_position_not_sent = true;
}
@ -1183,11 +1194,11 @@ void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players would see them following the parent
// instead of sticking to it, plus we can't read and attach to skeletal bones.
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This can break some things, so we also give the server the most accurate representation
// even if players will only see the client changes since they override server-sent position.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
// Server attachment:
m_parent = parent;

@ -254,6 +254,7 @@ void ContentFeatures::serialize(std::ostream &os)
os<<serializeString(liquid_alternative_flowing);
os<<serializeString(liquid_alternative_source);
writeU8(os, liquid_viscosity);
writeU8(os, liquid_renewable);
writeU8(os, light_source);
writeU32(os, damage_per_second);
node_box.serialize(os);
@ -311,6 +312,7 @@ void ContentFeatures::deSerialize(std::istream &is)
liquid_alternative_flowing = deSerializeString(is);
liquid_alternative_source = deSerializeString(is);
liquid_viscosity = readU8(is);
liquid_renewable = readU8(is);
light_source = readU8(is);
damage_per_second = readU32(is);
node_box.deSerialize(is);