Move ClientEnvironment to dedicated cpp/header files

This commit is contained in:
Loic Blot 2017-01-08 10:49:47 +01:00 committed by Ner'zhul
parent b0746834cc
commit eb2c19bbed
8 changed files with 1042 additions and 1003 deletions

@ -508,6 +508,7 @@ set(client_SRCS
${client_irrlicht_changes_SRCS}
camera.cpp
client.cpp
clientenvironment.cpp
clientmap.cpp
clientmedia.cpp
clientobject.cpp

@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define CLIENT_HEADER
#include "network/connection.h"
#include "environment.h"
#include "clientenvironment.h"
#include "irrlichttypes_extrabloated.h"
#include "threading/mutex.h"
#include <ostream>

847
src/clientenvironment.cpp Normal file

@ -0,0 +1,847 @@
/*
Minetest
Copyright (C) 2010-2017 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 "util/serialize.h"
#include "util/pointedthing.h"
#include "clientenvironment.h"
#include "clientsimpleobject.h"
#include "clientmap.h"
#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *irr):
m_map(map),
m_local_player(NULL),
m_smgr(smgr),
m_texturesource(texturesource),
m_gamedef(gamedef),
m_irr(irr)
{
char zero = 0;
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
delete i->second;
}
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
delete *i;
}
// Drop/delete map
m_map->drop();
}
Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
DSTACK(FUNCTION_NAME);
/*
It is a failure if already is a local player
*/
FATAL_ERROR_IF(m_local_player != NULL,
"Local player already allocated");
m_local_player = player;
}
void ClientEnvironment::step(float dtime)
{
DSTACK(FUNCTION_NAME);
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::vector<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
// Apply physics
if(!free_move && !is_climbing)
{
// Gravity
v3f speed = lplayer->getSpeed();
if(!lplayer->in_liquid)
speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
v3f d = d_wanted.normalize() * dl;
speed += d;
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
i != player_collisions.end(); ++i) {
CollisionInfo &info = *i;
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if(info.type == COLLISION_NODE)
{
const ContentFeatures &f = m_gamedef->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
if(speed > tolerance)
{
f32 damage_f = (speed - tolerance)/BS * post_factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0){
damageLocalPlayer(damage, true);
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
m_gamedef->event()->put(e);
}
}
}
/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
// Feet, middle and head
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
MapNode n1 = m_map->getNodeNoEx(p1);
v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
MapNode n2 = m_map->getNodeNoEx(p2);
v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n3 = m_map->getNodeNoEx(p3);
u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n1).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n2).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n3).damage_per_second);
if(damage_per_second != 0)
{
damageLocalPlayer(damage_per_second, true);
}
}
// Protocol v29 make this behaviour obsolete
if (((Client*) getGameDef())->getProtoVersion() < 29) {
/*
Drowning
*/
if (m_drowning_interval.step(dtime, 2.0)) {
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
u8 drowning_damage = c.drowning;
if (drowning_damage > 0 && lplayer->hp > 0) {
u16 breath = lplayer->getBreath();
if (breath > 10) {
breath = 11;
}
if (breath > 0) {
breath -= 1;
}
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
}
if (lplayer->getBreath() == 0 && drowning_damage > 0) {
damageLocalPlayer(drowning_damage, true);
}
}
if (m_breathing_interval.step(dtime, 0.5)) {
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
if (!lplayer->hp) {
lplayer->setBreath(11);
} else if (c.drowning == 0) {
u16 breath = lplayer->getBreath();
if (breath <= 10) {
breath += 1;
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
}
}
}
}
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
// Get node at head
// On InvalidPositionException, use this as default
// (day: LIGHT_SUN, night: 0)
MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
v3s16 p = lplayer->getLightPosition();
node_at_lplayer = m_map->getNodeNoEx(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef());
u8 day = light & 0xff;
u8 night = (light >> 8) & 0xff;
finalColorBlend(lplayer->light_color, day, night, day_night_ratio);
}
/*
Step active objects and update lighting of them
*/
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
ClientActiveObject* obj = i->second;
// Step object
obj->step(dtime, this);
if(update_lighting)
{
// Update lighting
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(day_night_ratio, m_gamedef->ndef());
else
light = blend_light(day_night_ratio, LIGHT_SUN, 0);
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end();) {
std::vector<ClientSimpleObject*>::iterator cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
if(simple->m_to_be_removed) {
delete simple;
i = m_simple_objects.erase(cur);
}
else {
++i;
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
else
return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
if (n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeClientActiveObjectId(const u16 id,
UNORDERED_MAP<u16, ClientActiveObject*> &objects)
{
if(id == 0)
return false;
return objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;) {
last_used_id ++;
if (isFreeClientActiveObjectId(last_used_id, objects))
return last_used_id;
if (last_used_id == startid)
return 0;
}
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object); // Pre-condition
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects[object->getId()] = object;
object->addToScene(m_smgr, m_texturesource, m_irr);
{ // Update lighting immediately
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
else
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if (obj == NULL) {
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
obj->removeFromScene(true);
delete obj;
m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj == NULL) {
infostream << "ClientEnvironment::processActiveObjectMessage():"
<< " got message for id=" << id << ", which doesn't exist."
<< std::endl;
return;
}
try {
obj->processMessage(data);
} catch (SerializationError &e) {
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<< " id=" << id << " type=" << obj->getType()
<< " SerializationError in processMessage(): " << e.what()
<< std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if (handle_hp) {
if (lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push(event);
}
void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_BREATH;
event.player_breath.amount = breath;
m_client_event_queue.push(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
ClientActiveObject* obj = i->second;
f32 d = (obj->getPosition() - origin).getLength();
if(d > max_d)
continue;
DistanceSortedActiveObject dso(obj, d);
dest.push_back(dso);
}
}
ClientEnvEvent ClientEnvironment::getClientEvent()
{
ClientEnvEvent event;
if(m_client_event_queue.empty())
event.type = CEE_NONE;
else {
event = m_client_event_queue.front();
m_client_event_queue.pop();
}
return event;
}
ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
v3s16 *intersection_normal)
{
std::vector<DistanceSortedActiveObject> objects;
getActiveObjects(shootline_on_map.start,
shootline_on_map.getLength() + 3, objects);
const v3f line_vector = shootline_on_map.getVector();
// Sort them.
// After this, the closest object is the first in the array.
std::sort(objects.begin(), objects.end());
/* Because objects can have different nodebox sizes,
* the object whose center is the nearest isn't necessarily
* the closest one. If an object is found, don't stop
* immediately. */
f32 d_min = shootline_on_map.getLength();
ClientActiveObject *nearest_obj = NULL;
for (u32 i = 0; i < objects.size(); i++) {
ClientActiveObject *obj = objects[i].obj;
aabb3f *selection_box = obj->getSelectionBox();
if (selection_box == NULL)
continue;
v3f pos = obj->getPosition();
aabb3f offsetted_box(selection_box->MinEdge + pos,
selection_box->MaxEdge + pos);
if (offsetted_box.getCenter().getDistanceFrom(
shootline_on_map.start) > d_min + 9.6f*BS) {
// Probably there is no active object that has bigger nodebox than
// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
// 9.6 > 5.5*sqrt(3)
break;
}
v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
f32 d_current = current_intersection.getDistanceFrom(
shootline_on_map.start);
if (d_current <= d_min) {
d_min = d_current;
nearest_obj = obj;
*intersection_point = current_intersection;
*intersection_normal = current_normal;
}
}
}
return nearest_obj;
}
/*
Check if a node is pointable
*/
static inline bool isPointableNode(const MapNode &n,
INodeDefManager *ndef, bool liquids_pointable)
{
const ContentFeatures &features = ndef->get(n);
return features.pointable ||
(liquids_pointable && features.isLiquid());
}
PointedThing ClientEnvironment::getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object)
{
PointedThing result;
INodeDefManager *nodedef = m_map->getNodeDefManager();
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
// The code needs to search these nodes
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
-maximal_exceed.MinEdge);
// If a node is found, there might be a larger node behind.
// To find it, we have to go further.
s16 maximal_overcheck =
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
const v3f original_vector = shootline.getVector();
const f32 original_length = original_vector.getLength();
f32 min_distance = original_length;
// First try to find an active object
if (look_for_object) {
ClientActiveObject *selected_object = getSelectedActiveObject(
shootline, &result.intersection_point,
&result.intersection_normal);
if (selected_object != NULL) {
min_distance =
(result.intersection_point - shootline.start).getLength();
result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
}
}
// Reduce shootline
if (original_length > 0) {
shootline.end = shootline.start
+ shootline.getVector() / original_length * min_distance;
}
// Try to find a node that is closer than the selected active
// object (if it exists).
voxalgo::VoxelLineIterator iterator(shootline.start / BS,
shootline.getVector() / BS);
v3s16 oldnode = iterator.m_current_node_pos;
// Indicates that a node was found.
bool is_node_found = false;
// If a node is found, it is possible that there's a node
// behind it with a large nodebox, so continue the search.
u16 node_foundcounter = 0;
// If a node is found, this is the center of the
// first nodebox the shootline meets.
v3f found_boxcenter(0, 0, 0);
// The untested nodes are in this range.
core::aabbox3d<s16> new_nodes;
while (true) {
// Test the nodes around the current node in search_range.
new_nodes = search_range;
new_nodes.MinEdge += iterator.m_current_node_pos;
new_nodes.MaxEdge += iterator.m_current_node_pos;
// Only check new nodes
v3s16 delta = iterator.m_current_node_pos - oldnode;
if (delta.X > 0)
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
else if (delta.X < 0)
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
else if (delta.Y > 0)
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
else if (delta.Y < 0)
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
else if (delta.Z > 0)
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
else if (delta.Z < 0)
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
// For each untested node
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
MapNode n;
v3s16 np(x, y, z);
bool is_valid_position;
n = m_map->getNodeNoEx(np, &is_valid_position);
if (!(is_valid_position &&
isPointableNode(n, nodedef, liquids_pointable))) {
continue;
}
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(np, m_map));
v3f npf = intToFloat(np, BS);
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
v3f intersection_point;
v3s16 intersection_normal;
if (!boxLineCollision(box, shootline.start, shootline.getVector(),
&intersection_point, &intersection_normal)) {
continue;
}
f32 distance = (intersection_point - shootline.start).getLength();
if (distance >= min_distance) {
continue;
}
result.type = POINTEDTHING_NODE;
result.node_undersurface = np;
result.intersection_point = intersection_point;
result.intersection_normal = intersection_normal;
found_boxcenter = box.getCenter();
min_distance = distance;
is_node_found = true;
}
}
}
}
if (is_node_found) {
node_foundcounter++;
if (node_foundcounter > maximal_overcheck) {
break;
}
}
// Next node
if (iterator.hasNext()) {
oldnode = iterator.m_current_node_pos;
iterator.next();
} else {
break;
}
}
if (is_node_found) {
// Set undersurface and abovesurface nodes
f32 d = 0.002 * BS;
v3f fake_intersection = result.intersection_point;
// Move intersection towards its source block.
if (fake_intersection.X < found_boxcenter.X)
fake_intersection.X += d;
else
fake_intersection.X -= d;
if (fake_intersection.Y < found_boxcenter.Y)
fake_intersection.Y += d;
else
fake_intersection.Y -= d;
if (fake_intersection.Z < found_boxcenter.Z)
fake_intersection.Z += d;
else
fake_intersection.Z -= d;
result.node_real_undersurface = floatToInt(fake_intersection, BS);
result.node_abovesurface = result.node_real_undersurface
+ result.intersection_normal;
}
return result;
}

191
src/clientenvironment.h Normal file

@ -0,0 +1,191 @@
/*
Minetest
Copyright (C) 2010-2017 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.
*/
#ifndef CLIENT_ENVIRONMENT_HEADER
#define CLIENT_ENVIRONMENT_HEADER
#include <IrrlichtDevice.h>
#include <ISceneManager.h>
#include "environment.h"
#include "clientobject.h"
class ClientSimpleObject;
class ClientMap;
class ClientActiveObject;
class GenericCAO;
class LocalPlayer;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE,
CEE_PLAYER_BREATH
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
//struct{
//} none;
struct{
u8 amount;
bool send_to_server;
} player_damage;
struct{
u16 amount;
} player_breath;
};
};
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *device);
~ClientEnvironment();
Map & getMap();
ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
void step(f32 dtime);
virtual void setLocalPlayer(LocalPlayer *player);
LocalPlayer *getLocalPlayer() { return m_local_player; }
/*
ClientSimpleObjects
*/
void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
GenericCAO* getGenericCAO(u16 id);
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
void updateLocalPlayerBreath(u16 breath);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
/*!
* Gets closest object pointed by the shootline.
* Returns NULL if not found.
*
* \param[in] shootline_on_map the shootline for
* the test in world coordinates
* \param[out] intersection_point the first point where
* the shootline meets the object. Valid only if
* not NULL is returned.
* \param[out] intersection_normal the normal vector of
* the intersection, pointing outwards. Zero vector if
* the shootline starts in an active object.
* Valid only if not NULL is returned.
*/
ClientActiveObject * getSelectedActiveObject(
const core::line3d<f32> &shootline_on_map,
v3f *intersection_point,
v3s16 *intersection_normal
);
/*!
* Performs a raycast on the world.
* Returns the first thing the shootline meets.
*
* @param[in] shootline the shootline, starting from
* the camera position. This also gives the maximal distance
* of the search.
* @param[in] liquids_pointable if false, liquids are ignored
* @param[in] look_for_object if false, objects are ignored
*/
PointedThing getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object);
u16 attachement_parent_ids[USHRT_MAX + 1];
const std::list<std::string> &getPlayerNames() { return m_player_names; }
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
void updateCameraOffset(v3s16 camera_offset)
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset() const { return m_camera_offset; }
private:
ClientMap *m_map;
LocalPlayer *m_local_player;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
IntervalLimiter m_drowning_interval;
IntervalLimiter m_breathing_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
};
#endif

@ -22,12 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "nodedef.h"
#include "gamedef.h"
#include "log.h"
#include "environment.h"
#include "clientenvironment.h"
#include "serverobject.h"
#include <vector>
#include <set>
#include "util/timetaker.h"
#include "profiler.h"
// float error is 10 - 9.96875 = 0.03125

@ -20,9 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_cso.h"
#include <IBillboardSceneNode.h>
#include "client/tile.h"
#include "environment.h"
#include "clientenvironment.h"
#include "gamedef.h"
#include "log.h"
#include "map.h"
/*

@ -33,12 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "nodemetadata.h"
#include "gamedef.h"
#ifndef SERVER
#include "clientmap.h"
#include "localplayer.h"
#include "mapblock_mesh.h"
#include "event.h"
#endif
#include "server.h"
#include "daynightratio.h"
#include "map.h"
@ -2279,825 +2273,3 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
}
}
#ifndef SERVER
#include "clientsimpleobject.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *irr):
m_map(map),
m_local_player(NULL),
m_smgr(smgr),
m_texturesource(texturesource),
m_gamedef(gamedef),
m_irr(irr)
{
char zero = 0;
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
delete i->second;
}
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
delete *i;
}
// Drop/delete map
m_map->drop();
}
Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
DSTACK(FUNCTION_NAME);
/*
It is a failure if already is a local player
*/
FATAL_ERROR_IF(m_local_player != NULL,
"Local player already allocated");
m_local_player = player;
}
void ClientEnvironment::step(float dtime)
{
DSTACK(FUNCTION_NAME);
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::vector<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
// Apply physics
if(!free_move && !is_climbing)
{
// Gravity
v3f speed = lplayer->getSpeed();
if(!lplayer->in_liquid)
speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
v3f d = d_wanted.normalize() * dl;
speed += d;
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
i != player_collisions.end(); ++i) {
CollisionInfo &info = *i;
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if(info.type == COLLISION_NODE)
{
const ContentFeatures &f = m_gamedef->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
if(speed > tolerance)
{
f32 damage_f = (speed - tolerance)/BS * post_factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0){
damageLocalPlayer(damage, true);
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
m_gamedef->event()->put(e);
}
}
}
/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
// Feet, middle and head
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
MapNode n1 = m_map->getNodeNoEx(p1);
v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
MapNode n2 = m_map->getNodeNoEx(p2);
v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n3 = m_map->getNodeNoEx(p3);
u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n1).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n2).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n3).damage_per_second);
if(damage_per_second != 0)
{
damageLocalPlayer(damage_per_second, true);
}
}
// Protocol v29 make this behaviour obsolete
if (((Client*) getGameDef())->getProtoVersion() < 29) {
/*
Drowning
*/
if (m_drowning_interval.step(dtime, 2.0)) {
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
u8 drowning_damage = c.drowning;
if (drowning_damage > 0 && lplayer->hp > 0) {
u16 breath = lplayer->getBreath();
if (breath > 10) {
breath = 11;
}
if (breath > 0) {
breath -= 1;
}
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
}
if (lplayer->getBreath() == 0 && drowning_damage > 0) {
damageLocalPlayer(drowning_damage, true);
}
}
if (m_breathing_interval.step(dtime, 0.5)) {
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
if (!lplayer->hp) {
lplayer->setBreath(11);
} else if (c.drowning == 0) {
u16 breath = lplayer->getBreath();
if (breath <= 10) {
breath += 1;
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
}
}
}
}
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
// Get node at head
// On InvalidPositionException, use this as default
// (day: LIGHT_SUN, night: 0)
MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
v3s16 p = lplayer->getLightPosition();
node_at_lplayer = m_map->getNodeNoEx(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef());
u8 day = light & 0xff;
u8 night = (light >> 8) & 0xff;
finalColorBlend(lplayer->light_color, day, night, day_night_ratio);
}
/*
Step active objects and update lighting of them
*/
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
ClientActiveObject* obj = i->second;
// Step object
obj->step(dtime, this);
if(update_lighting)
{
// Update lighting
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(day_night_ratio, m_gamedef->ndef());
else
light = blend_light(day_night_ratio, LIGHT_SUN, 0);
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end();) {
std::vector<ClientSimpleObject*>::iterator cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
if(simple->m_to_be_removed) {
delete simple;
i = m_simple_objects.erase(cur);
}
else {
++i;
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
else
return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
if (n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeClientActiveObjectId(const u16 id,
UNORDERED_MAP<u16, ClientActiveObject*> &objects)
{
if(id == 0)
return false;
return objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;) {
last_used_id ++;
if (isFreeClientActiveObjectId(last_used_id, objects))
return last_used_id;
if (last_used_id == startid)
return 0;
}
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object); // Pre-condition
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects[object->getId()] = object;
object->addToScene(m_smgr, m_texturesource, m_irr);
{ // Update lighting immediately
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
else
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if (obj == NULL) {
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
obj->removeFromScene(true);
delete obj;
m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj == NULL) {
infostream << "ClientEnvironment::processActiveObjectMessage():"
<< " got message for id=" << id << ", which doesn't exist."
<< std::endl;
return;
}
try {
obj->processMessage(data);
} catch (SerializationError &e) {
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<< " id=" << id << " type=" << obj->getType()
<< " SerializationError in processMessage(): " << e.what()
<< std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if (handle_hp) {
if (lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push(event);
}
void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_BREATH;
event.player_breath.amount = breath;
m_client_event_queue.push(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
ClientActiveObject* obj = i->second;
f32 d = (obj->getPosition() - origin).getLength();
if(d > max_d)
continue;
DistanceSortedActiveObject dso(obj, d);
dest.push_back(dso);
}
}
ClientEnvEvent ClientEnvironment::getClientEvent()
{
ClientEnvEvent event;
if(m_client_event_queue.empty())
event.type = CEE_NONE;
else {
event = m_client_event_queue.front();
m_client_event_queue.pop();
}
return event;
}
ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
v3s16 *intersection_normal)
{
std::vector<DistanceSortedActiveObject> objects;
getActiveObjects(shootline_on_map.start,
shootline_on_map.getLength() + 3, objects);
const v3f line_vector = shootline_on_map.getVector();
// Sort them.
// After this, the closest object is the first in the array.
std::sort(objects.begin(), objects.end());
/* Because objects can have different nodebox sizes,
* the object whose center is the nearest isn't necessarily
* the closest one. If an object is found, don't stop
* immediately. */
f32 d_min = shootline_on_map.getLength();
ClientActiveObject *nearest_obj = NULL;
for (u32 i = 0; i < objects.size(); i++) {
ClientActiveObject *obj = objects[i].obj;
aabb3f *selection_box = obj->getSelectionBox();
if (selection_box == NULL)
continue;
v3f pos = obj->getPosition();
aabb3f offsetted_box(selection_box->MinEdge + pos,
selection_box->MaxEdge + pos);
if (offsetted_box.getCenter().getDistanceFrom(
shootline_on_map.start) > d_min + 9.6f*BS) {
// Probably there is no active object that has bigger nodebox than
// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
// 9.6 > 5.5*sqrt(3)
break;
}
v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
f32 d_current = current_intersection.getDistanceFrom(
shootline_on_map.start);
if (d_current <= d_min) {
d_min = d_current;
nearest_obj = obj;
*intersection_point = current_intersection;
*intersection_normal = current_normal;
}
}
}
return nearest_obj;
}
/*
Check if a node is pointable
*/
static inline bool isPointableNode(const MapNode &n,
INodeDefManager *ndef, bool liquids_pointable)
{
const ContentFeatures &features = ndef->get(n);
return features.pointable ||
(liquids_pointable && features.isLiquid());
}
PointedThing ClientEnvironment::getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object)
{
PointedThing result;
INodeDefManager *nodedef = m_map->getNodeDefManager();
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
// The code needs to search these nodes
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
-maximal_exceed.MinEdge);
// If a node is found, there might be a larger node behind.
// To find it, we have to go further.
s16 maximal_overcheck =
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
const v3f original_vector = shootline.getVector();
const f32 original_length = original_vector.getLength();
f32 min_distance = original_length;
// First try to find an active object
if (look_for_object) {
ClientActiveObject *selected_object = getSelectedActiveObject(
shootline, &result.intersection_point,
&result.intersection_normal);
if (selected_object != NULL) {
min_distance =
(result.intersection_point - shootline.start).getLength();
result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
}
}
// Reduce shootline
if (original_length > 0) {
shootline.end = shootline.start
+ shootline.getVector() / original_length * min_distance;
}
// Try to find a node that is closer than the selected active
// object (if it exists).
voxalgo::VoxelLineIterator iterator(shootline.start / BS,
shootline.getVector() / BS);
v3s16 oldnode = iterator.m_current_node_pos;
// Indicates that a node was found.
bool is_node_found = false;
// If a node is found, it is possible that there's a node
// behind it with a large nodebox, so continue the search.
u16 node_foundcounter = 0;
// If a node is found, this is the center of the
// first nodebox the shootline meets.
v3f found_boxcenter(0, 0, 0);
// The untested nodes are in this range.
core::aabbox3d<s16> new_nodes;
while (true) {
// Test the nodes around the current node in search_range.
new_nodes = search_range;
new_nodes.MinEdge += iterator.m_current_node_pos;
new_nodes.MaxEdge += iterator.m_current_node_pos;
// Only check new nodes
v3s16 delta = iterator.m_current_node_pos - oldnode;
if (delta.X > 0)
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
else if (delta.X < 0)
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
else if (delta.Y > 0)
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
else if (delta.Y < 0)
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
else if (delta.Z > 0)
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
else if (delta.Z < 0)
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
// For each untested node
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
MapNode n;
v3s16 np(x, y, z);
bool is_valid_position;
n = m_map->getNodeNoEx(np, &is_valid_position);
if (!(is_valid_position &&
isPointableNode(n, nodedef, liquids_pointable))) {
continue;
}
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(np, m_map));
v3f npf = intToFloat(np, BS);
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
v3f intersection_point;
v3s16 intersection_normal;
if (!boxLineCollision(box, shootline.start, shootline.getVector(),
&intersection_point, &intersection_normal)) {
continue;
}
f32 distance = (intersection_point - shootline.start).getLength();
if (distance >= min_distance) {
continue;
}
result.type = POINTEDTHING_NODE;
result.node_undersurface = np;
result.intersection_point = intersection_point;
result.intersection_normal = intersection_normal;
found_boxcenter = box.getCenter();
min_distance = distance;
is_node_found = true;
}
}
}
}
if (is_node_found) {
node_foundcounter++;
if (node_foundcounter > maximal_overcheck) {
break;
}
}
// Next node
if (iterator.hasNext()) {
oldnode = iterator.m_current_node_pos;
iterator.next();
} else {
break;
}
}
if (is_node_found) {
// Set undersurface and abovesurface nodes
f32 d = 0.002 * BS;
v3f fake_intersection = result.intersection_point;
// Move intersection towards its source block.
if (fake_intersection.X < found_boxcenter.X)
fake_intersection.X += d;
else
fake_intersection.X -= d;
if (fake_intersection.Y < found_boxcenter.Y)
fake_intersection.Y += d;
else
fake_intersection.Y -= d;
if (fake_intersection.Z < found_boxcenter.Z)
fake_intersection.Z += d;
else
fake_intersection.Z -= d;
result.node_real_undersurface = floatToInt(fake_intersection, BS);
result.node_abovesurface = result.node_real_undersurface
+ result.intersection_normal;
}
return result;
}
#endif // #ifndef SERVER

@ -50,7 +50,6 @@ class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class GameScripting;
class Player;
class RemotePlayer;
@ -525,171 +524,5 @@ private:
UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
};
#ifndef SERVER
#include "clientobject.h"
#include "content_cao.h"
class ClientSimpleObject;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE,
CEE_PLAYER_BREATH
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
//struct{
//} none;
struct{
u8 amount;
bool send_to_server;
} player_damage;
struct{
u16 amount;
} player_breath;
};
};
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *device);
~ClientEnvironment();
Map & getMap();
ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
void step(f32 dtime);
virtual void setLocalPlayer(LocalPlayer *player);
LocalPlayer *getLocalPlayer() { return m_local_player; }
/*
ClientSimpleObjects
*/
void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
GenericCAO* getGenericCAO(u16 id);
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
void updateLocalPlayerBreath(u16 breath);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
/*!
* Gets closest object pointed by the shootline.
* Returns NULL if not found.
*
* \param[in] shootline_on_map the shootline for
* the test in world coordinates
* \param[out] intersection_point the first point where
* the shootline meets the object. Valid only if
* not NULL is returned.
* \param[out] intersection_normal the normal vector of
* the intersection, pointing outwards. Zero vector if
* the shootline starts in an active object.
* Valid only if not NULL is returned.
*/
ClientActiveObject * getSelectedActiveObject(
const core::line3d<f32> &shootline_on_map,
v3f *intersection_point,
v3s16 *intersection_normal
);
/*!
* Performs a raycast on the world.
* Returns the first thing the shootline meets.
*
* @param[in] shootline the shootline, starting from
* the camera position. This also gives the maximal distance
* of the search.
* @param[in] liquids_pointable if false, liquids are ignored
* @param[in] look_for_object if false, objects are ignored
*/
PointedThing getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object);
u16 attachement_parent_ids[USHRT_MAX + 1];
const std::list<std::string> &getPlayerNames() { return m_player_names; }
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
void updateCameraOffset(v3s16 camera_offset)
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset() const { return m_camera_offset; }
private:
ClientMap *m_map;
LocalPlayer *m_local_player;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
IntervalLimiter m_drowning_interval;
IntervalLimiter m_breathing_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
};
#endif
#endif