forked from Mirrorlandia_minetest/minetest
3face01a20
* Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
1542 lines
45 KiB
C++
1542 lines
45 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
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#include <IBillboardSceneNode.h>
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include "content_cao.h"
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#include "util/numeric.h" // For IntervalLimiter
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#include "util/serialize.h"
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#include "util/basic_macros.h"
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#include "client/tile.h"
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#include "environment.h"
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#include "collision.h"
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#include "settings.h"
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#include "serialization.h" // For decompressZlib
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#include "clientobject.h"
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#include "mesh.h"
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#include "itemdef.h"
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#include "tool.h"
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#include "content_cso.h"
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#include "sound.h"
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#include "nodedef.h"
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#include "localplayer.h"
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#include "map.h"
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#include "camera.h" // CameraModes
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#include "client.h"
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#include "wieldmesh.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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class Settings;
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struct ToolCapabilities;
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std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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void SmoothTranslator::init(v3f vect)
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{
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vect_old = vect;
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vect_show = vect;
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vect_aim = vect;
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anim_counter = 0;
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anim_time = 0;
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anim_time_counter = 0;
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aim_is_end = true;
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}
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void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
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{
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aim_is_end = is_end_position;
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vect_old = vect_show;
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vect_aim = vect_new;
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if(update_interval > 0)
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{
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anim_time = update_interval;
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} else {
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if(anim_time < 0.001 || anim_time > 1.0)
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anim_time = anim_time_counter;
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else
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anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
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}
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anim_time_counter = 0;
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anim_counter = 0;
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}
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void SmoothTranslator::translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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anim_counter = anim_counter + dtime;
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v3f vect_move = vect_aim - vect_old;
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f32 moveratio = 1.0;
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if(anim_time > 0.001)
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.8;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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if(moveratio > move_end)
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moveratio = move_end;
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vect_show = vect_old + vect_move * moveratio;
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}
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/*
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Other stuff
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*/
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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{
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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}
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/*
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TestCAO
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*/
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class TestCAO : public ClientActiveObject
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{
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public:
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TestCAO(Client *client, ClientEnvironment *env);
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virtual ~TestCAO() = default;
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ActiveObjectType getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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}
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(ITextureSource *tsrc);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) const { return false; }
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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// Prototype
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TestCAO proto_TestCAO(NULL, NULL);
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TestCAO::TestCAO(Client *client, ClientEnvironment *env):
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ClientActiveObject(0, client, env),
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m_node(NULL),
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m_position(v3f(0,10*BS,0))
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{
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ClientActiveObject::registerType(getType(), create);
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}
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ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
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{
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return new TestCAO(client, env);
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}
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void TestCAO::addToScene(ITextureSource *tsrc)
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{
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if(m_node != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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}
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void TestCAO::removeFromScene(bool permanent)
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{
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if (!m_node)
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return;
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m_node->remove();
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m_node = NULL;
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}
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void TestCAO::updateLight(u8 light_at_pos)
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{
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}
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v3s16 TestCAO::getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void TestCAO::updateNodePos()
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{
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if (!m_node)
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return;
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m_node->setPosition(m_position);
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//m_node->setRotation(v3f(0, 45, 0));
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}
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void TestCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_node)
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{
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v3f rot = m_node->getRotation();
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//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
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rot.Y += dtime * 180;
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m_node->setRotation(rot);
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}
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}
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void TestCAO::processMessage(const std::string &data)
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{
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infostream<<"TestCAO: Got data: "<<data<<std::endl;
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std::istringstream is(data, std::ios::binary);
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u16 cmd;
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is>>cmd;
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if(cmd == 0)
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{
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v3f newpos;
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is>>newpos.X;
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is>>newpos.Y;
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is>>newpos.Z;
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m_position = newpos;
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updateNodePos();
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}
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}
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/*
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GenericCAO
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*/
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#include "genericobject.h"
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GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
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ClientActiveObject(0, client, env)
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{
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if (client == NULL) {
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ClientActiveObject::registerType(getType(), create);
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} else {
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m_client = client;
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}
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}
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bool GenericCAO::getCollisionBox(aabb3f *toset) const
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{
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if (m_prop.physical)
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{
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_position;
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toset->MaxEdge += m_position;
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return true;
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}
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return false;
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}
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bool GenericCAO::collideWithObjects() const
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{
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return m_prop.collideWithObjects;
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}
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void GenericCAO::initialize(const std::string &data)
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{
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infostream<<"GenericCAO: Got init data"<<std::endl;
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processInitData(data);
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if (m_is_player) {
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// Check if it's the current player
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LocalPlayer *player = m_env->getLocalPlayer();
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if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
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m_is_local_player = true;
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m_is_visible = false;
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player->setCAO(this);
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}
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}
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}
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void GenericCAO::processInitData(const std::string &data)
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{
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std::istringstream is(data, std::ios::binary);
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int num_messages = 0;
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// version
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u8 version = readU8(is);
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// check version
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if (version == 1) { // In PROTOCOL_VERSION 14
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m_name = deSerializeString(is);
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m_is_player = readU8(is);
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m_id = readU16(is);
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m_position = readV3F1000(is);
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m_yaw = readF1000(is);
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m_hp = readS16(is);
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num_messages = readU8(is);
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} else {
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errorstream<<"GenericCAO: Unsupported init data version"
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<<std::endl;
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return;
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}
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for (int i = 0; i < num_messages; i++) {
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std::string message = deSerializeLongString(is);
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processMessage(message);
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}
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pos_translator.init(m_position);
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updateNodePos();
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}
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GenericCAO::~GenericCAO()
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{
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removeFromScene(true);
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}
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bool GenericCAO::getSelectionBox(aabb3f *toset) const
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{
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if (!m_prop.is_visible || !m_is_visible || m_is_local_player
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|| !m_prop.pointable || getParent() != NULL) {
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return false;
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}
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*toset = m_selection_box;
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return true;
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}
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v3f GenericCAO::getPosition()
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{
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if (getParent() != NULL) {
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scene::ISceneNode *node = getSceneNode();
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if (node)
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return node->getAbsolutePosition();
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return m_position;
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}
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return pos_translator.vect_show;
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}
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const bool GenericCAO::isImmortal()
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{
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return itemgroup_get(getGroups(), "immortal");
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}
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scene::ISceneNode* GenericCAO::getSceneNode()
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{
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if (m_meshnode) {
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return m_meshnode;
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}
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if (m_animated_meshnode) {
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return m_animated_meshnode;
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}
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if (m_wield_meshnode) {
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return m_wield_meshnode;
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}
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if (m_spritenode) {
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return m_spritenode;
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}
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return NULL;
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}
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scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
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{
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return m_animated_meshnode;
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}
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void GenericCAO::setChildrenVisible(bool toset)
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{
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for (u16 cao_id : m_children) {
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GenericCAO *obj = m_env->getGenericCAO(cao_id);
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if (obj) {
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obj->setVisible(toset);
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}
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}
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}
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void GenericCAO::setAttachments()
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{
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updateAttachments();
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}
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ClientActiveObject* GenericCAO::getParent() const
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{
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ClientActiveObject *obj = NULL;
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u16 attached_id = m_env->attachement_parent_ids[getId()];
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if ((attached_id != 0) &&
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(attached_id != getId())) {
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obj = m_env->getActiveObject(attached_id);
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}
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return obj;
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}
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void GenericCAO::removeFromScene(bool permanent)
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{
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// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
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if((m_env != NULL) && (permanent))
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{
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for (u16 ci : m_children) {
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if (m_env->attachement_parent_ids[ci] == getId()) {
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m_env->attachement_parent_ids[ci] = 0;
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}
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}
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m_env->attachement_parent_ids[getId()] = 0;
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LocalPlayer* player = m_env->getLocalPlayer();
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if (this == player->parent) {
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player->parent = NULL;
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player->isAttached = false;
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}
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}
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if (m_meshnode) {
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m_meshnode->remove();
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m_meshnode->drop();
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m_meshnode = NULL;
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} else if (m_animated_meshnode) {
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m_animated_meshnode->remove();
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m_animated_meshnode->drop();
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m_animated_meshnode = NULL;
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} else if (m_wield_meshnode) {
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m_wield_meshnode->remove();
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m_wield_meshnode->drop();
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m_wield_meshnode = NULL;
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} else if (m_spritenode) {
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m_spritenode->remove();
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m_spritenode->drop();
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m_spritenode = NULL;
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}
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if (m_nametag) {
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m_client->getCamera()->removeNametag(m_nametag);
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m_nametag = NULL;
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}
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}
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void GenericCAO::addToScene(ITextureSource *tsrc)
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{
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m_smgr = RenderingEngine::get_scene_manager();
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if (getSceneNode() != NULL) {
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return;
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}
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m_visuals_expired = false;
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if (!m_prop.is_visible) {
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return;
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}
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if (m_prop.visual == "sprite") {
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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u8 li = m_last_light;
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m_spritenode->setColor(video::SColor(255,li,li,li));
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m_spritenode->setSize(m_prop.visual_size*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, 0, 0);
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}
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} else if (m_prop.visual == "upright_sprite") {
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS * m_prop.visual_size.X / 2;
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double dy = BS * m_prop.visual_size.Y / 2;
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u8 li = m_last_light;
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video::SColor c(255, li, li, li);
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
|
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
// Add to mesh
|
|
mesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
{ // Back
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
video::S3DVertex vertices[4] = {
|
|
video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
|
|
video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
|
|
video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
|
|
video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
|
|
};
|
|
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_BILINEAR_FILTER, false);
|
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
|
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
// Add to mesh
|
|
mesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
|
|
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") {
|
|
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
|
|
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
|
|
m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
|
|
m_meshnode->grab();
|
|
mesh->drop();
|
|
|
|
m_meshnode->setScale(v3f(m_prop.visual_size.X,
|
|
m_prop.visual_size.Y,
|
|
m_prop.visual_size.X));
|
|
u8 li = m_last_light;
|
|
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
|
|
|
|
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
|
}
|
|
else if(m_prop.visual == "mesh") {
|
|
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
|
|
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
|
|
if(mesh)
|
|
{
|
|
m_animated_meshnode = RenderingEngine::get_scene_manager()->
|
|
addAnimatedMeshSceneNode(mesh, NULL);
|
|
m_animated_meshnode->grab();
|
|
mesh->drop(); // The scene node took hold of it
|
|
m_animated_meshnode->animateJoints(); // Needed for some animations
|
|
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
|
|
m_prop.visual_size.Y,
|
|
m_prop.visual_size.X));
|
|
u8 li = m_last_light;
|
|
|
|
// set vertex colors to ensure alpha is set
|
|
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
|
|
|
|
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
|
|
|
|
bool backface_culling = m_prop.backface_culling;
|
|
if (m_is_player)
|
|
backface_culling = false;
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
|
|
}
|
|
else
|
|
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
|
|
} else if (m_prop.visual == "wielditem") {
|
|
ItemStack item;
|
|
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
|
|
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_wield_meshnode->setScale(
|
|
v3f(m_prop.visual_size.X / 2, m_prop.visual_size.Y / 2,
|
|
m_prop.visual_size.X / 2));
|
|
u8 li = m_last_light;
|
|
m_wield_meshnode->setColor(video::SColor(255, li, li, li));
|
|
} 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_prop.nametag.empty() && !m_is_local_player) {
|
|
// Add nametag
|
|
v3f pos;
|
|
pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
|
|
m_nametag = m_client->getCamera()->addNametag(node,
|
|
m_prop.nametag, m_prop.nametag_color,
|
|
pos);
|
|
}
|
|
|
|
updateNodePos();
|
|
updateAnimation();
|
|
updateBonePosition();
|
|
updateAttachments();
|
|
}
|
|
|
|
void GenericCAO::updateLight(u8 light_at_pos)
|
|
{
|
|
// Don't update light of attached one
|
|
if (getParent() != NULL) {
|
|
return;
|
|
}
|
|
|
|
updateLightNoCheck(light_at_pos);
|
|
|
|
// Update light of all children
|
|
for (u16 i : m_children) {
|
|
ClientActiveObject *obj = m_env->getActiveObject(i);
|
|
if (obj) {
|
|
obj->updateLightNoCheck(light_at_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateLightNoCheck(u8 light_at_pos)
|
|
{
|
|
if (m_glow < 0)
|
|
return;
|
|
|
|
u8 li = decode_light(light_at_pos + m_glow);
|
|
if (li != m_last_light) {
|
|
m_last_light = li;
|
|
video::SColor color(255,li,li,li);
|
|
if (m_meshnode) {
|
|
setMeshColor(m_meshnode->getMesh(), color);
|
|
} else if (m_animated_meshnode) {
|
|
setAnimatedMeshColor(m_animated_meshnode, color);
|
|
} else if (m_wield_meshnode) {
|
|
m_wield_meshnode->setColor(color);
|
|
} else if (m_spritenode) {
|
|
m_spritenode->setColor(color);
|
|
}
|
|
}
|
|
}
|
|
|
|
v3s16 GenericCAO::getLightPosition()
|
|
{
|
|
if (m_is_player)
|
|
return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
|
|
|
|
return floatToInt(m_position, BS);
|
|
}
|
|
|
|
void GenericCAO::updateNodePos()
|
|
{
|
|
if (getParent() != NULL)
|
|
return;
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
|
|
if (node) {
|
|
v3s16 camera_offset = m_env->getCameraOffset();
|
|
node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
|
|
if (node != m_spritenode) { // rotate if not a sprite
|
|
v3f rot = node->getRotation();
|
|
rot.Y = -m_yaw;
|
|
node->setRotation(rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::step(float dtime, ClientEnvironment *env)
|
|
{
|
|
// Handel model of local player instantly to prevent lags
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
if (m_is_visible) {
|
|
int old_anim = player->last_animation;
|
|
float old_anim_speed = player->last_animation_speed;
|
|
m_position = player->getPosition();
|
|
m_velocity = v3f(0,0,0);
|
|
m_acceleration = v3f(0,0,0);
|
|
pos_translator.vect_show = m_position;
|
|
m_yaw = player->getYaw();
|
|
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.LMB || controls.RMB)) {
|
|
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.LMB || controls.RMB) {
|
|
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 && !player->isAttached) {
|
|
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 (auto ci = m_children.begin(); ci != m_children.end();) {
|
|
if (m_env->attachement_parent_ids[*ci] != getId()) {
|
|
ci = m_children.erase(ci);
|
|
continue;
|
|
}
|
|
ClientActiveObject *obj = m_env->getActiveObject(*ci);
|
|
if (obj) {
|
|
scene::ISceneNode *child_node = obj->getSceneNode();
|
|
if (child_node)
|
|
child_node->setParent(m_smgr->getRootSceneNode());
|
|
}
|
|
++ci;
|
|
}
|
|
|
|
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_children) {
|
|
// Get the object of the child
|
|
ClientActiveObject *obj = m_env->getActiveObject(cao_id);
|
|
if (obj)
|
|
obj->setAttachments();
|
|
}
|
|
}
|
|
|
|
// 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.vect_show = m_position;
|
|
|
|
if(m_is_local_player) // Update local player attachment position
|
|
{
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->overridePosition = getParent()->getPosition();
|
|
m_env->getLocalPlayer()->parent = getParent();
|
|
}
|
|
} else {
|
|
v3f lastpos = pos_translator.vect_show;
|
|
|
|
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);
|
|
pos_translator.translate(dtime);
|
|
updateNodePos();
|
|
} 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.vect_show);
|
|
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().getNodeNoEx(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() && fabs(m_prop.automatic_rotate) > 0.001)
|
|
{
|
|
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
|
|
updateNodePos();
|
|
}
|
|
|
|
if (!getParent() && m_prop.automatic_face_movement_dir &&
|
|
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
|
|
|
|
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
|
|
+ m_prop.automatic_face_movement_dir_offset;
|
|
float max_rotation_delta =
|
|
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
|
|
float delta = wrapDegrees_0_360(target_yaw - m_yaw);
|
|
|
|
if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
|
|
m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
|
|
m_yaw = wrapDegrees_0_360(m_yaw);
|
|
} else {
|
|
m_yaw = target_yaw;
|
|
}
|
|
updateNodePos();
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
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_yaw;
|
|
dir = wrapDegrees_180(dir);
|
|
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
|
|
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
|
|
col += 2;
|
|
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
|
|
col += 3;
|
|
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
|
|
col += 0;
|
|
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
|
|
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);
|
|
}
|
|
}
|
|
|
|
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->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);
|
|
}
|
|
}
|
|
|
|
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.TextureLayer[0].Texture = texture;
|
|
material.setFlag(video::EMF_LIGHTING, true);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
// 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];
|
|
}
|
|
}
|
|
}
|
|
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.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];
|
|
setMeshColor(mesh, 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];
|
|
setMeshColor(mesh, 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
|
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
|
|
std::string bone_name = (*ii).first;
|
|
v3f bone_pos = (*ii).second.X;
|
|
v3f bone_rot = (*ii).second.Y;
|
|
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
|
|
if(bone)
|
|
{
|
|
bone->setPosition(bone_pos);
|
|
bone->setRotation(bone_rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateAttachments()
|
|
{
|
|
|
|
if (!getParent()) { // Detach or don't attach
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node) {
|
|
v3f old_position = node->getAbsolutePosition();
|
|
v3f old_rotation = node->getRotation();
|
|
node->setParent(m_smgr->getRootSceneNode());
|
|
node->setPosition(old_position);
|
|
node->setRotation(old_rotation);
|
|
node->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
else // Attach
|
|
{
|
|
scene::ISceneNode *my_node = getSceneNode();
|
|
|
|
scene::ISceneNode *parent_node = getParent()->getSceneNode();
|
|
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
|
|
getParent()->getAnimatedMeshSceneNode();
|
|
if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
|
|
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
|
|
}
|
|
|
|
if (my_node && parent_node) {
|
|
my_node->setParent(parent_node);
|
|
my_node->setPosition(m_attachment_position);
|
|
my_node->setRotation(m_attachment_rotation);
|
|
my_node->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 == GENERIC_CMD_SET_PROPERTIES) {
|
|
m_prop = gob_read_set_properties(is);
|
|
|
|
m_selection_box = m_prop.selectionbox;
|
|
m_selection_box.MinEdge *= BS;
|
|
m_selection_box.MaxEdge *= BS;
|
|
|
|
m_tx_size.X = 1.0 / m_prop.spritediv.X;
|
|
m_tx_size.Y = 1.0 / 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;
|
|
|
|
expireVisuals();
|
|
} else if (cmd == GENERIC_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 = readV3F1000(is);
|
|
m_velocity = readV3F1000(is);
|
|
m_acceleration = readV3F1000(is);
|
|
if(fabs(m_prop.automatic_rotate) < 0.001)
|
|
m_yaw = readF1000(is);
|
|
else
|
|
readF1000(is);
|
|
bool do_interpolate = readU8(is);
|
|
bool is_end_position = readU8(is);
|
|
float update_interval = readF1000(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);
|
|
}
|
|
updateNodePos();
|
|
} else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
|
|
std::string mod = deSerializeString(is);
|
|
|
|
// immediatly 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 == GENERIC_CMD_SET_SPRITE) {
|
|
v2s16 p = readV2S16(is);
|
|
int num_frames = readU16(is);
|
|
float framelength = readF1000(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 == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
|
|
float override_speed = readF1000(is);
|
|
float override_jump = readF1000(is);
|
|
float override_gravity = readF1000(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 == GENERIC_CMD_SET_ANIMATION) {
|
|
// TODO: change frames send as v2s32 value
|
|
v2f range = readV2F1000(is);
|
|
if (!m_is_local_player) {
|
|
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
|
|
m_animation_speed = readF1000(is);
|
|
m_animation_blend = readF1000(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 = readF1000(is);
|
|
m_animation_blend = readF1000(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 == GENERIC_CMD_SET_ANIMATION_SPEED) {
|
|
m_animation_speed = readF1000(is);
|
|
updateAnimationSpeed();
|
|
} else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
|
|
std::string bone = deSerializeString(is);
|
|
v3f position = readV3F1000(is);
|
|
v3f rotation = readV3F1000(is);
|
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
|
|
|
|
updateBonePosition();
|
|
} else if (cmd == GENERIC_CMD_ATTACH_TO) {
|
|
u16 parentID = readS16(is);
|
|
u16 oldparent = m_env->attachement_parent_ids[getId()];
|
|
if (oldparent) {
|
|
m_children.erase(std::remove(m_children.begin(), m_children.end(),
|
|
getId()), m_children.end());
|
|
}
|
|
m_env->attachement_parent_ids[getId()] = parentID;
|
|
GenericCAO *parentobj = m_env->getGenericCAO(parentID);
|
|
|
|
if (parentobj) {
|
|
parentobj->m_children.push_back(getId());
|
|
}
|
|
|
|
m_attachment_bone = deSerializeString(is);
|
|
m_attachment_position = readV3F1000(is);
|
|
m_attachment_rotation = readV3F1000(is);
|
|
|
|
// localplayer itself can't be attached to localplayer
|
|
if (!m_is_local_player) {
|
|
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
|
|
// Objects attached to the local player should be hidden by default
|
|
m_is_visible = !m_attached_to_local;
|
|
}
|
|
|
|
updateAttachments();
|
|
} else if (cmd == GENERIC_CMD_PUNCHED) {
|
|
/*s16 damage =*/ readS16(is);
|
|
s16 result_hp = readS16(is);
|
|
|
|
// Use this instead of the send damage to not interfere with prediction
|
|
s16 damage = m_hp - result_hp;
|
|
|
|
m_hp = result_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,
|
|
m_prop.visual_size * BS);
|
|
m_env->addSimpleObject(simple);
|
|
} else if (m_reset_textures_timer < 0) {
|
|
// TODO: Execute defined fast response
|
|
// Flashing shall suffice as there is no definition
|
|
m_reset_textures_timer = 0.05;
|
|
if(damage >= 2)
|
|
m_reset_textures_timer += 0.05 * damage;
|
|
updateTextures(m_current_texture_modifier + "^[brighten");
|
|
}
|
|
}
|
|
} else if (cmd == GENERIC_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 = deSerializeString(is);
|
|
int rating = readS16(is);
|
|
m_armor_groups[name] = rating;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
|
|
// Deprecated, for backwards compatibility only.
|
|
readU8(is); // version
|
|
m_prop.nametag_color = readARGB8(is);
|
|
if (m_nametag != NULL) {
|
|
m_nametag->nametag_color = m_prop.nametag_color;
|
|
v3f pos;
|
|
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
|
|
m_nametag->nametag_pos = pos;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
|
|
u16 child_id = readU16(is);
|
|
u8 type = readU8(is);
|
|
|
|
if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
|
|
childobj->processInitData(deSerializeLongString(is));
|
|
} else {
|
|
m_env->addActiveObject(child_id, type, deSerializeLongString(is));
|
|
}
|
|
} 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,
|
|
m_prop.visual_size * BS);
|
|
m_env->addSimpleObject(simple);
|
|
}
|
|
// TODO: Execute defined fast response
|
|
// Flashing shall suffice as there is no definition
|
|
if (m_reset_textures_timer < 0) {
|
|
m_reset_textures_timer = 0.05;
|
|
if (result.damage >= 2)
|
|
m_reset_textures_timer += 0.05 * result.damage;
|
|
updateTextures(m_current_texture_modifier + "^[brighten");
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
// Prototype
|
|
GenericCAO proto_GenericCAO(NULL, NULL);
|