Complete the attachment framework.

The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come

Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment:

// Attachments need to be handled on both the server and client.
// If we attach only on the server, models (which are client-side)
// can't be read so we don't know the origin and orientation of bones.
// If we attach only on the client, the real position of attachments is
// not updated and you can't click them for example.
This commit is contained in:
MirceaKitsune 2012-10-27 15:14:24 +03:00 committed by Perttu Ahola
parent e42eeec8f6
commit 948b5a8be7
6 changed files with 270 additions and 152 deletions

@ -581,6 +581,10 @@ private:
int m_frame_speed; int m_frame_speed;
int m_frame_blend; int m_frame_blend;
std::map<std::string, core::vector2d<v3f> > m_bone_posrot; std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
ClientActiveObject* m_attachment_parent;
std::string m_attachment_bone;
v3f m_attacmhent_position;
v3f m_attachment_rotation;
int m_anim_frame; int m_anim_frame;
int m_anim_num_frames; int m_anim_num_frames;
float m_anim_framelength; float m_anim_framelength;
@ -615,6 +619,14 @@ public:
m_tx_basepos(0,0), m_tx_basepos(0,0),
m_initial_tx_basepos_set(false), m_initial_tx_basepos_set(false),
m_tx_select_horiz_by_yawpitch(false), m_tx_select_horiz_by_yawpitch(false),
m_frames(v2f(0,0)),
m_frame_speed(15),
m_frame_blend(0),
// Nothing to do for m_bone_posrot
m_attachment_parent(NULL),
m_attachment_bone(""),
m_attacmhent_position(v3f(0,0,0)),
m_attachment_rotation(v3f(0,0,0)),
m_anim_frame(0), m_anim_frame(0),
m_anim_num_frames(1), m_anim_num_frames(1),
m_anim_framelength(0.2), m_anim_framelength(0.2),
@ -906,6 +918,9 @@ public:
void updateNodePos() void updateNodePos()
{ {
if(m_attachment_parent != NULL)
return;
if(m_meshnode){ if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show); m_meshnode->setPosition(pos_translator.vect_show);
v3f rot = m_meshnode->getRotation(); v3f rot = m_meshnode->getRotation();
@ -933,51 +948,53 @@ public:
addToScene(m_smgr, m_gamedef->tsrc(), m_irr); addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations(); updateAnimations();
updateBonePosRot(); updateBonePosRot();
updateAttachment();
} }
if(m_prop.physical){ if(m_attachment_parent == NULL) // Attachments should be glued to their parent by Irrlicht
core::aabbox3d<f32> box = m_prop.collisionbox; {
box.MinEdge *= BS; if(m_prop.physical){
box.MaxEdge *= BS; core::aabbox3d<f32> box = m_prop.collisionbox;
collisionMoveResult moveresult; box.MinEdge *= BS;
f32 pos_max_d = BS*0.125; // Distance per iteration box.MaxEdge *= BS;
f32 stepheight = 0; collisionMoveResult moveresult;
v3f p_pos = m_position; f32 pos_max_d = BS*0.125; // Distance per iteration
v3f p_velocity = m_velocity; f32 stepheight = 0;
v3f p_acceleration = m_acceleration; v3f p_pos = m_position;
IGameDef *gamedef = env->getGameDef(); v3f p_velocity = m_velocity;
moveresult = collisionMoveSimple(&env->getMap(), gamedef, v3f p_acceleration = m_acceleration;
pos_max_d, box, stepheight, dtime, IGameDef *gamedef = env->getGameDef();
p_pos, p_velocity, p_acceleration); moveresult = collisionMoveSimple(&env->getMap(), gamedef,
// Apply results pos_max_d, box, stepheight, dtime,
m_position = p_pos; p_pos, p_velocity, p_acceleration);
m_velocity = p_velocity; // Apply results
m_acceleration = p_acceleration; m_position = p_pos;
m_velocity = p_velocity;
bool is_end_position = moveresult.collides; m_acceleration = p_acceleration;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime); bool is_end_position = moveresult.collides;
updateNodePos(); pos_translator.update(m_position, is_end_position, dtime);
} else { pos_translator.translate(dtime);
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; updateNodePos();
m_velocity += dtime * m_acceleration; } else {
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time); m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
pos_translator.translate(dtime); m_velocity += dtime * m_acceleration;
updateNodePos(); 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); float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved; m_step_distance_counter += moved;
if(m_step_distance_counter > 1.5*BS){ if(m_step_distance_counter > 1.5*BS){
m_step_distance_counter = 0; m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound){ if(!m_is_local_player && m_prop.makes_footstep_sound){
INodeDefManager *ndef = m_gamedef->ndef(); INodeDefManager *ndef = m_gamedef->ndef();
v3s16 p = floatToInt(getPosition() + v3f(0, v3s16 p = floatToInt(getPosition() + v3f(0,
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p); MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep; SimpleSoundSpec spec = ndef->get(n).sound_footstep;
m_gamedef->sound()->playSoundAt(spec, false, getPosition()); m_gamedef->sound()->playSoundAt(spec, false, getPosition());
}
} }
} }
@ -1193,10 +1210,38 @@ public:
} }
} }
} }
void updateAttachment() void updateAttachments()
{ {
// Code for attachments goes here // REMAINING ATTACHMENT ISSUES:
// We get to this function when the object is an attachment that needs to
// be attached to its parent. If a bone is set we attach it to that skeletal
// bone, otherwise just to the object's origin. Attachments should not copy parent
// position as that's laggy... instead the Irrlicht function(s) to attach should
// be used. If the parent object is NULL that means this object should be detached.
// This function is only called whenever a GENERIC_CMD_SET_ATTACHMENT message is received.
// We already attach our entity on the server too (copy position). Reason we attach
// to the client as well is first of all lag. The server sends the position
// of the child separately than that of the parent, so even on localhost
// you'd see the child lagging behind. Models are also client-side, so this is
// needed to read bone data and attach to joints.
// Functions:
// - m_attachment_parent is ClientActiveObject* for the parent entity.
// - m_attachment_bone is std::string of the bone, "" means none.
// - m_attachment_position is v3f and represents the position offset of the attachment.
// - m_attachment_rotation is v3f and represents the rotation offset of the attachment.
// Implementation information:
// From what I know, we need to get the AnimatedMeshSceneNode of m_attachment_parent then
// use parent_node->addChild(m_animated_meshnode) for position attachment. For skeletal
// attachment I don't know yet. Same must be used to detach when a NULL parent is received.
//Useful links:
// http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
// http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
} }
void processMessage(const std::string &data) void processMessage(const std::string &data)
@ -1225,6 +1270,8 @@ public:
} }
else if(cmd == GENERIC_CMD_UPDATE_POSITION) else if(cmd == GENERIC_CMD_UPDATE_POSITION)
{ {
// Not sent by the server if the object is an attachment
m_position = readV3F1000(is); m_position = readV3F1000(is);
m_velocity = readV3F1000(is); m_velocity = readV3F1000(is);
m_acceleration = readV3F1000(is); m_acceleration = readV3F1000(is);
@ -1238,7 +1285,7 @@ public:
// the ground due to sucky collision detection... // the ground due to sucky collision detection...
if(m_prop.physical) if(m_prop.physical)
m_position += v3f(0,0.002,0); m_position += v3f(0,0.002,0);
if(do_interpolate){ if(do_interpolate){
if(!m_prop.physical) if(!m_prop.physical)
pos_translator.update(m_position, is_end_position, update_interval); pos_translator.update(m_position, is_end_position, update_interval);
@ -1287,12 +1334,18 @@ public:
} }
else if(cmd == GENERIC_CMD_SET_ATTACHMENT) else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{ {
// Part of the attachment structure, not used yet! ClientActiveObject *obj;
int parent_id = readS16(is);
if(parent_id > 0)
obj = m_env->getActiveObject(parent_id);
else
obj = NULL;
m_attachment_parent = obj;
m_attachment_bone = deSerializeString(is);
m_attacmhent_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);
// Get properties here. updateAttachments();
updateAttachment();
expireVisuals();
} }
else if(cmd == GENERIC_CMD_PUNCHED) else if(cmd == GENERIC_CMD_PUNCHED)
{ {

@ -218,6 +218,7 @@ public:
if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS) if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
{ {
// TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
setBasePosition(pos_f); setBasePosition(pos_f);
m_last_sent_position = pos_f; m_last_sent_position = pos_f;
@ -383,6 +384,7 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
// Create entity from name // Create entity from name
lua_State *L = m_env->getLua(); lua_State *L = m_env->getLua();
m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str()); m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
m_parent = NULL;
if(m_registered){ if(m_registered){
// Get properties // Get properties
@ -442,28 +444,39 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
m_last_sent_position_timer += dtime; m_last_sent_position_timer += dtime;
if(m_prop.physical){ if(m_parent != NULL)
core::aabbox3d<f32> box = m_prop.collisionbox; {
box.MinEdge *= BS; // REMAINING ATTACHMENT ISSUES:
box.MaxEdge *= BS; // This is causing a segmentation fault, investigate why!
collisionMoveResult moveresult; //m_base_position = m_parent->getBasePosition();
f32 pos_max_d = BS*0.25; // Distance per iteration m_velocity = v3f(0,0,0);
f32 stepheight = 0; // Maximum climbable step height m_acceleration = v3f(0,0,0);
v3f p_pos = m_base_position; }
v3f p_velocity = m_velocity; else
v3f p_acceleration = m_acceleration; {
IGameDef *gamedef = m_env->getGameDef(); if(m_prop.physical){
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef, core::aabbox3d<f32> box = m_prop.collisionbox;
pos_max_d, box, stepheight, dtime, box.MinEdge *= BS;
p_pos, p_velocity, p_acceleration); box.MaxEdge *= BS;
// Apply results collisionMoveResult moveresult;
m_base_position = p_pos; f32 pos_max_d = BS*0.25; // Distance per iteration
m_velocity = p_velocity; f32 stepheight = 0; // Maximum climbable step height
m_acceleration = p_acceleration; v3f p_pos = m_base_position;
} else { v3f p_velocity = m_velocity;
m_base_position += dtime * m_velocity + 0.5 * dtime v3f p_acceleration = m_acceleration;
* dtime * m_acceleration; IGameDef *gamedef = m_env->getGameDef();
m_velocity += dtime * m_acceleration; moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
pos_max_d, box, stepheight, dtime,
p_pos, p_velocity, p_acceleration);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
m_acceleration = p_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
} }
if(m_registered){ if(m_registered){
@ -551,6 +564,10 @@ int LuaEntitySAO::punch(v3f dir,
m_removed = true; m_removed = true;
return 0; return 0;
} }
// It's best that attachments cannot be punched
if(m_parent != NULL)
return 0;
ItemStack *punchitem = NULL; ItemStack *punchitem = NULL;
ItemStack punchitem_static; ItemStack punchitem_static;
@ -601,12 +618,16 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
void LuaEntitySAO::setPos(v3f pos) void LuaEntitySAO::setPos(v3f pos)
{ {
if(m_parent != NULL)
return;
m_base_position = pos; m_base_position = pos;
sendPosition(false, true); sendPosition(false, true);
} }
void LuaEntitySAO::moveTo(v3f pos, bool continuous) void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{ {
if(m_parent != NULL)
return;
m_base_position = pos; m_base_position = pos;
if(!continuous) if(!continuous)
sendPosition(true, true); sendPosition(true, true);
@ -661,14 +682,21 @@ void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
m_messages_out.push_back(aom); m_messages_out.push_back(aom);
} }
// Part of the attachment structure, not used yet!
void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation) void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
{ {
// Parent should be translated from a ServerActiveObject into something // Attachments need to be handled on both the server and client.
// the client will recognize (as a ClientActiveObject) then sent in // If we just attach on the server, we can only copy the position of the parent. Attachments
// gob_cmd_set_attachment that way. // are still sent to clients at an interval so players would see them following the parent
// instead of sticking to it, plus we can't read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This can break some things, so we also give the server the most accurate representation
// even if players will only see the client changes since they override server-sent position.
std::string str = gob_cmd_set_attachment(); // <- parameters here // Server attachment:
m_parent = parent;
// Client attachment:
std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
// create message and add to list // create message and add to list
ActiveObjectMessage aom(getId(), true, str); ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom); m_messages_out.push_back(aom);
@ -748,6 +776,9 @@ std::string LuaEntitySAO::getPropertyPacket()
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{ {
if(m_parent != NULL)
return;
m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_move_precision = m_base_position.getDistanceFrom(
m_last_sent_position); m_last_sent_position);
m_last_sent_position_timer = 0; m_last_sent_position_timer = 0;
@ -843,6 +874,7 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
{ {
ServerActiveObject::addedToEnvironment(dtime_s); ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition()); ServerActiveObject::setBasePosition(m_player->getPosition());
m_parent = NULL;
m_player->setPlayerSAO(this); m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id; m_player->peer_id = m_peer_id;
m_last_good_position = m_player->getPosition(); m_last_good_position = m_player->getPosition();
@ -893,7 +925,7 @@ std::string PlayerSAO::getStaticData()
} }
void PlayerSAO::step(float dtime, bool send_recommended) void PlayerSAO::step(float dtime, bool send_recommended)
{ {
if(!m_properties_sent) if(!m_properties_sent)
{ {
m_properties_sent = true; m_properties_sent = true;
@ -905,71 +937,82 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_time_from_last_punch += dtime; m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime; m_nocheat_dig_time += dtime;
if(m_is_singleplayer || g_settings->getBool("disable_anticheat")) if(m_parent == NULL)
{ {
m_last_good_position = m_player->getPosition(); if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
m_last_good_position_age = 0; {
} m_last_good_position = m_player->getPosition();
else
{
/*
Check player movements
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
explosion. Altough a node-based alternative might be possible
too, and much more lightweight.
*/
float player_max_speed = 0;
float player_max_speed_up = 0;
if(m_privs.count("fast") != 0){
// Fast speed
player_max_speed = BS * 20;
player_max_speed_up = BS * 20;
} else {
// Normal speed
player_max_speed = BS * 4.0;
player_max_speed_up = BS * 4.0;
}
// Tolerance
player_max_speed *= 2.5;
player_max_speed_up *= 2.5;
m_last_good_position_age += dtime;
if(m_last_good_position_age >= 1.0){
float age = m_last_good_position_age;
v3f diff = (m_player->getPosition() - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
/*infostream<<m_player->getName()<<"'s horizontal speed is "
<<(d_horiz/age)<<std::endl;*/
if(d_horiz <= age * player_max_speed &&
(d_vert < 0 || d_vert < age * player_max_speed_up)){
m_last_good_position = m_player->getPosition();
} else {
actionstream<<"Player "<<m_player->getName()
<<" moved too fast; resetting position"
<<std::endl;
m_player->setPosition(m_last_good_position);
m_teleported = true;
}
m_last_good_position_age = 0; m_last_good_position_age = 0;
} }
else
{
/*
Check player movements
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
explosion. Altough a node-based alternative might be possible
too, and much more lightweight.
*/
float player_max_speed = 0;
float player_max_speed_up = 0;
if(m_privs.count("fast") != 0){
// Fast speed
player_max_speed = BS * 20;
player_max_speed_up = BS * 20;
} else {
// Normal speed
player_max_speed = BS * 4.0;
player_max_speed_up = BS * 4.0;
}
// Tolerance
player_max_speed *= 2.5;
player_max_speed_up *= 2.5;
m_last_good_position_age += dtime;
if(m_last_good_position_age >= 1.0){
float age = m_last_good_position_age;
v3f diff = (m_player->getPosition() - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
/*infostream<<m_player->getName()<<"'s horizontal speed is "
<<(d_horiz/age)<<std::endl;*/
if(d_horiz <= age * player_max_speed &&
(d_vert < 0 || d_vert < age * player_max_speed_up)){
m_last_good_position = m_player->getPosition();
} else {
actionstream<<"Player "<<m_player->getName()
<<" moved too fast; resetting position"
<<std::endl;
m_player->setPosition(m_last_good_position);
m_teleported = true;
}
m_last_good_position_age = 0;
}
}
} }
if(send_recommended == false) if(send_recommended == false)
return; return;
if(m_position_not_sent) // If the object is attached client-side, don't waste bandwidth and send its position to clients
if(m_position_not_sent && m_parent == NULL)
{ {
m_position_not_sent = false; m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval(); float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
// REMAINING ATTACHMENT ISSUES:
// This is causing a segmentation fault, investigate why!
if(m_parent != NULL)
pos = m_parent->getBasePosition();
else
pos = m_player->getPosition() + v3f(0,BS*1,0);
std::string str = gob_cmd_update_position( std::string str = gob_cmd_update_position(
m_player->getPosition() + v3f(0,BS*1,0), pos,
v3f(0,0,0), v3f(0,0,0),
v3f(0,0,0), v3f(0,0,0),
m_player->getYaw(), m_player->getYaw(),
@ -1000,12 +1043,16 @@ void PlayerSAO::step(float dtime, bool send_recommended)
void PlayerSAO::setBasePosition(const v3f &position) void PlayerSAO::setBasePosition(const v3f &position)
{ {
if(m_parent != NULL)
return;
ServerActiveObject::setBasePosition(position); ServerActiveObject::setBasePosition(position);
m_position_not_sent = true; m_position_not_sent = true;
} }
void PlayerSAO::setPos(v3f pos) void PlayerSAO::setPos(v3f pos)
{ {
if(m_parent != NULL)
return;
m_player->setPosition(pos); m_player->setPosition(pos);
// Movement caused by this command is always valid // Movement caused by this command is always valid
m_last_good_position = pos; m_last_good_position = pos;
@ -1016,6 +1063,8 @@ void PlayerSAO::setPos(v3f pos)
void PlayerSAO::moveTo(v3f pos, bool continuous) void PlayerSAO::moveTo(v3f pos, bool continuous)
{ {
if(m_parent != NULL)
return;
m_player->setPosition(pos); m_player->setPosition(pos);
// Movement caused by this command is always valid // Movement caused by this command is always valid
m_last_good_position = pos; m_last_good_position = pos;
@ -1029,6 +1078,10 @@ int PlayerSAO::punch(v3f dir,
ServerActiveObject *puncher, ServerActiveObject *puncher,
float time_from_last_punch) float time_from_last_punch)
{ {
// It's best that attachments cannot be punched
if(m_parent != NULL)
return 0;
if(!toolcap) if(!toolcap)
return 0; return 0;
@ -1126,10 +1179,21 @@ void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
m_messages_out.push_back(aom); m_messages_out.push_back(aom);
} }
// Part of the attachment structure, not used yet!
void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation) void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
{ {
std::string str = gob_cmd_set_attachment(); // <- parameters here // Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players would see them following the parent
// instead of sticking to it, plus we can't read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This can break some things, so we also give the server the most accurate representation
// even if players will only see the client changes since they override server-sent position.
// Server attachment:
m_parent = parent;
// Client attachment:
std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
// create message and add to list // create message and add to list
ActiveObjectMessage aom(getId(), true, str); ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom); m_messages_out.push_back(aom);

@ -99,6 +99,7 @@ private:
float m_last_sent_position_timer; float m_last_sent_position_timer;
float m_last_sent_move_precision; float m_last_sent_move_precision;
bool m_armor_groups_sent; bool m_armor_groups_sent;
ServerActiveObject *m_parent;
}; };
/* /*
@ -235,6 +236,7 @@ private:
bool m_position_not_sent; bool m_position_not_sent;
ItemGroupList m_armor_groups; ItemGroupList m_armor_groups;
bool m_armor_groups_sent; bool m_armor_groups_sent;
ServerActiveObject *m_parent;
bool m_properties_sent; bool m_properties_sent;
struct ObjectProperties m_prop; struct ObjectProperties m_prop;
// Cached privileges for enforcement // Cached privileges for enforcement

@ -104,17 +104,6 @@ std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_bl
return os.str(); return os.str();
} }
// Part of the attachment structure, not used yet!
std::string gob_cmd_set_attachment() // <- parameters here
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ATTACHMENT);
// parameters
// Parameters go here
return os.str();
}
std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation) std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation)
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
@ -127,6 +116,19 @@ std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation
return os.str(); return os.str();
} }
std::string gob_cmd_set_attachment(int parent_id, std::string bone, v3f position, v3f rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ATTACHMENT);
// parameters
writeS16(os, parent_id);
os<<serializeString(bone);
writeV3F1000(os, position);
writeV3F1000(os, rotation);
return os.str();
}
std::string gob_cmd_punched(s16 damage, s16 result_hp) std::string gob_cmd_punched(s16 damage, s16 result_hp)
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);

@ -61,7 +61,7 @@ std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_bl
std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation); std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation);
std::string gob_cmd_set_attachment(); // <- parameters here std::string gob_cmd_set_attachment(int parent_id, std::string bone, v3f position, v3f rotation);
std::string gob_cmd_punched(s16 damage, s16 result_hp); std::string gob_cmd_punched(s16 damage, s16 result_hp);

@ -2737,7 +2737,7 @@ private:
return 0; return 0;
} }
// setboneposrot(std::string bone, v3f position, v3f rotation) // setboneposrot(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_posrot(lua_State *L) static int l_set_bone_posrot(lua_State *L)
{ {
ObjectRef *ref = checkobject(L, 1); ObjectRef *ref = checkobject(L, 1);
@ -2758,8 +2758,7 @@ private:
return 0; return 0;
} }
// Part of the attachment structure, not used yet! // set_attachment(self, parent, bone, position, rotation)
// set_attachment() // <- parameters here
static int l_set_attachment(lua_State *L) static int l_set_attachment(lua_State *L)
{ {
ObjectRef *ref = checkobject(L, 1); ObjectRef *ref = checkobject(L, 1);
@ -2778,8 +2777,6 @@ private:
if(!lua_isnil(L, 5)) if(!lua_isnil(L, 5))
rotation = read_v3f(L, 5); rotation = read_v3f(L, 5);
// Do it // Do it
//lua_pushnumber(L, cobj->getId()); // Push id
co->setAttachment(parent, bone, position, rotation); co->setAttachment(parent, bone, position, rotation);
return 0; return 0;