mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 14:42:24 +01:00
5a02c376ea
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
506 lines
13 KiB
C++
506 lines
13 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2017 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 "util/serialize.h"
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#include "util/pointedthing.h"
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#include "client.h"
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#include "clientenvironment.h"
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#include "clientsimpleobject.h"
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#include "clientmap.h"
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#include "scripting_client.h"
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#include "mapblock_mesh.h"
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#include "mtevent.h"
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#include "collision.h"
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#include "nodedef.h"
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#include "profiler.h"
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#include "raycast.h"
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include "shader.h"
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#include "content_cao.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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/*
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CAOShaderConstantSetter
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*/
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//! Shader constant setter for passing material emissive color to the CAO object_shader
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class CAOShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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CAOShaderConstantSetter():
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m_emissive_color_setting("emissiveColor")
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{}
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~CAOShaderConstantSetter() override = default;
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void onSetConstants(video::IMaterialRendererServices *services) override
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{
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// Ambient color
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video::SColorf emissive_color(m_emissive_color);
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float as_array[4] = {
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emissive_color.r,
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emissive_color.g,
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emissive_color.b,
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emissive_color.a,
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};
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m_emissive_color_setting.set(as_array, services);
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}
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void onSetMaterial(const video::SMaterial& material) override
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{
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m_emissive_color = material.EmissiveColor;
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}
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private:
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video::SColor m_emissive_color;
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CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
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};
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class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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CAOShaderConstantSetterFactory()
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{}
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virtual IShaderConstantSetter* create()
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{
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return new CAOShaderConstantSetter();
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}
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};
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/*
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ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map,
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ITextureSource *texturesource, Client *client):
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Environment(client),
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m_map(map),
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m_texturesource(texturesource),
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m_client(client)
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{
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auto *shdrsrc = m_client->getShaderSource();
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shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
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}
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ClientEnvironment::~ClientEnvironment()
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{
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m_ao_manager.clear();
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for (auto &simple_object : m_simple_objects) {
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delete simple_object;
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}
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// Drop/delete map
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m_map->drop();
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delete m_local_player;
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}
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Map & ClientEnvironment::getMap()
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{
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return *m_map;
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}
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ClientMap & ClientEnvironment::getClientMap()
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{
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return *m_map;
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}
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void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
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{
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/*
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It is a failure if already is a local player
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*/
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FATAL_ERROR_IF(m_local_player != NULL,
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"Local player already allocated");
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m_local_player = player;
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}
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void ClientEnvironment::step(float dtime)
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{
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/* Step time of day */
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stepTimeOfDay(dtime);
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// Get some settings
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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// Get local player
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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// collision info queue
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std::vector<CollisionInfo> player_collisions;
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/*
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Get the speed the player is going
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*/
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bool is_climbing = lplayer->is_climbing;
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f32 player_speed = lplayer->getSpeed().getLength();
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/*
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Maximum position increment
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*/
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//f32 position_max_increment = 0.05*BS;
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f32 position_max_increment = 0.1*BS;
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// Maximum time increment (for collision detection etc)
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// time = distance / speed
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f32 dtime_max_increment = 1;
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if(player_speed > 0.001)
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dtime_max_increment = position_max_increment / player_speed;
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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// Don't allow overly huge dtime
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if(dtime > 0.5)
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dtime = 0.5;
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/*
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Stuff that has a maximum time increment
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*/
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u32 steps = ceil(dtime / dtime_max_increment);
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f32 dtime_part = dtime / steps;
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for (; steps > 0; --steps) {
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/*
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Local player handling
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*/
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// Control local player
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lplayer->applyControl(dtime_part, this);
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// Apply physics
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if (!free_move && !is_climbing) {
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// Gravity
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v3f speed = lplayer->getSpeed();
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if (!lplayer->in_liquid)
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speed.Y -= lplayer->movement_gravity *
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lplayer->physics_override_gravity * dtime_part * 2.0f;
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// Liquid floating / sinking
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if (lplayer->in_liquid && !lplayer->swimming_vertical &&
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!lplayer->swimming_pitch)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
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// Liquid resistance
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if (lplayer->in_liquid_stable || lplayer->in_liquid) {
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// How much the node's viscosity blocks movement, ranges
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// between 0 and 1. Should match the scale at which viscosity
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// increase affects other liquid attributes.
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static const f32 viscosity_factor = 0.3f;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if (dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) +
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(1 - viscosity_factor);
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v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
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speed += d;
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}
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lplayer->setSpeed(speed);
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}
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/*
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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bool player_immortal = false;
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f32 player_fall_factor = 1.0f;
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GenericCAO *playercao = lplayer->getCAO();
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if (playercao) {
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player_immortal = playercao->isImmortal();
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int addp_p = itemgroup_get(playercao->getGroups(),
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"fall_damage_add_percent");
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// convert armor group into an usable fall damage factor
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player_fall_factor = 1.0f + (float)addp_p / 100.0f;
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}
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for (const CollisionInfo &info : player_collisions) {
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v3f speed_diff = info.new_speed - info.old_speed;;
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// Handle only fall damage
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// (because otherwise walking against something in fast_move kills you)
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if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
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continue;
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// Get rid of other components
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speed_diff.X = 0;
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speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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if (info.type == COLLISION_NODE) {
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const ContentFeatures &f = m_client->ndef()->
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get(m_map->getNode(info.node_p));
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// Determine fall damage modifier
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int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent");
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// convert node group to an usable fall damage factor
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f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f;
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// combine both player fall damage modifiers
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pre_factor = node_fall_factor * player_fall_factor;
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}
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float speed = pre_factor * speed_diff.getLength();
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if (speed > tolerance && !player_immortal && pre_factor > 0.0f) {
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f32 damage_f = (speed - tolerance) / BS;
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u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
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if (damage != 0) {
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damageLocalPlayer(damage, true);
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m_client->getEventManager()->put(
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new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
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}
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}
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}
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if (m_client->modsLoaded())
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m_script->environment_step(dtime);
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// Update lighting on local player (used for wield item)
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u32 day_night_ratio = getDayNightRatio();
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{
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// Get node at head
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// On InvalidPositionException, use this as default
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// (day: LIGHT_SUN, night: 0)
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MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
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v3s16 p = lplayer->getLightPosition();
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node_at_lplayer = m_map->getNode(p);
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u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
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final_color_blend(&lplayer->light_color, light, day_night_ratio);
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}
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/*
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Step active objects and update lighting of them
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*/
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bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
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auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
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// Step object
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cao->step(dtime, this);
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if (update_lighting)
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cao->updateLight(day_night_ratio);
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};
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m_ao_manager.step(dtime, cb_state);
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/*
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Step and handle simple objects
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*/
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g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
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for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
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ClientSimpleObject *simple = *i;
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simple->step(dtime);
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if(simple->m_to_be_removed) {
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delete simple;
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i = m_simple_objects.erase(i);
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}
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else {
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++i;
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}
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}
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}
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void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
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{
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m_simple_objects.push_back(simple);
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}
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GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
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return (GenericCAO*) obj;
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return NULL;
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}
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u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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{
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// Register object. If failed return zero id
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if (!m_ao_manager.registerObject(object))
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return 0;
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object->addToScene(m_texturesource, m_client->getSceneManager());
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// Update lighting immediately
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object->updateLight(getDayNightRatio());
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return object->getId();
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}
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void ClientEnvironment::addActiveObject(u16 id, u8 type,
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const std::string &init_data)
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{
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ClientActiveObject* obj =
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ClientActiveObject::create((ActiveObjectType) type, m_client, this);
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if(obj == NULL)
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{
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"id="<<id<<" type="<<type<<": Couldn't create object"
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<<std::endl;
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return;
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}
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obj->setId(id);
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try
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{
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obj->initialize(init_data);
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}
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catch(SerializationError &e)
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{
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errorstream<<"ClientEnvironment::addActiveObject():"
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<<" id="<<id<<" type="<<type
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<<": SerializationError in initialize(): "
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<<e.what()
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<<": init_data="<<serializeJsonString(init_data)
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<<std::endl;
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}
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u16 new_id = addActiveObject(obj);
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// Object initialized:
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if ((obj = getActiveObject(new_id))) {
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// Final step is to update all children which are already known
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// Data provided by AO_CMD_SPAWN_INFANT
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const auto &children = obj->getAttachmentChildIds();
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for (auto c_id : children) {
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if (auto *o = getActiveObject(c_id))
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o->updateAttachments();
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}
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}
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}
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void ClientEnvironment::removeActiveObject(u16 id)
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{
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// Get current attachment childs to detach them visually
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std::unordered_set<int> attachment_childs;
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if (auto *obj = getActiveObject(id))
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attachment_childs = obj->getAttachmentChildIds();
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m_ao_manager.removeObject(id);
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// Perform a proper detach in Irrlicht
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for (auto c_id : attachment_childs) {
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if (ClientActiveObject *child = getActiveObject(c_id))
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child->updateAttachments();
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}
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}
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void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj == NULL) {
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infostream << "ClientEnvironment::processActiveObjectMessage():"
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<< " got message for id=" << id << ", which doesn't exist."
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<< std::endl;
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return;
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}
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try {
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obj->processMessage(data);
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} catch (SerializationError &e) {
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errorstream<<"ClientEnvironment::processActiveObjectMessage():"
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<< " id=" << id << " type=" << obj->getType()
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<< " SerializationError in processMessage(): " << e.what()
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<< std::endl;
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}
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}
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/*
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Callbacks for activeobjects
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*/
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void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
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{
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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if (handle_hp) {
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if (lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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lplayer->hp = 0;
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}
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage;
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event.player_damage.send_to_server = handle_hp;
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m_client_event_queue.push(event);
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}
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/*
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Client likes to call these
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*/
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ClientEnvEvent ClientEnvironment::getClientEnvEvent()
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{
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FATAL_ERROR_IF(m_client_event_queue.empty(),
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"ClientEnvironment::getClientEnvEvent(): queue is empty");
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ClientEnvEvent event = m_client_event_queue.front();
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m_client_event_queue.pop();
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return event;
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}
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void ClientEnvironment::getSelectedActiveObjects(
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const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects)
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{
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std::vector<DistanceSortedActiveObject> allObjects;
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getActiveObjects(shootline_on_map.start,
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shootline_on_map.getLength() + 10.0f, allObjects);
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const v3f line_vector = shootline_on_map.getVector();
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for (const auto &allObject : allObjects) {
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ClientActiveObject *obj = allObject.obj;
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aabb3f selection_box;
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if (!obj->getSelectionBox(&selection_box))
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continue;
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const v3f &pos = obj->getPosition();
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aabb3f offsetted_box(selection_box.MinEdge + pos,
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selection_box.MaxEdge + pos);
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v3f current_intersection;
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v3s16 current_normal;
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if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
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¤t_intersection, ¤t_normal)) {
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objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
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(current_intersection - shootline_on_map.start).getLengthSQ());
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}
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}
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}
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