mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 18:13:46 +01:00
9b551d5cbc
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
1776 lines
47 KiB
C++
1776 lines
47 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 <IBoneSceneNode.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/mathconstants.h"
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#include "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 "gamedef.h"
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#include "clientobject.h"
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#include "content_object.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 "main.h" // g_settings
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#include "camera.h" // CameraModes
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#include "wieldmesh.h"
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#include "log.h"
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class Settings;
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struct ToolCapabilities;
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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SmoothTranslator::SmoothTranslator():
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vect_old(0,0,0),
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vect_show(0,0,0),
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vect_aim(0,0,0),
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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::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::sharpen()
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{
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init(vect_show);
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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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bool SmoothTranslator::is_moving()
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{
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return ((anim_time_counter / anim_time) < 1.4);
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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(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~TestCAO();
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u8 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(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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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) { 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(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, 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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TestCAO::~TestCAO()
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{
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}
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ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new TestCAO(gamedef, env);
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}
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void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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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->getTexture("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 = smgr->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 == NULL)
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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 == NULL)
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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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ItemCAO
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*/
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class ItemCAO : public ClientActiveObject
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{
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public:
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ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~ItemCAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_ITEM;
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}
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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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 updateInfoText();
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void updateTexture();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return m_position;}
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std::string infoText()
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{return m_infotext;}
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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std::string m_itemstring;
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std::string m_infotext;
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};
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#include "inventory.h"
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// Prototype
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ItemCAO proto_ItemCAO(NULL, NULL);
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ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
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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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if(!gamedef && !env)
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{
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ClientActiveObject::registerType(getType(), create);
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}
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}
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ItemCAO::~ItemCAO()
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{
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}
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ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new ItemCAO(gamedef, env);
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}
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void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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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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video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
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video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
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video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
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video::S3DVertex(BS/3.,0+BS*2./3.,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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// Initialize with a generated placeholder texture
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buf->getMaterial().setTexture(0, tsrc->getTexture(""));
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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 = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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/*
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Update image of node
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*/
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updateTexture();
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}
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void ItemCAO::removeFromScene(bool permanent)
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{
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if(m_node == NULL)
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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 ItemCAO::updateLight(u8 light_at_pos)
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{
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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setMeshColor(m_node->getMesh(), color);
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}
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v3s16 ItemCAO::getLightPosition()
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{
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return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
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}
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void ItemCAO::updateNodePos()
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{
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if(m_node == NULL)
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return;
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m_node->setPosition(m_position);
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}
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void ItemCAO::updateInfoText()
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{
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try{
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(m_itemstring, idef);
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if(item.isKnown(idef))
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m_infotext = item.getDefinition(idef).description;
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else
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m_infotext = "Unknown item: '" + m_itemstring + "'";
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if(item.count >= 2)
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m_infotext += " (" + itos(item.count) + ")";
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}
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catch(SerializationError &e)
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{
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m_infotext = "Unknown item: '" + m_itemstring + "'";
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}
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}
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void ItemCAO::updateTexture()
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{
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if(m_node == NULL)
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return;
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// Create an inventory item to see what is its image
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std::istringstream is(m_itemstring, std::ios_base::binary);
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video::ITexture *texture = NULL;
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try{
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(is, idef);
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texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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}
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catch(SerializationError &e)
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{
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infostream<<"WARNING: "<<__FUNCTION_NAME
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<<": error deSerializing itemstring \""
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<<m_itemstring<<std::endl;
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}
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// Set meshbuffer texture
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m_node->getMaterial(0).setTexture(0, texture);
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}
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void ItemCAO::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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rot.Y += dtime * 120;
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m_node->setRotation(rot);*/
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LocalPlayer *player = env->getLocalPlayer();
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assert(player);
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v3f rot = m_node->getRotation();
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rot.Y = 180.0 - (player->getYaw());
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m_node->setRotation(rot);
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}
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}
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void ItemCAO::processMessage(const std::string &data)
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{
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//infostream<<"ItemCAO: Got message"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// command
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u8 cmd = readU8(is);
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if(cmd == 0)
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{
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// pos
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m_position = readV3F1000(is);
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updateNodePos();
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}
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if(cmd == 1)
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{
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// itemstring
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m_itemstring = deSerializeString(is);
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updateInfoText();
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updateTexture();
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}
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}
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void ItemCAO::initialize(const std::string &data)
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{
|
|
infostream<<"ItemCAO: Got init data"<<std::endl;
|
|
|
|
{
|
|
std::istringstream is(data, std::ios::binary);
|
|
// version
|
|
u8 version = readU8(is);
|
|
// check version
|
|
if(version != 0)
|
|
return;
|
|
// pos
|
|
m_position = readV3F1000(is);
|
|
// itemstring
|
|
m_itemstring = deSerializeString(is);
|
|
}
|
|
|
|
updateNodePos();
|
|
updateInfoText();
|
|
}
|
|
|
|
/*
|
|
GenericCAO
|
|
*/
|
|
|
|
#include "genericobject.h"
|
|
|
|
GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
|
|
ClientActiveObject(0, gamedef, env),
|
|
//
|
|
m_is_player(false),
|
|
m_is_local_player(false),
|
|
m_id(0),
|
|
//
|
|
m_smgr(NULL),
|
|
m_irr(NULL),
|
|
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
|
|
m_meshnode(NULL),
|
|
m_animated_meshnode(NULL),
|
|
m_wield_meshnode(NULL),
|
|
m_spritenode(NULL),
|
|
m_textnode(NULL),
|
|
m_position(v3f(0,10*BS,0)),
|
|
m_velocity(v3f(0,0,0)),
|
|
m_acceleration(v3f(0,0,0)),
|
|
m_yaw(0),
|
|
m_hp(1),
|
|
m_tx_size(1,1),
|
|
m_tx_basepos(0,0),
|
|
m_initial_tx_basepos_set(false),
|
|
m_tx_select_horiz_by_yawpitch(false),
|
|
m_animation_range(v2s32(0,0)),
|
|
m_animation_speed(15),
|
|
m_animation_blend(0),
|
|
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
|
|
m_attachment_bone(""),
|
|
m_attachment_position(v3f(0,0,0)),
|
|
m_attachment_rotation(v3f(0,0,0)),
|
|
m_attached_to_local(false),
|
|
m_anim_frame(0),
|
|
m_anim_num_frames(1),
|
|
m_anim_framelength(0.2),
|
|
m_anim_timer(0),
|
|
m_reset_textures_timer(-1),
|
|
m_visuals_expired(false),
|
|
m_step_distance_counter(0),
|
|
m_last_light(255),
|
|
m_is_visible(false)
|
|
{
|
|
if(gamedef == NULL)
|
|
ClientActiveObject::registerType(getType(), create);
|
|
}
|
|
|
|
bool GenericCAO::getCollisionBox(aabb3f *toset)
|
|
{
|
|
if (m_prop.physical)
|
|
{
|
|
//update collision box
|
|
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
|
|
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
|
|
|
|
toset->MinEdge += m_position;
|
|
toset->MaxEdge += m_position;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GenericCAO::collideWithObjects()
|
|
{
|
|
return m_prop.collideWithObjects;
|
|
}
|
|
|
|
void GenericCAO::initialize(const std::string &data)
|
|
{
|
|
infostream<<"GenericCAO: Got init data"<<std::endl;
|
|
std::istringstream is(data, std::ios::binary);
|
|
int num_messages = 0;
|
|
// version
|
|
u8 version = readU8(is);
|
|
// check version
|
|
if(version == 1) // In PROTOCOL_VERSION 14
|
|
{
|
|
m_name = deSerializeString(is);
|
|
m_is_player = readU8(is);
|
|
m_id = readS16(is);
|
|
m_position = readV3F1000(is);
|
|
m_yaw = readF1000(is);
|
|
m_hp = readS16(is);
|
|
num_messages = readU8(is);
|
|
}
|
|
else if(version == 0) // In PROTOCOL_VERSION 13
|
|
{
|
|
m_name = deSerializeString(is);
|
|
m_is_player = readU8(is);
|
|
m_position = readV3F1000(is);
|
|
m_yaw = readF1000(is);
|
|
m_hp = readS16(is);
|
|
num_messages = readU8(is);
|
|
}
|
|
else
|
|
{
|
|
errorstream<<"GenericCAO: Unsupported init data version"
|
|
<<std::endl;
|
|
return;
|
|
}
|
|
|
|
for(int i=0; i<num_messages; i++)
|
|
{
|
|
std::string message = deSerializeLongString(is);
|
|
processMessage(message);
|
|
}
|
|
|
|
pos_translator.init(m_position);
|
|
updateNodePos();
|
|
|
|
if(m_is_player)
|
|
{
|
|
Player *player = m_env->getPlayer(m_name.c_str());
|
|
if(player && player->isLocal())
|
|
{
|
|
m_is_local_player = true;
|
|
m_is_visible = false;
|
|
LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
|
|
|
|
assert( localplayer != NULL );
|
|
localplayer->setCAO(this);
|
|
}
|
|
m_env->addPlayerName(m_name.c_str());
|
|
}
|
|
}
|
|
|
|
GenericCAO::~GenericCAO()
|
|
{
|
|
if(m_is_player)
|
|
{
|
|
m_env->removePlayerName(m_name.c_str());
|
|
}
|
|
removeFromScene(true);
|
|
}
|
|
|
|
core::aabbox3d<f32>* GenericCAO::getSelectionBox()
|
|
{
|
|
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
|
|
return NULL;
|
|
return &m_selection_box;
|
|
}
|
|
|
|
v3f GenericCAO::getPosition()
|
|
{
|
|
if (getParent() != NULL) {
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node)
|
|
return node->getAbsolutePosition();
|
|
else
|
|
return m_position;
|
|
}
|
|
return pos_translator.vect_show;
|
|
}
|
|
|
|
scene::ISceneNode* GenericCAO::getSceneNode()
|
|
{
|
|
if (m_meshnode)
|
|
return m_meshnode;
|
|
if (m_animated_meshnode)
|
|
return m_animated_meshnode;
|
|
if (m_wield_meshnode)
|
|
return m_wield_meshnode;
|
|
if (m_spritenode)
|
|
return m_spritenode;
|
|
return NULL;
|
|
}
|
|
|
|
scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
|
|
{
|
|
return m_meshnode;
|
|
}
|
|
|
|
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
|
|
{
|
|
return m_animated_meshnode;
|
|
}
|
|
|
|
WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
|
|
{
|
|
return m_wield_meshnode;
|
|
}
|
|
|
|
scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
|
|
{
|
|
return m_spritenode;
|
|
}
|
|
|
|
void GenericCAO::setAttachments()
|
|
{
|
|
updateAttachments();
|
|
}
|
|
|
|
ClientActiveObject* GenericCAO::getParent()
|
|
{
|
|
ClientActiveObject *obj = NULL;
|
|
|
|
u16 attached_id = m_env->m_attachements[getId()];
|
|
|
|
if ((attached_id != 0) &&
|
|
(attached_id != getId())) {
|
|
obj = m_env->getActiveObject(attached_id);
|
|
}
|
|
return obj;
|
|
}
|
|
|
|
void GenericCAO::removeFromScene(bool permanent)
|
|
{
|
|
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
|
|
if((m_env != NULL) && (permanent))
|
|
{
|
|
for(std::vector<u16>::iterator ci = m_children.begin();
|
|
ci != m_children.end(); ci++)
|
|
{
|
|
if (m_env->m_attachements[*ci] == getId()) {
|
|
m_env->m_attachements[*ci] = 0;
|
|
}
|
|
}
|
|
|
|
m_env->m_attachements[getId()] = 0;
|
|
|
|
LocalPlayer* player = m_env->getLocalPlayer();
|
|
if (this == player->parent) {
|
|
player->parent = NULL;
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
|
|
if(m_meshnode)
|
|
{
|
|
m_meshnode->remove();
|
|
m_meshnode->drop();
|
|
m_meshnode = NULL;
|
|
}
|
|
if(m_animated_meshnode)
|
|
{
|
|
m_animated_meshnode->remove();
|
|
m_animated_meshnode->drop();
|
|
m_animated_meshnode = NULL;
|
|
}
|
|
if(m_wield_meshnode)
|
|
{
|
|
m_wield_meshnode->remove();
|
|
m_wield_meshnode->drop();
|
|
m_wield_meshnode = NULL;
|
|
}
|
|
if(m_spritenode)
|
|
{
|
|
m_spritenode->remove();
|
|
m_spritenode->drop();
|
|
m_spritenode = NULL;
|
|
}
|
|
if (m_textnode)
|
|
{
|
|
m_textnode->remove();
|
|
m_textnode->drop();
|
|
m_textnode = NULL;
|
|
}
|
|
}
|
|
|
|
void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
|
|
IrrlichtDevice *irr)
|
|
{
|
|
m_smgr = smgr;
|
|
m_irr = irr;
|
|
|
|
if (getSceneNode() != NULL)
|
|
return;
|
|
|
|
m_visuals_expired = false;
|
|
|
|
if(!m_prop.is_visible)
|
|
return;
|
|
|
|
//video::IVideoDriver* driver = smgr->getVideoDriver();
|
|
|
|
if(m_prop.visual == "sprite")
|
|
{
|
|
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
|
|
m_spritenode = smgr->addBillboardSceneNode(
|
|
NULL, v2f(1, 1), v3f(0,0,0), -1);
|
|
m_spritenode->grab();
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTexture("unknown_node.png"));
|
|
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
|
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
|
u8 li = m_last_light;
|
|
m_spritenode->setColor(video::SColor(255,li,li,li));
|
|
m_spritenode->setSize(m_prop.visual_size*BS);
|
|
{
|
|
const float txs = 1.0 / 1;
|
|
const float tys = 1.0 / 1;
|
|
setBillboardTextureMatrix(m_spritenode,
|
|
txs, tys, 0, 0);
|
|
}
|
|
}
|
|
else if(m_prop.visual == "upright_sprite") {
|
|
scene::SMesh *mesh = new scene::SMesh();
|
|
double dx = BS*m_prop.visual_size.X/2;
|
|
double dy = BS*m_prop.visual_size.Y/2;
|
|
{ // Front
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
u8 li = m_last_light;
|
|
video::SColor c(255,li,li,li);
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
|
|
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
|
|
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
|
|
};
|
|
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;
|
|
// Add to mesh
|
|
mesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
{ // Back
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
u8 li = m_last_light;
|
|
video::SColor c(255,li,li,li);
|
|
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 = smgr->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 = smgr->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_gamedef->getMesh(m_prop.mesh);
|
|
if(mesh)
|
|
{
|
|
m_animated_meshnode = smgr->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;
|
|
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
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);
|
|
}
|
|
else
|
|
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
|
|
}
|
|
else if(m_prop.visual == "wielditem") {
|
|
infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
|
|
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
|
|
if(m_prop.textures.size() >= 1){
|
|
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
|
|
|
|
m_wield_meshnode = new WieldMeshSceneNode(
|
|
smgr->getRootSceneNode(), smgr, -1);
|
|
m_wield_meshnode->setItem(item, m_gamedef);
|
|
m_wield_meshnode->grab();
|
|
|
|
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;
|
|
}
|
|
updateTextures("");
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node && m_is_player && !m_is_local_player) {
|
|
// Add a text node for showing the name
|
|
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
|
|
std::wstring wname = narrow_to_wide(m_name);
|
|
m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
|
|
wname.c_str(), video::SColor(255,255,255,255), node);
|
|
m_textnode->grab();
|
|
m_textnode->setPosition(v3f(0, BS*1.1, 0));
|
|
}
|
|
|
|
updateNodePos();
|
|
updateAnimation();
|
|
updateBonePosition();
|
|
updateAttachments();
|
|
}
|
|
|
|
void GenericCAO::updateLight(u8 light_at_pos)
|
|
{
|
|
u8 li = decode_light(light_at_pos);
|
|
if(li != m_last_light)
|
|
{
|
|
m_last_light = li;
|
|
video::SColor color(255,li,li,li);
|
|
if(m_meshnode)
|
|
setMeshColor(m_meshnode->getMesh(), color);
|
|
if(m_animated_meshnode)
|
|
setMeshColor(m_animated_meshnode->getMesh(), color);
|
|
if(m_wield_meshnode)
|
|
m_wield_meshnode->setColor(color);
|
|
if(m_spritenode)
|
|
m_spritenode->setColor(color);
|
|
}
|
|
}
|
|
|
|
v3s16 GenericCAO::getLightPosition()
|
|
{
|
|
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() + v3f(0,BS,0);
|
|
m_velocity = v3f(0,0,0);
|
|
m_acceleration = v3f(0,0,0);
|
|
pos_translator.vect_show = m_position;
|
|
m_yaw = player->getYaw();
|
|
PlayerControl controls = player->getPlayerControl();
|
|
|
|
bool walking = false;
|
|
if(controls.up || controls.down || controls.left || controls.right)
|
|
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_gamedef->checkLocalPrivilege("fast")) &&
|
|
(controls.aux1 ||
|
|
(!player->touching_ground &&
|
|
g_settings->getBool("free_move") &&
|
|
m_gamedef->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_irr){
|
|
m_visuals_expired = false;
|
|
|
|
// Attachments, part 1: All attached objects must be unparented first,
|
|
// or Irrlicht causes a segmentation fault
|
|
for(std::vector<u16>::iterator ci = m_children.begin();
|
|
ci != m_children.end();)
|
|
{
|
|
if (m_env->m_attachements[*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_smgr, m_gamedef->tsrc(), m_irr);
|
|
|
|
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
|
|
for(std::vector<u16>::iterator ci = m_children.begin();
|
|
ci != m_children.end(); ci++)
|
|
{
|
|
// Get the object of the child
|
|
ClientActiveObject *obj = m_env->getActiveObject(*ci);
|
|
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)
|
|
{
|
|
core::aabbox3d<f32> 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;
|
|
v3f p_acceleration = m_acceleration;
|
|
moveresult = collisionMoveSimple(env,env->getGameDef(),
|
|
pos_max_d, box, m_prop.stepheight, dtime,
|
|
p_pos, p_velocity, p_acceleration,
|
|
this, m_prop.collideWithObjects);
|
|
// Apply results
|
|
m_position = p_pos;
|
|
m_velocity = p_velocity;
|
|
m_acceleration = p_acceleration;
|
|
|
|
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 > 1.5*BS)
|
|
{
|
|
m_step_distance_counter = 0;
|
|
if(!m_is_local_player && m_prop.makes_footstep_sound)
|
|
{
|
|
INodeDefManager *ndef = m_gamedef->ndef();
|
|
v3s16 p = floatToInt(getPosition() + v3f(0,
|
|
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
|
|
m_gamedef->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("");
|
|
}
|
|
}
|
|
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
|
|
{
|
|
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
|
|
updateNodePos();
|
|
}
|
|
|
|
if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
|
|
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
|
|
{
|
|
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
|
|
+ m_prop.automatic_face_movement_dir_offset;
|
|
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(const std::string &mod)
|
|
{
|
|
ITextureSource *tsrc = m_gamedef->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");
|
|
|
|
if(m_spritenode)
|
|
{
|
|
if(m_prop.visual == "sprite")
|
|
{
|
|
std::string texturestring = "unknown_node.png";
|
|
if(m_prop.textures.size() >= 1)
|
|
texturestring = m_prop.textures[0];
|
|
texturestring += mod;
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTexture(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.size() >= 1)
|
|
{
|
|
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 == "")
|
|
continue; // Empty texture string means don't modify that material
|
|
texturestring += mod;
|
|
video::ITexture* texture = tsrc->getTexture(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, false);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
|
|
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->getTexture(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.size() >= 1)
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTexture(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() >= 1)
|
|
{
|
|
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.size() >= 1)
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTexture(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];
|
|
}
|
|
else if(m_prop.colors.size() >= 1)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateAnimation()
|
|
{
|
|
if(m_animated_meshnode == NULL)
|
|
return;
|
|
m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
|
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
|
|
m_animated_meshnode->setTransitionTime(m_animation_blend);
|
|
}
|
|
|
|
void GenericCAO::updateBonePosition()
|
|
{
|
|
if(!m_bone_position.size() || m_animated_meshnode == NULL)
|
|
return;
|
|
|
|
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
|
|
for(std::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()
|
|
{
|
|
|
|
// 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 always be hidden
|
|
m_is_visible = !m_attached_to_local;
|
|
}
|
|
|
|
if(getParent() == NULL || m_attached_to_local) // 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 != "") {
|
|
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.collisionbox;
|
|
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;
|
|
}
|
|
|
|
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);
|
|
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);
|
|
|
|
|
|
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;
|
|
}
|
|
}
|
|
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);
|
|
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);
|
|
}
|
|
// 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_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_SET_ATTACHMENT) {
|
|
m_env->m_attachements[getId()] = readS16(is);
|
|
m_children.push_back(m_env->m_attachements[getId()]);
|
|
m_attachment_bone = deSerializeString(is);
|
|
m_attachment_position = readV3F1000(is);
|
|
m_attachment_rotation = readV3F1000(is);
|
|
|
|
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 {
|
|
// 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("^[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;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
|
|
float time_from_last_punch)
|
|
{
|
|
assert(punchitem);
|
|
const ToolCapabilities *toolcap =
|
|
&punchitem->getToolCapabilities(m_gamedef->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
|
|
m_reset_textures_timer = 0.05;
|
|
if(result.damage >= 2)
|
|
m_reset_textures_timer += 0.05 * result.damage;
|
|
updateTextures("^[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);
|