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f648fb76ae
* Drop genericobject.{cpp,h} This file is not for generic object but for ActiveObject message passing. Put ownership of the various commands to the right objects and cleanup the related code. * Protect ServerActiveObject::m_messages_out * typo fix
274 lines
6.8 KiB
C++
274 lines
6.8 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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#pragma once
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#include <map>
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#include "irrlichttypes_extrabloated.h"
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#include "clientobject.h"
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#include "object_properties.h"
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#include "itemgroup.h"
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#include "constants.h"
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#include <cassert>
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class Camera;
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class Client;
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struct Nametag;
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/*
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SmoothTranslator
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*/
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template<typename T>
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struct SmoothTranslator
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{
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T val_old;
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T val_current;
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T val_target;
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f32 anim_time = 0;
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f32 anim_time_counter = 0;
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bool aim_is_end = true;
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SmoothTranslator() = default;
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void init(T current);
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void update(T new_target, bool is_end_position = false,
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float update_interval = -1);
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void translate(f32 dtime);
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};
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struct SmoothTranslatorWrapped : SmoothTranslator<f32>
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{
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void translate(f32 dtime);
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};
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struct SmoothTranslatorWrappedv3f : SmoothTranslator<v3f>
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{
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void translate(f32 dtime);
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};
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class GenericCAO : public ClientActiveObject
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{
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private:
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void readAOMessageProperties(std::istream &is);
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// Only set at initialization
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std::string m_name = "";
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bool m_is_player = false;
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bool m_is_local_player = false;
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// Property-ish things
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ObjectProperties m_prop;
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//
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scene::ISceneManager *m_smgr = nullptr;
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Client *m_client = nullptr;
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aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
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scene::IMeshSceneNode *m_meshnode = nullptr;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
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WieldMeshSceneNode *m_wield_meshnode = nullptr;
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scene::IBillboardSceneNode *m_spritenode = nullptr;
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scene::IDummyTransformationSceneNode *m_matrixnode = nullptr;
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Nametag *m_nametag = nullptr;
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v3f m_position = v3f(0.0f, 10.0f * BS, 0);
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v3f m_velocity;
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v3f m_acceleration;
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v3f m_rotation;
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u16 m_hp = 1;
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SmoothTranslator<v3f> pos_translator;
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SmoothTranslatorWrappedv3f rot_translator;
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// Spritesheet/animation stuff
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v2f m_tx_size = v2f(1,1);
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set = false;
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bool m_tx_select_horiz_by_yawpitch = false;
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v2s32 m_animation_range;
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float m_animation_speed = 15.0f;
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float m_animation_blend = 0.0f;
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bool m_animation_loop = true;
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// stores position and rotation for each bone name
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std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
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int m_attachment_parent_id = 0;
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std::unordered_set<int> m_attachment_child_ids;
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std::string m_attachment_bone = "";
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attached_to_local = false;
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int m_anim_frame = 0;
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int m_anim_num_frames = 1;
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float m_anim_framelength = 0.2f;
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float m_anim_timer = 0.0f;
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ItemGroupList m_armor_groups;
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float m_reset_textures_timer = -1.0f;
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// stores texture modifier before punch update
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std::string m_previous_texture_modifier = "";
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// last applied texture modifier
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std::string m_current_texture_modifier = "";
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bool m_visuals_expired = false;
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float m_step_distance_counter = 0.0f;
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u8 m_last_light = 255;
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bool m_is_visible = false;
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s8 m_glow = 0;
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// Material
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video::E_MATERIAL_TYPE m_material_type;
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// Settings
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bool m_enable_shaders = false;
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public:
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GenericCAO(Client *client, ClientEnvironment *env);
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~GenericCAO();
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static ClientActiveObject* create(Client *client, ClientEnvironment *env)
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{
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return new GenericCAO(client, env);
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}
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inline ActiveObjectType getType() const
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{
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return ACTIVEOBJECT_TYPE_GENERIC;
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}
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inline const ItemGroupList &getGroups() const
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{
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return m_armor_groups;
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}
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void initialize(const std::string &data);
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void processInitData(const std::string &data);
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const;
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virtual bool getSelectionBox(aabb3f *toset) const;
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const v3f getPosition() const;
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void setPosition(const v3f &pos)
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{
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pos_translator.val_current = pos;
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}
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inline const v3f &getRotation() const { return m_rotation; }
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const bool isImmortal();
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scene::ISceneNode *getSceneNode() const;
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
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// m_matrixnode controls the position and rotation of the child node
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// for all scene nodes, as a workaround for an Irrlicht problem with
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// rotations. The child node's position can't be used because it's
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// rotated, and must remain as 0.
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// Note that m_matrixnode.setPosition() shouldn't be called. Use
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// m_matrixnode->getRelativeTransformationMatrix().setTranslation()
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// instead (aka getPosRotMatrix().setTranslation()).
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inline core::matrix4 &getPosRotMatrix()
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{
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assert(m_matrixnode);
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return m_matrixnode->getRelativeTransformationMatrix();
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}
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inline const core::matrix4 &getAbsolutePosRotMatrix() const
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{
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assert(m_matrixnode);
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return m_matrixnode->getAbsoluteTransformation();
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}
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inline f32 getStepHeight() const
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{
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return m_prop.stepheight;
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}
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inline bool isLocalPlayer() const
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{
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return m_is_local_player;
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}
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inline bool isVisible() const
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{
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return m_is_visible;
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}
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inline void setVisible(bool toset)
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{
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m_is_visible = toset;
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}
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void setChildrenVisible(bool toset);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation) const;
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void clearChildAttachments();
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void clearParentAttachment();
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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ClientActiveObject *getParent() const;
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const std::unordered_set<int> &getAttachmentChildIds() const
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{ return m_attachment_child_ids; }
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void updateAttachments();
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void removeFromScene(bool permanent);
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void addToScene(ITextureSource *tsrc);
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inline void expireVisuals()
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{
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m_visuals_expired = true;
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}
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void updateLight(u8 light_at_pos);
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void updateLightNoCheck(u8 light_at_pos);
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void setNodeLight(u8 light);
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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 updateTexturePos();
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// ffs this HAS TO BE a string copy! See #5739 if you think otherwise
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// Reason: updateTextures(m_previous_texture_modifier);
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void updateTextures(std::string mod);
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void updateAnimation();
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void updateAnimationSpeed();
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void updateBonePosition();
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void processMessage(const std::string &data);
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bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
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float time_from_last_punch=1000000);
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std::string debugInfoText();
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std::string infoText()
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{
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return m_prop.infotext;
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}
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};
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