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https://github.com/minetest/minetest.git
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eb2bda7d0b
* Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
1646 lines
49 KiB
C++
1646 lines
49 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
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#include <IBillboardSceneNode.h>
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include "content_cao.h"
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#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
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#include "util/serialize.h"
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#include "util/basic_macros.h"
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#include "client/sound.h"
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#include "client/tile.h"
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#include "environment.h"
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#include "collision.h"
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#include "settings.h"
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#include "serialization.h" // For decompressZlib
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#include "clientobject.h"
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#include "mesh.h"
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#include "itemdef.h"
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#include "tool.h"
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#include "content_cso.h"
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#include "sound.h"
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#include "nodedef.h"
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#include "localplayer.h"
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#include "map.h"
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#include "camera.h" // CameraModes
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#include "client.h"
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#include "wieldmesh.h"
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#include <algorithm>
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#include <cmath>
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#include "client/renderingengine.h"
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class Settings;
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struct ToolCapabilities;
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std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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template<typename T>
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void SmoothTranslator<T>::init(T current)
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{
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val_old = current;
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val_current = current;
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val_target = current;
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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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template<typename T>
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void SmoothTranslator<T>::update(T new_target, 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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val_old = val_current;
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val_target = new_target;
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if (update_interval > 0) {
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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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}
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template<typename T>
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void SmoothTranslator<T>::translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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T val_diff = val_target - val_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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f32 move_end = aim_is_end ? 1.0 : 1.5;
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// Move a bit less than should, to avoid oscillation
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moveratio = std::min(moveratio * 0.8f, move_end);
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val_current = val_old + val_diff * moveratio;
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}
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void SmoothTranslatorWrapped::translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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f32 val_diff = std::abs(val_target - val_old);
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if (val_diff > 180.f)
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val_diff = 360.f - val_diff;
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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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f32 move_end = aim_is_end ? 1.0 : 1.5;
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// Move a bit less than should, to avoid oscillation
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moveratio = std::min(moveratio * 0.8f, move_end);
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wrappedApproachShortest(val_current, val_target,
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val_diff * moveratio, 360.f);
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}
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void SmoothTranslatorWrappedv3f::translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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v3f val_diff_v3f;
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val_diff_v3f.X = std::abs(val_target.X - val_old.X);
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val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
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val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
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if (val_diff_v3f.X > 180.f)
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val_diff_v3f.X = 360.f - val_diff_v3f.X;
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if (val_diff_v3f.Y > 180.f)
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val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
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if (val_diff_v3f.Z > 180.f)
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val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
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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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f32 move_end = aim_is_end ? 1.0 : 1.5;
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// Move a bit less than should, to avoid oscillation
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moveratio = std::min(moveratio * 0.8f, move_end);
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wrappedApproachShortest(val_current.X, val_target.X,
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val_diff_v3f.X * moveratio, 360.f);
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wrappedApproachShortest(val_current.Y, val_target.Y,
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val_diff_v3f.Y * moveratio, 360.f);
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wrappedApproachShortest(val_current.Z, val_target.Z,
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val_diff_v3f.Z * moveratio, 360.f);
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}
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/*
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Other stuff
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*/
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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{
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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}
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/*
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TestCAO
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*/
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class TestCAO : public ClientActiveObject
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{
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public:
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TestCAO(Client *client, ClientEnvironment *env);
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virtual ~TestCAO() = default;
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ActiveObjectType getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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}
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(ITextureSource *tsrc);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) const { return false; }
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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// Prototype
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TestCAO proto_TestCAO(NULL, NULL);
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TestCAO::TestCAO(Client *client, ClientEnvironment *env):
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ClientActiveObject(0, client, env),
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m_node(NULL),
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m_position(v3f(0,10*BS,0))
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{
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ClientActiveObject::registerType(getType(), create);
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}
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ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
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{
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return new TestCAO(client, env);
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}
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void TestCAO::addToScene(ITextureSource *tsrc)
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{
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if(m_node != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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}
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void TestCAO::removeFromScene(bool permanent)
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{
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if (!m_node)
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return;
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m_node->remove();
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m_node = NULL;
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}
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void TestCAO::updateLight(u8 light_at_pos)
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{
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}
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v3s16 TestCAO::getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void TestCAO::updateNodePos()
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{
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if (!m_node)
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return;
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m_node->setPosition(m_position);
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//m_node->setRotation(v3f(0, 45, 0));
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}
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void TestCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_node)
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{
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v3f rot = m_node->getRotation();
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//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
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rot.Y += dtime * 180;
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m_node->setRotation(rot);
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}
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}
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void TestCAO::processMessage(const std::string &data)
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{
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infostream<<"TestCAO: Got data: "<<data<<std::endl;
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std::istringstream is(data, std::ios::binary);
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u16 cmd;
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is>>cmd;
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if(cmd == 0)
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{
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v3f newpos;
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is>>newpos.X;
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is>>newpos.Y;
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is>>newpos.Z;
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m_position = newpos;
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updateNodePos();
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}
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}
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/*
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GenericCAO
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*/
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#include "genericobject.h"
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GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
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ClientActiveObject(0, client, env)
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{
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if (client == NULL) {
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ClientActiveObject::registerType(getType(), create);
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} else {
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m_client = client;
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}
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}
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bool GenericCAO::getCollisionBox(aabb3f *toset) const
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{
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if (m_prop.physical)
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{
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_position;
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toset->MaxEdge += m_position;
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return true;
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}
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return false;
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}
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bool GenericCAO::collideWithObjects() const
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{
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return m_prop.collideWithObjects;
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}
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void GenericCAO::initialize(const std::string &data)
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{
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infostream<<"GenericCAO: Got init data"<<std::endl;
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processInitData(data);
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if (m_is_player) {
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// Check if it's the current player
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LocalPlayer *player = m_env->getLocalPlayer();
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if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
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m_is_local_player = true;
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m_is_visible = false;
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player->setCAO(this);
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}
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}
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}
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void GenericCAO::processInitData(const std::string &data)
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{
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std::istringstream is(data, std::ios::binary);
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const u8 version = readU8(is);
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if (version < 1) {
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errorstream << "GenericCAO: Unsupported init data version"
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<< std::endl;
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return;
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}
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// PROTOCOL_VERSION >= 37
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m_name = deSerializeString(is);
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m_is_player = readU8(is);
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m_id = readU16(is);
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m_position = readV3F32(is);
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m_rotation = readV3F32(is);
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m_hp = readU16(is);
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const u8 num_messages = readU8(is);
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for (int i = 0; i < num_messages; i++) {
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std::string message = deSerializeLongString(is);
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processMessage(message);
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}
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m_rotation = wrapDegrees_0_360_v3f(m_rotation);
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pos_translator.init(m_position);
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rot_translator.init(m_rotation);
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updateNodePos();
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}
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GenericCAO::~GenericCAO()
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{
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removeFromScene(true);
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}
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bool GenericCAO::getSelectionBox(aabb3f *toset) const
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{
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if (!m_prop.is_visible || !m_is_visible || m_is_local_player
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|| !m_prop.pointable) {
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return false;
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}
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*toset = m_selection_box;
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return true;
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}
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v3f GenericCAO::getPosition()
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{
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if (getParent() != nullptr) {
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if (m_matrixnode)
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return m_matrixnode->getAbsolutePosition();
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return m_position;
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}
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return pos_translator.val_current;
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}
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const bool GenericCAO::isImmortal()
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{
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return itemgroup_get(getGroups(), "immortal");
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}
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scene::ISceneNode* GenericCAO::getSceneNode()
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{
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if (m_meshnode) {
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return m_meshnode;
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}
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if (m_animated_meshnode) {
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return m_animated_meshnode;
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}
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if (m_wield_meshnode) {
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return m_wield_meshnode;
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}
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if (m_spritenode) {
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return m_spritenode;
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}
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return NULL;
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}
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scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
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{
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return m_animated_meshnode;
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}
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void GenericCAO::setChildrenVisible(bool toset)
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{
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for (u16 cao_id : m_children) {
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GenericCAO *obj = m_env->getGenericCAO(cao_id);
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if (obj) {
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obj->setVisible(toset);
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}
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}
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}
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void GenericCAO::setAttachments()
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{
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updateAttachments();
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}
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ClientActiveObject* GenericCAO::getParent() const
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{
|
|
ClientActiveObject *obj = NULL;
|
|
|
|
u16 attached_id = m_env->attachement_parent_ids[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 (u16 ci : m_children) {
|
|
if (m_env->attachement_parent_ids[ci] == getId()) {
|
|
m_env->attachement_parent_ids[ci] = 0;
|
|
}
|
|
}
|
|
m_children.clear();
|
|
|
|
m_env->attachement_parent_ids[getId()] = 0;
|
|
|
|
LocalPlayer* player = m_env->getLocalPlayer();
|
|
if (this == player->parent) {
|
|
player->parent = nullptr;
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
|
|
if (m_meshnode) {
|
|
m_meshnode->remove();
|
|
m_meshnode->drop();
|
|
m_meshnode = nullptr;
|
|
} else if (m_animated_meshnode) {
|
|
m_animated_meshnode->remove();
|
|
m_animated_meshnode->drop();
|
|
m_animated_meshnode = nullptr;
|
|
} else if (m_wield_meshnode) {
|
|
m_wield_meshnode->remove();
|
|
m_wield_meshnode->drop();
|
|
m_wield_meshnode = nullptr;
|
|
} else if (m_spritenode) {
|
|
m_spritenode->remove();
|
|
m_spritenode->drop();
|
|
m_spritenode = nullptr;
|
|
}
|
|
|
|
if (m_matrixnode) {
|
|
m_matrixnode->remove();
|
|
m_matrixnode->drop();
|
|
m_matrixnode = nullptr;
|
|
}
|
|
|
|
if (m_nametag) {
|
|
m_client->getCamera()->removeNametag(m_nametag);
|
|
m_nametag = nullptr;
|
|
}
|
|
}
|
|
|
|
void GenericCAO::addToScene(ITextureSource *tsrc)
|
|
{
|
|
m_smgr = RenderingEngine::get_scene_manager();
|
|
|
|
if (getSceneNode() != NULL) {
|
|
return;
|
|
}
|
|
|
|
m_visuals_expired = false;
|
|
|
|
if (!m_prop.is_visible) {
|
|
return;
|
|
}
|
|
|
|
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
|
|
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
if (m_prop.visual == "sprite") {
|
|
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
|
|
m_matrixnode = RenderingEngine::get_scene_manager()->
|
|
addDummyTransformationSceneNode();
|
|
m_matrixnode->grab();
|
|
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
|
|
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
|
|
m_spritenode->grab();
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTextureForMesh("unknown_node.png"));
|
|
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
m_spritenode->setMaterialType(material_type);
|
|
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(v2f(m_prop.visual_size.X,
|
|
m_prop.visual_size.Y) * 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;
|
|
u8 li = m_last_light;
|
|
video::SColor c(255, li, li, li);
|
|
|
|
{ // Front
|
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
|
video::S3DVertex vertices[4] = {
|
|
video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
|
|
video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
|
|
video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
|
|
video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
|
|
};
|
|
if (m_is_player) {
|
|
// Move minimal Y position to 0 (feet position)
|
|
for (video::S3DVertex &vertex : vertices)
|
|
vertex.Pos.Y += dy;
|
|
}
|
|
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();
|
|
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),
|
|
};
|
|
if (m_is_player) {
|
|
// Move minimal Y position to 0 (feet position)
|
|
for (video::S3DVertex &vertex : vertices)
|
|
vertex.Pos.Y += dy;
|
|
}
|
|
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_matrixnode = RenderingEngine::get_scene_manager()->
|
|
addDummyTransformationSceneNode();
|
|
m_matrixnode->grab();
|
|
m_meshnode = RenderingEngine::get_scene_manager()->
|
|
addMeshSceneNode(mesh, m_matrixnode);
|
|
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_matrixnode = RenderingEngine::get_scene_manager()->
|
|
addDummyTransformationSceneNode(nullptr);
|
|
m_matrixnode->grab();
|
|
m_meshnode = RenderingEngine::get_scene_manager()->
|
|
addMeshSceneNode(mesh, m_matrixnode);
|
|
m_meshnode->grab();
|
|
mesh->drop();
|
|
|
|
m_meshnode->setScale(m_prop.visual_size);
|
|
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(material_type);
|
|
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
|
} else if (m_prop.visual == "mesh") {
|
|
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
|
|
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
|
|
if (mesh) {
|
|
m_matrixnode = RenderingEngine::get_scene_manager()->
|
|
addDummyTransformationSceneNode(nullptr);
|
|
m_matrixnode->grab();
|
|
m_animated_meshnode = RenderingEngine::get_scene_manager()->
|
|
addAnimatedMeshSceneNode(mesh, m_matrixnode);
|
|
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(m_prop.visual_size);
|
|
u8 li = m_last_light;
|
|
|
|
// set vertex colors to ensure alpha is set
|
|
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
|
|
|
|
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
|
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
|
m_animated_meshnode->setMaterialType(material_type);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
|
|
m_prop.backface_culling);
|
|
} else
|
|
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
|
|
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
|
|
ItemStack item;
|
|
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
|
|
if (m_prop.wield_item.empty()) {
|
|
// Old format, only textures are specified.
|
|
infostream << "textures: " << m_prop.textures.size() << std::endl;
|
|
if (!m_prop.textures.empty()) {
|
|
infostream << "textures[0]: " << m_prop.textures[0]
|
|
<< std::endl;
|
|
IItemDefManager *idef = m_client->idef();
|
|
item = ItemStack(m_prop.textures[0], 1, 0, idef);
|
|
}
|
|
} else {
|
|
infostream << "serialized form: " << m_prop.wield_item << std::endl;
|
|
item.deSerialize(m_prop.wield_item, m_client->idef());
|
|
}
|
|
m_matrixnode = RenderingEngine::get_scene_manager()->
|
|
addDummyTransformationSceneNode(nullptr);
|
|
m_matrixnode->grab();
|
|
m_wield_meshnode = new WieldMeshSceneNode(
|
|
RenderingEngine::get_scene_manager(), -1);
|
|
m_wield_meshnode->setParent(m_matrixnode);
|
|
m_wield_meshnode->setItem(item, m_client,
|
|
(m_prop.visual == "wielditem"));
|
|
|
|
m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
|
|
u8 li = m_last_light;
|
|
m_wield_meshnode->setColor(video::SColor(255, li, li, li));
|
|
} else {
|
|
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
|
|
<<"\" not supported"<<std::endl;
|
|
}
|
|
|
|
/* don't update while punch texture modifier is active */
|
|
if (m_reset_textures_timer < 0)
|
|
updateTextures(m_current_texture_modifier);
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node && !m_prop.nametag.empty() && !m_is_local_player) {
|
|
// Add nametag
|
|
v3f pos;
|
|
pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
|
|
m_nametag = m_client->getCamera()->addNametag(node,
|
|
m_prop.nametag, m_prop.nametag_color,
|
|
pos);
|
|
}
|
|
|
|
updateNodePos();
|
|
updateAnimation();
|
|
updateBonePosition();
|
|
updateAttachments();
|
|
}
|
|
|
|
void GenericCAO::updateLight(u8 light_at_pos)
|
|
{
|
|
// Don't update light of attached one
|
|
if (getParent() != NULL) {
|
|
return;
|
|
}
|
|
|
|
updateLightNoCheck(light_at_pos);
|
|
|
|
// Update light of all children
|
|
for (u16 i : m_children) {
|
|
ClientActiveObject *obj = m_env->getActiveObject(i);
|
|
if (obj) {
|
|
obj->updateLightNoCheck(light_at_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateLightNoCheck(u8 light_at_pos)
|
|
{
|
|
if (m_glow < 0)
|
|
return;
|
|
|
|
u8 li = decode_light(light_at_pos + m_glow);
|
|
if (li != m_last_light) {
|
|
m_last_light = li;
|
|
video::SColor color(255,li,li,li);
|
|
if (m_meshnode) {
|
|
setMeshColor(m_meshnode->getMesh(), color);
|
|
} else if (m_animated_meshnode) {
|
|
setAnimatedMeshColor(m_animated_meshnode, color);
|
|
} else if (m_wield_meshnode) {
|
|
m_wield_meshnode->setColor(color);
|
|
} else if (m_spritenode) {
|
|
m_spritenode->setColor(color);
|
|
}
|
|
}
|
|
}
|
|
|
|
v3s16 GenericCAO::getLightPosition()
|
|
{
|
|
if (m_is_player)
|
|
return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
|
|
|
|
return floatToInt(m_position, BS);
|
|
}
|
|
|
|
void GenericCAO::updateNodePos()
|
|
{
|
|
if (getParent() != NULL)
|
|
return;
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
|
|
if (node) {
|
|
v3s16 camera_offset = m_env->getCameraOffset();
|
|
v3f pos = pos_translator.val_current -
|
|
intToFloat(camera_offset, BS);
|
|
getPosRotMatrix().setTranslation(pos);
|
|
if (node != m_spritenode) { // rotate if not a sprite
|
|
v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
|
|
setPitchYawRoll(getPosRotMatrix(), rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::step(float dtime, ClientEnvironment *env)
|
|
{
|
|
// Handel model of local player instantly to prevent lags
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
if (m_is_visible) {
|
|
int old_anim = player->last_animation;
|
|
float old_anim_speed = player->last_animation_speed;
|
|
m_position = player->getPosition();
|
|
m_rotation.Y = wrapDegrees_0_360(player->getYaw());
|
|
m_velocity = v3f(0,0,0);
|
|
m_acceleration = v3f(0,0,0);
|
|
pos_translator.val_current = m_position;
|
|
rot_translator.val_current = m_rotation;
|
|
const PlayerControl &controls = player->getPlayerControl();
|
|
|
|
bool walking = false;
|
|
if (controls.up || controls.down || controls.left || controls.right ||
|
|
controls.forw_move_joystick_axis != 0.f ||
|
|
controls.sidew_move_joystick_axis != 0.f)
|
|
walking = true;
|
|
|
|
f32 new_speed = player->local_animation_speed;
|
|
v2s32 new_anim = v2s32(0,0);
|
|
bool allow_update = false;
|
|
|
|
// increase speed if using fast or flying fast
|
|
if((g_settings->getBool("fast_move") &&
|
|
m_client->checkLocalPrivilege("fast")) &&
|
|
(controls.aux1 ||
|
|
(!player->touching_ground &&
|
|
g_settings->getBool("free_move") &&
|
|
m_client->checkLocalPrivilege("fly"))))
|
|
new_speed *= 1.5;
|
|
// slowdown speed if sneeking
|
|
if (controls.sneak && walking)
|
|
new_speed /= 2;
|
|
|
|
if (walking && (controls.LMB || controls.RMB)) {
|
|
new_anim = player->local_animations[3];
|
|
player->last_animation = WD_ANIM;
|
|
} else if(walking) {
|
|
new_anim = player->local_animations[1];
|
|
player->last_animation = WALK_ANIM;
|
|
} else if(controls.LMB || controls.RMB) {
|
|
new_anim = player->local_animations[2];
|
|
player->last_animation = DIG_ANIM;
|
|
}
|
|
|
|
// Apply animations if input detected and not attached
|
|
// or set idle animation
|
|
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
|
|
allow_update = true;
|
|
m_animation_range = new_anim;
|
|
m_animation_speed = new_speed;
|
|
player->last_animation_speed = m_animation_speed;
|
|
} else {
|
|
player->last_animation = NO_ANIM;
|
|
|
|
if (old_anim != NO_ANIM) {
|
|
m_animation_range = player->local_animations[0];
|
|
updateAnimation();
|
|
}
|
|
}
|
|
|
|
// Update local player animations
|
|
if ((player->last_animation != old_anim ||
|
|
m_animation_speed != old_anim_speed) &&
|
|
player->last_animation != NO_ANIM && allow_update)
|
|
updateAnimation();
|
|
|
|
}
|
|
}
|
|
|
|
if (m_visuals_expired && m_smgr) {
|
|
m_visuals_expired = false;
|
|
|
|
// Attachments, part 1: All attached objects must be unparented first,
|
|
// or Irrlicht causes a segmentation fault
|
|
for (auto ci = m_children.begin(); ci != m_children.end();) {
|
|
if (m_env->attachement_parent_ids[*ci] != getId()) {
|
|
ci = m_children.erase(ci);
|
|
continue;
|
|
}
|
|
ClientActiveObject *obj = m_env->getActiveObject(*ci);
|
|
if (obj) {
|
|
scene::ISceneNode *child_node = obj->getSceneNode();
|
|
// The node's parent is always an IDummyTraformationSceneNode,
|
|
// so we need to reparent that one instead.
|
|
if (child_node)
|
|
child_node->getParent()->setParent(m_smgr->getRootSceneNode());
|
|
}
|
|
++ci;
|
|
}
|
|
|
|
removeFromScene(false);
|
|
addToScene(m_client->tsrc());
|
|
|
|
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
|
|
for (u16 cao_id : m_children) {
|
|
// Get the object of the child
|
|
ClientActiveObject *obj = m_env->getActiveObject(cao_id);
|
|
if (obj)
|
|
obj->setAttachments();
|
|
}
|
|
}
|
|
|
|
// Make sure m_is_visible is always applied
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node)
|
|
node->setVisible(m_is_visible);
|
|
|
|
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
|
|
{
|
|
// Set these for later
|
|
m_position = getPosition();
|
|
m_velocity = v3f(0,0,0);
|
|
m_acceleration = v3f(0,0,0);
|
|
pos_translator.val_current = 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 {
|
|
rot_translator.translate(dtime);
|
|
v3f lastpos = pos_translator.val_current;
|
|
|
|
if(m_prop.physical)
|
|
{
|
|
aabb3f box = m_prop.collisionbox;
|
|
box.MinEdge *= BS;
|
|
box.MaxEdge *= BS;
|
|
collisionMoveResult moveresult;
|
|
f32 pos_max_d = BS*0.125; // Distance per iteration
|
|
v3f p_pos = m_position;
|
|
v3f p_velocity = m_velocity;
|
|
moveresult = collisionMoveSimple(env,env->getGameDef(),
|
|
pos_max_d, box, m_prop.stepheight, dtime,
|
|
&p_pos, &p_velocity, m_acceleration,
|
|
this, m_prop.collideWithObjects);
|
|
// Apply results
|
|
m_position = p_pos;
|
|
m_velocity = p_velocity;
|
|
|
|
bool is_end_position = moveresult.collides;
|
|
pos_translator.update(m_position, is_end_position, dtime);
|
|
pos_translator.translate(dtime);
|
|
updateNodePos();
|
|
} else {
|
|
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
|
|
m_velocity += dtime * m_acceleration;
|
|
pos_translator.update(m_position, pos_translator.aim_is_end,
|
|
pos_translator.anim_time);
|
|
pos_translator.translate(dtime);
|
|
updateNodePos();
|
|
}
|
|
|
|
float moved = lastpos.getDistanceFrom(pos_translator.val_current);
|
|
m_step_distance_counter += moved;
|
|
if (m_step_distance_counter > 1.5f * BS) {
|
|
m_step_distance_counter = 0.0f;
|
|
if (!m_is_local_player && m_prop.makes_footstep_sound) {
|
|
const NodeDefManager *ndef = m_client->ndef();
|
|
v3s16 p = floatToInt(getPosition() +
|
|
v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
|
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
|
|
// Reduce footstep gain, as non-local-player footsteps are
|
|
// somehow louder.
|
|
spec.gain *= 0.6f;
|
|
m_client->sound()->playSoundAt(spec, false, getPosition());
|
|
}
|
|
}
|
|
}
|
|
|
|
m_anim_timer += dtime;
|
|
if(m_anim_timer >= m_anim_framelength)
|
|
{
|
|
m_anim_timer -= m_anim_framelength;
|
|
m_anim_frame++;
|
|
if(m_anim_frame >= m_anim_num_frames)
|
|
m_anim_frame = 0;
|
|
}
|
|
|
|
updateTexturePos();
|
|
|
|
if(m_reset_textures_timer >= 0)
|
|
{
|
|
m_reset_textures_timer -= dtime;
|
|
if(m_reset_textures_timer <= 0) {
|
|
m_reset_textures_timer = -1;
|
|
updateTextures(m_previous_texture_modifier);
|
|
}
|
|
}
|
|
if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
|
|
m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
|
|
rot_translator.val_current = m_rotation;
|
|
updateNodePos();
|
|
}
|
|
|
|
if (!getParent() && m_prop.automatic_face_movement_dir &&
|
|
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
|
|
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
|
|
+ m_prop.automatic_face_movement_dir_offset;
|
|
float max_rotation_per_sec =
|
|
m_prop.automatic_face_movement_max_rotation_per_sec;
|
|
|
|
if (max_rotation_per_sec > 0) {
|
|
wrappedApproachShortest(m_rotation.Y, target_yaw,
|
|
dtime * max_rotation_per_sec, 360.f);
|
|
} else {
|
|
// Negative values of max_rotation_per_sec mean disabled.
|
|
m_rotation.Y = target_yaw;
|
|
}
|
|
|
|
rot_translator.val_current = m_rotation;
|
|
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_rotation.Y;
|
|
dir = wrapDegrees_180(dir);
|
|
if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
|
|
col += 2;
|
|
else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
|
|
col += 3;
|
|
else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
|
|
col += 0;
|
|
else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
|
|
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 &modref)
|
|
{
|
|
ITextureSource *tsrc = m_client->tsrc();
|
|
|
|
bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
|
|
bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
|
|
bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
|
|
|
|
m_previous_texture_modifier = m_current_texture_modifier;
|
|
m_current_texture_modifier = modref;
|
|
m_glow = m_prop.glow;
|
|
|
|
// Create a reference to the copy of "modref" just created. The
|
|
// following code will then use this reference instead of the
|
|
// original parameter which was passed by reference. This is
|
|
// necessary as "modref" can be a class member and there is a swap on
|
|
// those class members which can get triggered by the rest of the
|
|
// code of this method. This is faster than passing the "mod" by
|
|
// value because it reuses the copy made by the assignment to
|
|
// m_current_texture_modifier for the "mod" instead of having two
|
|
// copies, one for "mod" and another one (created from "mod") for
|
|
// the m_current_texture_modifier class member.
|
|
const std::string &mod = m_current_texture_modifier;
|
|
|
|
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
|
|
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
if (m_spritenode) {
|
|
if (m_prop.visual == "sprite") {
|
|
std::string texturestring = "unknown_node.png";
|
|
if (!m_prop.textures.empty())
|
|
texturestring = m_prop.textures[0];
|
|
texturestring += mod;
|
|
m_spritenode->getMaterial(0).MaterialType = material_type;
|
|
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTextureForMesh(texturestring));
|
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
// has directional lighting, it should work automatically.
|
|
if (!m_prop.colors.empty()) {
|
|
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
|
|
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
|
|
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
|
|
}
|
|
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
|
}
|
|
}
|
|
|
|
if (m_animated_meshnode) {
|
|
if (m_prop.visual == "mesh") {
|
|
for (u32 i = 0; i < m_prop.textures.size() &&
|
|
i < m_animated_meshnode->getMaterialCount(); ++i) {
|
|
std::string texturestring = m_prop.textures[i];
|
|
if (texturestring.empty())
|
|
continue; // Empty texture string means don't modify that material
|
|
texturestring += mod;
|
|
video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
|
|
if (!texture) {
|
|
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
|
|
continue;
|
|
}
|
|
|
|
// Set material flags and texture
|
|
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
|
|
material.MaterialType = material_type;
|
|
material.MaterialTypeParam = 0.5f;
|
|
material.TextureLayer[0].Texture = texture;
|
|
material.setFlag(video::EMF_LIGHTING, true);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
|
|
|
|
// don't filter low-res textures, makes them look blurry
|
|
// player models have a res of 64
|
|
const core::dimension2d<u32> &size = texture->getOriginalSize();
|
|
const u32 res = std::min(size.Height, size.Width);
|
|
use_trilinear_filter &= res > 64;
|
|
use_bilinear_filter &= res > 64;
|
|
|
|
m_animated_meshnode->getMaterial(i)
|
|
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
m_animated_meshnode->getMaterial(i)
|
|
.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
m_animated_meshnode->getMaterial(i)
|
|
.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
|
}
|
|
for (u32 i = 0; i < m_prop.colors.size() &&
|
|
i < m_animated_meshnode->getMaterialCount(); ++i)
|
|
{
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
// has directional lighting, it should work automatically.
|
|
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
|
|
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
|
|
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
|
|
}
|
|
}
|
|
}
|
|
if(m_meshnode)
|
|
{
|
|
if(m_prop.visual == "cube")
|
|
{
|
|
for (u32 i = 0; i < 6; ++i)
|
|
{
|
|
std::string texturestring = "unknown_node.png";
|
|
if(m_prop.textures.size() > i)
|
|
texturestring = m_prop.textures[i];
|
|
texturestring += mod;
|
|
|
|
|
|
// Set material flags and texture
|
|
video::SMaterial& material = m_meshnode->getMaterial(i);
|
|
material.MaterialType = material_type;
|
|
material.MaterialTypeParam = 0.5f;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setTexture(0,
|
|
tsrc->getTextureForMesh(texturestring));
|
|
material.getTextureMatrix(0).makeIdentity();
|
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
// has directional lighting, it should work automatically.
|
|
if(m_prop.colors.size() > i)
|
|
{
|
|
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
|
|
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
|
|
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
|
|
}
|
|
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
|
}
|
|
} else if (m_prop.visual == "upright_sprite") {
|
|
scene::IMesh *mesh = m_meshnode->getMesh();
|
|
{
|
|
std::string tname = "unknown_object.png";
|
|
if (!m_prop.textures.empty())
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTextureForMesh(tname));
|
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
// has directional lighting, it should work automatically.
|
|
if(!m_prop.colors.empty()) {
|
|
buf->getMaterial().AmbientColor = m_prop.colors[0];
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[0];
|
|
buf->getMaterial().SpecularColor = m_prop.colors[0];
|
|
}
|
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
|
}
|
|
{
|
|
std::string tname = "unknown_object.png";
|
|
if (m_prop.textures.size() >= 2)
|
|
tname = m_prop.textures[1];
|
|
else if (!m_prop.textures.empty())
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTextureForMesh(tname));
|
|
|
|
// This allows setting per-material colors. However, until a real lighting
|
|
// system is added, the code below will have no effect. Once MineTest
|
|
// has directional lighting, it should work automatically.
|
|
if (m_prop.colors.size() >= 2) {
|
|
buf->getMaterial().AmbientColor = m_prop.colors[1];
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[1];
|
|
buf->getMaterial().SpecularColor = m_prop.colors[1];
|
|
setMeshColor(mesh, m_prop.colors[1]);
|
|
} else if (!m_prop.colors.empty()) {
|
|
buf->getMaterial().AmbientColor = m_prop.colors[0];
|
|
buf->getMaterial().DiffuseColor = m_prop.colors[0];
|
|
buf->getMaterial().SpecularColor = m_prop.colors[0];
|
|
setMeshColor(mesh, m_prop.colors[0]);
|
|
}
|
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
|
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateAnimation()
|
|
{
|
|
if (!m_animated_meshnode)
|
|
return;
|
|
|
|
if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
|
|
m_animated_meshnode->getEndFrame() != m_animation_range.Y)
|
|
m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
|
|
if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
|
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
|
|
m_animated_meshnode->setTransitionTime(m_animation_blend);
|
|
// Requires Irrlicht 1.8 or greater
|
|
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
|
|
if (m_animated_meshnode->getLoopMode() != m_animation_loop)
|
|
m_animated_meshnode->setLoopMode(m_animation_loop);
|
|
#endif
|
|
}
|
|
|
|
void GenericCAO::updateAnimationSpeed()
|
|
{
|
|
if (!m_animated_meshnode)
|
|
return;
|
|
|
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
|
|
}
|
|
|
|
void GenericCAO::updateBonePosition()
|
|
{
|
|
if (m_bone_position.empty() || !m_animated_meshnode)
|
|
return;
|
|
|
|
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
|
|
for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
|
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
|
|
std::string bone_name = (*ii).first;
|
|
v3f bone_pos = (*ii).second.X;
|
|
v3f bone_rot = (*ii).second.Y;
|
|
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
|
|
if(bone)
|
|
{
|
|
bone->setPosition(bone_pos);
|
|
bone->setRotation(bone_rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateAttachments()
|
|
{
|
|
ClientActiveObject *parent = getParent();
|
|
if (!parent) { // Detach or don't attach
|
|
if (m_matrixnode) {
|
|
v3f old_pos = m_matrixnode->getAbsolutePosition();
|
|
m_matrixnode->setParent(m_smgr->getRootSceneNode());
|
|
getPosRotMatrix().setTranslation(old_pos);
|
|
m_matrixnode->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
else // Attach
|
|
{
|
|
scene::ISceneNode *parent_node = parent->getSceneNode();
|
|
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
|
|
parent->getAnimatedMeshSceneNode();
|
|
if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
|
|
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
|
|
}
|
|
|
|
if (m_matrixnode && parent_node) {
|
|
m_matrixnode->setParent(parent_node);
|
|
getPosRotMatrix().setTranslation(m_attachment_position);
|
|
//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
|
|
// use Irrlicht eulers instead
|
|
getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
|
|
m_matrixnode->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::processMessage(const std::string &data)
|
|
{
|
|
//infostream<<"GenericCAO: Got message"<<std::endl;
|
|
std::istringstream is(data, std::ios::binary);
|
|
// command
|
|
u8 cmd = readU8(is);
|
|
if (cmd == GENERIC_CMD_SET_PROPERTIES) {
|
|
m_prop = gob_read_set_properties(is);
|
|
|
|
m_selection_box = m_prop.selectionbox;
|
|
m_selection_box.MinEdge *= BS;
|
|
m_selection_box.MaxEdge *= BS;
|
|
|
|
m_tx_size.X = 1.0 / m_prop.spritediv.X;
|
|
m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
|
|
|
|
if(!m_initial_tx_basepos_set){
|
|
m_initial_tx_basepos_set = true;
|
|
m_tx_basepos = m_prop.initial_sprite_basepos;
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->makes_footstep_sound = m_prop.makes_footstep_sound;
|
|
aabb3f collision_box = m_prop.collisionbox;
|
|
collision_box.MinEdge *= BS;
|
|
collision_box.MaxEdge *= BS;
|
|
player->setCollisionbox(collision_box);
|
|
player->setEyeHeight(m_prop.eye_height);
|
|
player->setZoomFOV(m_prop.zoom_fov);
|
|
}
|
|
|
|
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
|
|
m_prop.nametag = m_name;
|
|
|
|
expireVisuals();
|
|
} else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
|
|
// Not sent by the server if this object is an attachment.
|
|
// We might however get here if the server notices the object being detached before the client.
|
|
m_position = readV3F32(is);
|
|
m_velocity = readV3F32(is);
|
|
m_acceleration = readV3F32(is);
|
|
|
|
if (std::fabs(m_prop.automatic_rotate) < 0.001f)
|
|
m_rotation = readV3F32(is);
|
|
else
|
|
readV3F32(is);
|
|
|
|
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
|
|
bool do_interpolate = readU8(is);
|
|
bool is_end_position = readU8(is);
|
|
float update_interval = readF32(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);
|
|
}
|
|
rot_translator.update(m_rotation, false, update_interval);
|
|
updateNodePos();
|
|
} else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
|
|
std::string mod = deSerializeString(is);
|
|
|
|
// immediatly reset a engine issued texture modifier if a mod sends a different one
|
|
if (m_reset_textures_timer > 0) {
|
|
m_reset_textures_timer = -1;
|
|
updateTextures(m_previous_texture_modifier);
|
|
}
|
|
updateTextures(mod);
|
|
} else if (cmd == GENERIC_CMD_SET_SPRITE) {
|
|
v2s16 p = readV2S16(is);
|
|
int num_frames = readU16(is);
|
|
float framelength = readF32(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 = readF32(is);
|
|
float override_jump = readF32(is);
|
|
float override_gravity = readF32(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
bool sneak = !readU8(is);
|
|
bool sneak_glitch = !readU8(is);
|
|
bool new_move = !readU8(is);
|
|
|
|
|
|
if(m_is_local_player)
|
|
{
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->physics_override_speed = override_speed;
|
|
player->physics_override_jump = override_jump;
|
|
player->physics_override_gravity = override_gravity;
|
|
player->physics_override_sneak = sneak;
|
|
player->physics_override_sneak_glitch = sneak_glitch;
|
|
player->physics_override_new_move = new_move;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_SET_ANIMATION) {
|
|
// TODO: change frames send as v2s32 value
|
|
v2f range = readV2F32(is);
|
|
if (!m_is_local_player) {
|
|
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
|
|
m_animation_speed = readF32(is);
|
|
m_animation_blend = readF32(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
m_animation_loop = !readU8(is);
|
|
updateAnimation();
|
|
} else {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
if(player->last_animation == NO_ANIM)
|
|
{
|
|
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
|
|
m_animation_speed = readF32(is);
|
|
m_animation_blend = readF32(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
m_animation_loop = !readU8(is);
|
|
}
|
|
// update animation only if local animations present
|
|
// and received animation is unknown (except idle animation)
|
|
bool is_known = false;
|
|
for (int i = 1;i<4;i++)
|
|
{
|
|
if(m_animation_range.Y == player->local_animations[i].Y)
|
|
is_known = true;
|
|
}
|
|
if(!is_known ||
|
|
(player->local_animations[1].Y + player->local_animations[2].Y < 1))
|
|
{
|
|
updateAnimation();
|
|
}
|
|
}
|
|
} else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
|
|
m_animation_speed = readF32(is);
|
|
updateAnimationSpeed();
|
|
} else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
|
|
std::string bone = deSerializeString(is);
|
|
v3f position = readV3F32(is);
|
|
v3f rotation = readV3F32(is);
|
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
|
|
|
|
updateBonePosition();
|
|
} else if (cmd == GENERIC_CMD_ATTACH_TO) {
|
|
u16 parent_id = readS16(is);
|
|
u16 &old_parent_id = m_env->attachement_parent_ids[getId()];
|
|
if (parent_id != old_parent_id) {
|
|
if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) {
|
|
old_parent->m_children.erase(std::remove(
|
|
m_children.begin(), m_children.end(),
|
|
getId()), m_children.end());
|
|
}
|
|
if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id))
|
|
new_parent->m_children.push_back(getId());
|
|
|
|
old_parent_id = parent_id;
|
|
}
|
|
|
|
m_attachment_bone = deSerializeString(is);
|
|
m_attachment_position = readV3F32(is);
|
|
m_attachment_rotation = readV3F32(is);
|
|
|
|
// localplayer itself can't be attached to localplayer
|
|
if (!m_is_local_player) {
|
|
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
|
|
// Objects attached to the local player should be hidden by default
|
|
m_is_visible = !m_attached_to_local;
|
|
}
|
|
|
|
updateAttachments();
|
|
} else if (cmd == GENERIC_CMD_PUNCHED) {
|
|
u16 result_hp = readU16(is);
|
|
|
|
// Use this instead of the send damage to not interfere with prediction
|
|
s32 damage = (s32)m_hp - (s32)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,
|
|
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
|
|
m_env->addSimpleObject(simple);
|
|
} else if (m_reset_textures_timer < 0) {
|
|
// TODO: Execute defined fast response
|
|
// Flashing shall suffice as there is no definition
|
|
m_reset_textures_timer = 0.05;
|
|
if(damage >= 2)
|
|
m_reset_textures_timer += 0.05 * damage;
|
|
updateTextures(m_current_texture_modifier + "^[brighten");
|
|
}
|
|
}
|
|
} else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
|
|
m_armor_groups.clear();
|
|
int armor_groups_size = readU16(is);
|
|
for(int i=0; i<armor_groups_size; i++)
|
|
{
|
|
std::string name = deSerializeString(is);
|
|
int rating = readS16(is);
|
|
m_armor_groups[name] = rating;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
|
|
// Deprecated, for backwards compatibility only.
|
|
readU8(is); // version
|
|
m_prop.nametag_color = readARGB8(is);
|
|
if (m_nametag != NULL) {
|
|
m_nametag->nametag_color = m_prop.nametag_color;
|
|
v3f pos;
|
|
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
|
|
m_nametag->nametag_pos = pos;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
|
|
u16 child_id = readU16(is);
|
|
u8 type = readU8(is);
|
|
|
|
if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
|
|
childobj->processInitData(deSerializeLongString(is));
|
|
} else {
|
|
m_env->addActiveObject(child_id, type, deSerializeLongString(is));
|
|
}
|
|
} else {
|
|
warningstream << FUNCTION_NAME
|
|
<< ": unknown command or outdated client \""
|
|
<< +cmd << "\"" << std::endl;
|
|
}
|
|
}
|
|
|
|
/* \pre punchitem != NULL
|
|
*/
|
|
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
|
|
float time_from_last_punch)
|
|
{
|
|
assert(punchitem); // pre-condition
|
|
const ToolCapabilities *toolcap =
|
|
&punchitem->getToolCapabilities(m_client->idef());
|
|
PunchDamageResult result = getPunchDamage(
|
|
m_armor_groups,
|
|
toolcap,
|
|
punchitem,
|
|
time_from_last_punch);
|
|
|
|
if(result.did_punch && result.damage != 0)
|
|
{
|
|
if(result.damage < m_hp)
|
|
{
|
|
m_hp -= result.damage;
|
|
} else {
|
|
m_hp = 0;
|
|
// TODO: Execute defined fast response
|
|
// As there is no definition, make a smoke puff
|
|
ClientSimpleObject *simple = createSmokePuff(
|
|
m_smgr, m_env, m_position,
|
|
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
|
|
m_env->addSimpleObject(simple);
|
|
}
|
|
// TODO: Execute defined fast response
|
|
// Flashing shall suffice as there is no definition
|
|
if (m_reset_textures_timer < 0) {
|
|
m_reset_textures_timer = 0.05;
|
|
if (result.damage >= 2)
|
|
m_reset_textures_timer += 0.05 * result.damage;
|
|
updateTextures(m_current_texture_modifier + "^[brighten");
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::string GenericCAO::debugInfoText()
|
|
{
|
|
std::ostringstream os(std::ios::binary);
|
|
os<<"GenericCAO hp="<<m_hp<<"\n";
|
|
os<<"armor={";
|
|
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
|
|
i != m_armor_groups.end(); ++i)
|
|
{
|
|
os<<i->first<<"="<<i->second<<", ";
|
|
}
|
|
os<<"}";
|
|
return os.str();
|
|
}
|
|
|
|
// Prototype
|
|
GenericCAO proto_GenericCAO(NULL, NULL);
|