minetest/src/client/content_cao.cpp
Jozef Behran eb2bda7d0b Optimize string (mis)handling (#8128)
* 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.
2019-05-18 17:19:13 +02:00

1646 lines
49 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include "content_cao.h"
#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
#include "util/serialize.h"
#include "util/basic_macros.h"
#include "client/sound.h"
#include "client/tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include "serialization.h" // For decompressZlib
#include "clientobject.h"
#include "mesh.h"
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
#include "client.h"
#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
#include "client/renderingengine.h"
class Settings;
struct ToolCapabilities;
std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
template<typename T>
void SmoothTranslator<T>::init(T current)
{
val_old = current;
val_current = current;
val_target = current;
anim_time = 0;
anim_time_counter = 0;
aim_is_end = true;
}
template<typename T>
void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
{
aim_is_end = is_end_position;
val_old = val_current;
val_target = new_target;
if (update_interval > 0) {
anim_time = update_interval;
} else {
if (anim_time < 0.001 || anim_time > 1.0)
anim_time = anim_time_counter;
else
anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
}
anim_time_counter = 0;
}
template<typename T>
void SmoothTranslator<T>::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
T val_diff = val_target - val_old;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
val_current = val_old + val_diff * moveratio;
}
void SmoothTranslatorWrapped::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
f32 val_diff = std::abs(val_target - val_old);
if (val_diff > 180.f)
val_diff = 360.f - val_diff;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current, val_target,
val_diff * moveratio, 360.f);
}
void SmoothTranslatorWrappedv3f::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
v3f val_diff_v3f;
val_diff_v3f.X = std::abs(val_target.X - val_old.X);
val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
if (val_diff_v3f.X > 180.f)
val_diff_v3f.X = 360.f - val_diff_v3f.X;
if (val_diff_v3f.Y > 180.f)
val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
if (val_diff_v3f.Z > 180.f)
val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current.X, val_target.X,
val_diff_v3f.X * moveratio, 360.f);
wrappedApproachShortest(val_current.Y, val_target.Y,
val_diff_v3f.Y * moveratio, 360.f);
wrappedApproachShortest(val_current.Z, val_target.Z,
val_diff_v3f.Z * moveratio, 360.f);
}
/*
Other stuff
*/
static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
{
video::SMaterial& material = bill->getMaterial(0);
core::matrix4& matrix = material.getTextureMatrix(0);
matrix.setTextureTranslate(txs*col, tys*row);
matrix.setTextureScale(txs, tys);
}
/*
TestCAO
*/
class TestCAO : public ClientActiveObject
{
public:
TestCAO(Client *client, ClientEnvironment *env);
virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
bool getCollisionBox(aabb3f *toset) const { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
// Prototype
TestCAO proto_TestCAO(NULL, NULL);
TestCAO::TestCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
}
void TestCAO::addToScene(ITextureSource *tsrc)
{
if(m_node != NULL)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
scene::SMesh *mesh = new scene::SMesh();
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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();
m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
void TestCAO::removeFromScene(bool permanent)
{
if (!m_node)
return;
m_node->remove();
m_node = NULL;
}
void TestCAO::updateLight(u8 light_at_pos)
{
}
v3s16 TestCAO::getLightPosition()
{
return floatToInt(m_position, BS);
}
void TestCAO::updateNodePos()
{
if (!m_node)
return;
m_node->setPosition(m_position);
//m_node->setRotation(v3f(0, 45, 0));
}
void TestCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
v3f rot = m_node->getRotation();
//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
rot.Y += dtime * 180;
m_node->setRotation(rot);
}
}
void TestCAO::processMessage(const std::string &data)
{
infostream<<"TestCAO: Got data: "<<data<<std::endl;
std::istringstream is(data, std::ios::binary);
u16 cmd;
is>>cmd;
if(cmd == 0)
{
v3f newpos;
is>>newpos.X;
is>>newpos.Y;
is>>newpos.Z;
m_position = newpos;
updateNodePos();
}
}
/*
GenericCAO
*/
#include "genericobject.h"
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env)
{
if (client == NULL) {
ClientActiveObject::registerType(getType(), create);
} else {
m_client = client;
}
}
bool GenericCAO::getCollisionBox(aabb3f *toset) const
{
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_position;
toset->MaxEdge += m_position;
return true;
}
return false;
}
bool GenericCAO::collideWithObjects() const
{
return m_prop.collideWithObjects;
}
void GenericCAO::initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
processInitData(data);
if (m_is_player) {
// Check if it's the current player
LocalPlayer *player = m_env->getLocalPlayer();
if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
m_is_local_player = true;
m_is_visible = false;
player->setCAO(this);
}
}
}
void GenericCAO::processInitData(const std::string &data)
{
std::istringstream is(data, std::ios::binary);
const u8 version = readU8(is);
if (version < 1) {
errorstream << "GenericCAO: Unsupported init data version"
<< std::endl;
return;
}
// PROTOCOL_VERSION >= 37
m_name = deSerializeString(is);
m_is_player = readU8(is);
m_id = readU16(is);
m_position = readV3F32(is);
m_rotation = readV3F32(is);
m_hp = readU16(is);
const u8 num_messages = readU8(is);
for (int i = 0; i < num_messages; i++) {
std::string message = deSerializeLongString(is);
processMessage(message);
}
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
pos_translator.init(m_position);
rot_translator.init(m_rotation);
updateNodePos();
}
GenericCAO::~GenericCAO()
{
removeFromScene(true);
}
bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
if (!m_prop.is_visible || !m_is_visible || m_is_local_player
|| !m_prop.pointable) {
return false;
}
*toset = m_selection_box;
return true;
}
v3f GenericCAO::getPosition()
{
if (getParent() != nullptr) {
if (m_matrixnode)
return m_matrixnode->getAbsolutePosition();
return m_position;
}
return pos_translator.val_current;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
scene::ISceneNode* GenericCAO::getSceneNode()
{
if (m_meshnode) {
return m_meshnode;
}
if (m_animated_meshnode) {
return m_animated_meshnode;
}
if (m_wield_meshnode) {
return m_wield_meshnode;
}
if (m_spritenode) {
return m_spritenode;
}
return NULL;
}
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
return m_animated_meshnode;
}
void GenericCAO::setChildrenVisible(bool toset)
{
for (u16 cao_id : m_children) {
GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
obj->setVisible(toset);
}
}
}
void GenericCAO::setAttachments()
{
updateAttachments();
}
ClientActiveObject* GenericCAO::getParent() const
{
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);