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- /*
- 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 "content_cao.h"
- #include <IBillboardSceneNode.h>
- #include <ICameraSceneNode.h>
- #include <ITextSceneNode.h>
- #include <IMeshManipulator.h>
- #include <IAnimatedMeshSceneNode.h>
- #include "client/client.h"
- #include "client/renderingengine.h"
- #include "client/sound.h"
- #include "client/tile.h"
- #include "util/basic_macros.h"
- #include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
- #include "util/serialize.h"
- #include "camera.h" // CameraModes
- #include "collision.h"
- #include "content_cso.h"
- #include "environment.h"
- #include "itemdef.h"
- #include "localplayer.h"
- #include "map.h"
- #include "mesh.h"
- #include "nodedef.h"
- #include "serialization.h" // For decompressZlib
- #include "settings.h"
- #include "sound.h"
- #include "tool.h"
- #include "wieldmesh.h"
- #include <algorithm>
- #include <cmath>
- #include "client/shader.h"
- #include "client/minimap.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);
- }
- // Evaluate transform chain recursively; irrlicht does not do this for us
- static void updatePositionRecursive(scene::ISceneNode *node)
- {
- scene::ISceneNode *parent = node->getParent();
- if (parent)
- updatePositionRecursive(parent);
- node->updateAbsolutePosition();
- }
- /*
- 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(u32 day_night_ratio);
- 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(u32 day_night_ratio)
- {
- }
- 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 "clientobject.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);
- m_prop.show_on_minimap = false;
- }
- }
- m_enable_shaders = g_settings->getBool("enable_shaders");
- }
- 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 = deSerializeString16(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 = deSerializeString32(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;
- }
- const v3f GenericCAO::getPosition() const
- {
- if (!getParent())
- return pos_translator.val_current;
- // Calculate real position in world based on MatrixNode
- if (m_matrixnode) {
- v3s16 camera_offset = m_env->getCameraOffset();
- return m_matrixnode->getAbsolutePosition() +
- intToFloat(camera_offset, BS);
- }
- return m_position;
- }
- const bool GenericCAO::isImmortal()
- {
- return itemgroup_get(getGroups(), "immortal");
- }
- scene::ISceneNode *GenericCAO::getSceneNode() const
- {
- 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() const
- {
- return m_animated_meshnode;
- }
- void GenericCAO::setChildrenVisible(bool toset)
- {
- for (u16 cao_id : m_attachment_child_ids) {
- GenericCAO *obj = m_env->getGenericCAO(cao_id);
- if (obj) {
- // Check if the entity is forced to appear in first person.
- obj->setVisible(obj->m_force_visible ? true : toset);
- }
- }
- }
- void GenericCAO::setAttachment(int parent_id, const std::string &bone,
- v3f position, v3f rotation, bool force_visible)
- {
- int old_parent = m_attachment_parent_id;
- m_attachment_parent_id = parent_id;
- m_attachment_bone = bone;
- m_attachment_position = position;
- m_attachment_rotation = rotation;
- m_force_visible = force_visible;
- ClientActiveObject *parent = m_env->getActiveObject(parent_id);
- if (parent_id != old_parent) {
- if (auto *o = m_env->getActiveObject(old_parent))
- o->removeAttachmentChild(m_id);
- if (parent)
- parent->addAttachmentChild(m_id);
- }
- updateAttachments();
- // Forcibly show attachments if required by set_attach
- if (m_force_visible) {
- m_is_visible = true;
- } else if (!m_is_local_player) {
- // Objects attached to the local player should be hidden in first person
- m_is_visible = !m_attached_to_local ||
- m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
- m_force_visible = false;
- } else {
- // Local players need to have this set,
- // otherwise first person attachments fail.
- m_is_visible = true;
- }
- }
- void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation, bool *force_visible) const
- {
- *parent_id = m_attachment_parent_id;
- *bone = m_attachment_bone;
- *position = m_attachment_position;
- *rotation = m_attachment_rotation;
- *force_visible = m_force_visible;
- }
- void GenericCAO::clearChildAttachments()
- {
- // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
- while (!m_attachment_child_ids.empty()) {
- int child_id = *m_attachment_child_ids.begin();
- if (ClientActiveObject *child = m_env->getActiveObject(child_id))
- child->setAttachment(0, "", v3f(), v3f(), false);
- removeAttachmentChild(child_id);
- }
- }
- void GenericCAO::clearParentAttachment()
- {
- if (m_attachment_parent_id)
- setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
- else
- setAttachment(0, "", v3f(), v3f(), false);
- }
- void GenericCAO::addAttachmentChild(int child_id)
- {
- m_attachment_child_ids.insert(child_id);
- }
- void GenericCAO::removeAttachmentChild(int child_id)
- {
- m_attachment_child_ids.erase(child_id);
- }
- ClientActiveObject* GenericCAO::getParent() const
- {
- return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
- nullptr;
- }
- void GenericCAO::removeFromScene(bool permanent)
- {
- // Should be true when removing the object permanently
- // and false when refreshing (eg: updating visuals)
- if (m_env && permanent) {
- // The client does not know whether this object does re-appear to
- // a later time, thus do not clear child attachments.
- clearParentAttachment();
- }
- 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;
- }
- if (m_marker && m_client->getMinimap())
- m_client->getMinimap()->removeMarker(&m_marker);
- }
- 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;
- infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
- if (m_enable_shaders) {
- IShaderSource *shader_source = m_client->getShaderSource();
- MaterialType material_type;
- if (m_prop.shaded && m_prop.glow == 0)
- material_type = (m_prop.use_texture_alpha) ?
- TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
- else
- material_type = (m_prop.use_texture_alpha) ?
- TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
- u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
- m_material_type = shader_source->getShaderInfo(shader_id).material;
- } else {
- m_material_type = (m_prop.use_texture_alpha) ?
- video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- }
- auto grabMatrixNode = [this] {
- m_matrixnode = RenderingEngine::get_scene_manager()->
- addDummyTransformationSceneNode();
- m_matrixnode->grab();
- };
- auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
- node->setMaterialFlag(video::EMF_LIGHTING, false);
- node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- node->setMaterialType(m_material_type);
- if (m_enable_shaders) {
- node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
- node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
- }
- };
- if (m_prop.visual == "sprite") {
- grabMatrixNode();
- 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"));
- setSceneNodeMaterial(m_spritenode);
- 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") {
- grabMatrixNode();
- scene::SMesh *mesh = new scene::SMesh();
- double dx = BS * m_prop.visual_size.X / 2;
- double dy = BS * m_prop.visual_size.Y / 2;
- video::SColor c(0xFFFFFFFF);
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::S3DVertex vertices[4] = {
- video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
- video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
- video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
- video::S3DVertex(-dx, dy, 0, 0,0,1, 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 = m_material_type;
- if (m_enable_shaders) {
- buf->getMaterial().EmissiveColor = c;
- buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
- buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
- }
- // 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,-1, c, 1,1),
- video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
- video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
- video::S3DVertex( dx, dy, 0, 0,0,-1, 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 = m_material_type;
- if (m_enable_shaders) {
- buf->getMaterial().EmissiveColor = c;
- buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
- buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
- }
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- 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") {
- grabMatrixNode();
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = RenderingEngine::get_scene_manager()->
- addMeshSceneNode(mesh, m_matrixnode);
- m_meshnode->grab();
- mesh->drop();
- m_meshnode->setScale(m_prop.visual_size);
- m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
- m_prop.backface_culling);
- setSceneNodeMaterial(m_meshnode);
- } else if (m_prop.visual == "mesh") {
- grabMatrixNode();
- scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
- if (mesh) {
- m_animated_meshnode = RenderingEngine::get_scene_manager()->
- addAnimatedMeshSceneNode(mesh, m_matrixnode);
- m_animated_meshnode->grab();
- mesh->drop(); // The scene node took hold of it
- if (!checkMeshNormals(mesh)) {
- infostream << "GenericCAO: recalculating normals for mesh "
- << m_prop.mesh << std::endl;
- m_smgr->getMeshManipulator()->
- recalculateNormals(mesh, true, false);
- }
- m_animated_meshnode->animateJoints(); // Needed for some animations
- m_animated_meshnode->setScale(m_prop.visual_size);
- // set vertex colors to ensure alpha is set
- setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
- setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
- setSceneNodeMaterial(m_animated_meshnode);
- 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") {
- grabMatrixNode();
- ItemStack item;
- 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_wield_meshnode = new WieldMeshSceneNode(
- RenderingEngine::get_scene_manager(), -1);
- m_wield_meshnode->setItem(item, m_client,
- (m_prop.visual == "wielditem"));
- m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
- m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
- } 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_matrixnode)
- node->setParent(m_matrixnode);
- updateNametag();
- updateMarker();
- updateNodePos();
- updateAnimation();
- updateBonePosition();
- updateAttachments();
- setNodeLight(m_last_light);
- updateMeshCulling();
- }
- void GenericCAO::updateLight(u32 day_night_ratio)
- {
- if (m_glow < 0)
- return;
- u8 light_at_pos = 0;
- bool pos_ok = false;
- v3s16 pos[3];
- u16 npos = getLightPosition(pos);
- for (u16 i = 0; i < npos; i++) {
- bool this_ok;
- MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
- if (this_ok) {
- u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
- light_at_pos = MYMAX(light_at_pos, this_light);
- pos_ok = true;
- }
- }
- if (!pos_ok)
- light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
- u8 light = decode_light(light_at_pos + m_glow);
- if (light != m_last_light) {
- m_last_light = light;
- setNodeLight(light);
- }
- }
- void GenericCAO::setNodeLight(u8 light)
- {
- video::SColor color(255, light, light, light);
- if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
- if (m_wield_meshnode)
- m_wield_meshnode->setNodeLightColor(color);
- return;
- }
- if (m_enable_shaders) {
- if (m_prop.visual == "upright_sprite") {
- if (!m_meshnode)
- return;
- scene::IMesh *mesh = m_meshnode->getMesh();
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = color;
- }
- } else {
- scene::ISceneNode *node = getSceneNode();
- if (!node)
- return;
- for (u32 i = 0; i < node->getMaterialCount(); ++i) {
- video::SMaterial &material = node->getMaterial(i);
- material.EmissiveColor = color;
- }
- }
- } else {
- if (m_meshnode) {
- setMeshColor(m_meshnode->getMesh(), color);
- } else if (m_animated_meshnode) {
- setAnimatedMeshColor(m_animated_meshnode, color);
- } else if (m_spritenode) {
- m_spritenode->setColor(color);
- }
- }
- }
- u16 GenericCAO::getLightPosition(v3s16 *pos)
- {
- const auto &box = m_prop.collisionbox;
- pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
- pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
- // Skip center pos if it falls into the same node as Min or MaxEdge
- if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
- return 2;
- pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
- return 3;
- }
- void GenericCAO::updateMarker()
- {
- if (!m_client->getMinimap())
- return;
- if (!m_prop.show_on_minimap) {
- if (m_marker)
- m_client->getMinimap()->removeMarker(&m_marker);
- return;
- }
- if (m_marker)
- return;
- scene::ISceneNode *node = getSceneNode();
- if (!node)
- return;
- m_marker = m_client->getMinimap()->addMarker(node);
- }
- void GenericCAO::updateNametag()
- {
- if (m_is_local_player) // No nametag for local player
- return;
- if (m_prop.nametag.empty()) {
- // Delete nametag
- if (m_nametag) {
- m_client->getCamera()->removeNametag(m_nametag);
- m_nametag = nullptr;
- }
- return;
- }
- scene::ISceneNode *node = getSceneNode();
- if (!node)
- return;
- v3f pos;
- pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
- if (!m_nametag) {
- // Add nametag
- m_nametag = m_client->getCamera()->addNametag(node,
- m_prop.nametag, m_prop.nametag_color, pos);
- } else {
- // Update nametag
- m_nametag->nametag_text = m_prop.nametag;
- m_nametag->nametag_color = m_prop.nametag_color;
- m_nametag->nametag_pos = pos;
- }
- }
- 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)
- {
- // Handle model animations and update positions instantly to prevent lags
- if (m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
- m_position = player->getPosition();
- pos_translator.val_current = m_position;
- m_rotation.Y = wrapDegrees_0_360(player->getYaw());
- rot_translator.val_current = m_rotation;
- if (m_is_visible) {
- int old_anim = player->last_animation;
- float old_anim_speed = player->last_animation_speed;
- m_velocity = v3f(0,0,0);
- m_acceleration = v3f(0,0,0);
- 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.dig || controls.place)) {
- 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.dig || controls.place) {
- 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 && !getParent()) {
- 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 (u16 cao_id : m_attachment_child_ids) {
- ClientActiveObject *obj = m_env->getActiveObject(cao_id);
- 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());
- }
- }
- 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_attachment_child_ids) {
- ClientActiveObject *obj = m_env->getActiveObject(cao_id);
- if (obj)
- obj->updateAttachments();
- }
- }
- // 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;
- pos_translator.val_target = m_position;
- } 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);
- } 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().getNode(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() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
- // This is the child node's rotation. It is only used for automatic_rotate.
- v3f local_rot = node->getRotation();
- local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
- m_prop.automatic_rotate);
- node->setRotation(local_rot);
- }
- if (!getParent() && m_prop.automatic_face_movement_dir &&
- (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
- 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();
- }
- if (m_animated_meshnode) {
- // Everything must be updated; the whole transform
- // chain as well as the animated mesh node.
- // Otherwise, bone attachments would be relative to
- // a position that's one frame old.
- if (m_matrixnode)
- updatePositionRecursive(m_matrixnode);
- m_animated_meshnode->updateAbsolutePosition();
- m_animated_meshnode->animateJoints();
- updateBonePosition();
- }
- }
- 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;
- // Yawpitch goes rightwards
- 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);
- }
- else if (m_meshnode) {
- if (m_prop.visual == "upright_sprite") {
- int row = m_tx_basepos.Y;
- int col = m_tx_basepos.X;
- // Animation goes downwards
- row += m_anim_frame;
- const auto &tx = m_tx_size;
- v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
- tx * v2f(col+1, row+1),
- tx * v2f(col, row+1),
- tx * v2f(col, row),
- tx * v2f(col+1, row),
- };
- auto mesh = m_meshnode->getMesh();
- setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
- setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
- }
- }
- }
- // Do not pass by reference, see header.
- void GenericCAO::updateTextures(std::string mod)
- {
- 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 = mod;
- m_glow = m_prop.glow;
- 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 = m_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);
- }
- }
- else 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 = m_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];
- }
- }
- }
- else 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 = m_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];
- } 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];
- }
- 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);
- }
- // Set mesh color (only if lighting is disabled)
- if (!m_prop.colors.empty() && m_glow < 0)
- setMeshColor(mesh, m_prop.colors[0]);
- }
- }
- // Prevent showing the player after changing texture
- if (m_is_local_player)
- updateMeshCulling();
- }
- 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 (auto &it : m_bone_position) {
- std::string bone_name = it.first;
- irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
- if (bone) {
- bone->setPosition(it.second.X);
- bone->setRotation(it.second.Y);
- }
- }
- // search through bones to find mistakenly rotated bones due to bug in Irrlicht
- for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
- irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
- if (!bone)
- continue;
- //If bone is manually positioned there is no need to perform the bug check
- bool skip = false;
- for (auto &it : m_bone_position) {
- if (it.first == bone->getName()) {
- skip = true;
- break;
- }
- }
- if (skip)
- continue;
- // Workaround for Irrlicht bug
- // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
- // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
- // and update the bones transformation.
- v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
- float offset = fabsf(bone_rot.X - bone->getRotation().X);
- if (offset > 179.9f && offset < 180.1f) {
- bone->setRotation(bone_rot);
- bone->updateAbsolutePosition();
- }
- }
- // The following is needed for set_bone_pos to propagate to
- // attached objects correctly.
- // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
- for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
- auto bone = m_animated_meshnode->getJointNode(i);
- // Look for the root bone.
- if (bone && bone->getParent() == m_animated_meshnode) {
- // Update entire skeleton.
- bone->updateAbsolutePositionOfAllChildren();
- break;
- }
- }
- }
- void GenericCAO::updateAttachments()
- {
- ClientActiveObject *parent = getParent();
- m_attached_to_local = parent && parent->isLocalPlayer();
- /*
- Following cases exist:
- m_attachment_parent_id == 0 && !parent
- This object is not attached
- m_attachment_parent_id != 0 && parent
- This object is attached
- m_attachment_parent_id != 0 && !parent
- This object will be attached as soon the parent is known
- m_attachment_parent_id == 0 && parent
- Impossible case
- */
- if (!parent) { // Detach or don't attach
- if (m_matrixnode) {
- v3s16 camera_offset = m_env->getCameraOffset();
- v3f old_pos = getPosition();
- m_matrixnode->setParent(m_smgr->getRootSceneNode());
- getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
- m_matrixnode->updateAbsolutePosition();
- }
- }
- else // Attach
- {
- parent->updateAttachments();
- 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);
- parent_node->updateAbsolutePosition();
- getPosRotMatrix().setTranslation(m_attachment_position);
- //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
- // use Irrlicht eulers instead
- getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
- m_matrixnode->updateAbsolutePosition();
- }
- }
- }
- bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
- {
- const ObjectProperties &old = m_prop;
- /* Visuals do not need to be expired for:
- * - nametag props: handled by updateNametag()
- * - textures: handled by updateTextures()
- * - sprite props: handled by updateTexturePos()
- * - glow: handled by updateLight()
- * - any other properties that do not change appearance
- */
- bool uses_legacy_texture = new_.wield_item.empty() &&
- (new_.visual == "wielditem" || new_.visual == "item");
- // Ordered to compare primitive types before std::vectors
- return old.backface_culling != new_.backface_culling ||
- old.is_visible != new_.is_visible ||
- old.mesh != new_.mesh ||
- old.shaded != new_.shaded ||
- old.use_texture_alpha != new_.use_texture_alpha ||
- old.visual != new_.visual ||
- old.visual_size != new_.visual_size ||
- old.wield_item != new_.wield_item ||
- old.colors != new_.colors ||
- (uses_legacy_texture && old.textures != new_.textures);
- }
- 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 == AO_CMD_SET_PROPERTIES) {
- ObjectProperties newprops;
- newprops.show_on_minimap = m_is_player; // default
- newprops.deSerialize(is);
- // Check what exactly changed
- bool expire_visuals = visualExpiryRequired(newprops);
- bool textures_changed = m_prop.textures != newprops.textures;
- // Apply changes
- m_prop = std::move(newprops);
- m_selection_box = m_prop.selectionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
- m_tx_size.X = 1.0f / m_prop.spritediv.X;
- m_tx_size.Y = 1.0f / 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;
- if (m_is_local_player)
- m_prop.show_on_minimap = false;
- if (expire_visuals) {
- expireVisuals();
- } else {
- infostream << "GenericCAO: properties updated but expiring visuals"
- << " not necessary" << std::endl;
- if (textures_changed) {
- // don't update while punch texture modifier is active
- if (m_reset_textures_timer < 0)
- updateTextures(m_current_texture_modifier);
- }
- updateNametag();
- updateMarker();
- }
- } else if (cmd == AO_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);
- m_rotation = 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 == AO_CMD_SET_TEXTURE_MOD) {
- std::string mod = deSerializeString16(is);
- // immediately 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 == AO_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 == AO_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 == AO_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 == AO_CMD_SET_ANIMATION_SPEED) {
- m_animation_speed = readF32(is);
- updateAnimationSpeed();
- } else if (cmd == AO_CMD_SET_BONE_POSITION) {
- std::string bone = deSerializeString16(is);
- v3f position = readV3F32(is);
- v3f rotation = readV3F32(is);
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- // updateBonePosition(); now called every step
- } else if (cmd == AO_CMD_ATTACH_TO) {
- u16 parent_id = readS16(is);
- std::string bone = deSerializeString16(is);
- v3f position = readV3F32(is);
- v3f rotation = readV3F32(is);
- bool force_visible = readU8(is); // Returns false for EOF
- setAttachment(parent_id, bone, position, rotation, force_visible);
- } else if (cmd == AO_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 (m_is_local_player)
- m_env->getLocalPlayer()->hp = m_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 && !m_prop.damage_texture_modifier.empty()) {
- m_reset_textures_timer = 0.05;
- if(damage >= 2)
- m_reset_textures_timer += 0.05 * damage;
- updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
- }
- }
- if (m_hp == 0) {
- // Same as 'Server::DiePlayer'
- clearParentAttachment();
- // Same as 'ObjectRef::l_remove'
- if (!m_is_player)
- clearChildAttachments();
- }
- } else if (cmd == AO_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 = deSerializeString16(is);
- int rating = readS16(is);
- m_armor_groups[name] = rating;
- }
- } else if (cmd == AO_CMD_SPAWN_INFANT) {
- u16 child_id = readU16(is);
- u8 type = readU8(is); // maybe this will be useful later
- (void)type;
- addAttachmentChild(child_id);
- } else if (cmd == AO_CMD_OBSOLETE1) {
- // Don't do anything and also don't log a warning
- } 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);
- }
- if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
- m_reset_textures_timer = 0.05;
- if (result.damage >= 2)
- m_reset_textures_timer += 0.05 * result.damage;
- updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
- }
- }
- 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();
- }
- void GenericCAO::updateMeshCulling()
- {
- if (!m_is_local_player)
- return;
- const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
- if (m_meshnode && m_prop.visual == "upright_sprite") {
- u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
- for (u32 i = 0; i < buffers; i++) {
- video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
- // upright sprite has no backface culling
- mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
- }
- return;
- }
- irr::scene::ISceneNode *node = getSceneNode();
- if (!node)
- return;
- if (hidden) {
- // Hide the mesh by culling both front and
- // back faces. Serious hackyness but it works for our
- // purposes. This also preserves the skeletal armature.
- node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
- true);
- node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
- true);
- } else {
- // Restore mesh visibility.
- node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
- m_prop.backface_culling);
- node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
- false);
- }
- }
- // Prototype
- GenericCAO proto_GenericCAO(NULL, NULL);
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