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Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r-- | src/client/content_cao.cpp | 1988 |
1 files changed, 1988 insertions, 0 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp new file mode 100644 index 000000000..ac4a8f6f9 --- /dev/null +++ b/src/client/content_cao.cpp @@ -0,0 +1,1988 @@ +/* +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 <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" +#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 "settings.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(); +} + +static bool logOnce(const std::ostringstream &from, std::ostream &log_to) +{ + thread_local std::vector<u64> logged; + + std::string message = from.str(); + u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE); + + if (std::find(logged.begin(), logged.end(), hash) != logged.end()) + return false; + logged.push_back(hash); + log_to << message << std::endl; + return true; +} + +/* + 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, scene::ISceneManager *smgr); + 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, scene::ISceneManager *smgr) +{ + 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 = smgr->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); + + 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); + + 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); + } + } + + 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; +} + +bool GenericCAO::isImmortal() const +{ + 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 (auto shadow = RenderingEngine::get_shadow_renderer()) + shadow->removeNodeFromShadowList(getSceneNode()); + + 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, scene::ISceneManager *smgr) +{ + m_smgr = smgr; + + 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 = m_smgr->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 = m_smgr->addBillboardSceneNode( + m_matrixnode, v2f(1, 1), v3f(0,0,0), -1); + m_spritenode->grab(); + m_spritenode->setMaterialTexture(0, + tsrc->getTextureForMesh("no_texture.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 = m_smgr->addMeshSceneNode(mesh, m_matrixnode); + m_meshnode->grab(); + mesh->drop(); + } else if (m_prop.visual == "cube") { + grabMatrixNode(); + scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS)); + m_meshnode = m_smgr->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) { + if (!checkMeshNormals(mesh)) { + infostream << "GenericCAO: recalculating normals for mesh " + << m_prop.mesh << std::endl; + m_smgr->getMeshManipulator()-> + recalculateNormals(mesh, true, false); + } + + m_animated_meshnode = m_smgr->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); + + // 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(m_smgr, -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); + + if (scene::ISceneNode *node = getSceneNode()) { + if (m_matrixnode) + node->setParent(m_matrixnode); + + if (auto shadow = RenderingEngine::get_shadow_renderer()) + shadow->addNodeToShadowList(node); + } + + updateNametag(); + updateMarker(); + updateNodePos(); + updateAnimation(); + updateBonePosition(); + updateAttachments(); + setNodeLight(m_last_light); + updateMeshCulling(); + + if (m_animated_meshnode) { + u32 mat_count = m_animated_meshnode->getMaterialCount(); + if (mat_count == 0 || m_prop.textures.empty()) { + // nothing + } else if (mat_count > m_prop.textures.size()) { + std::ostringstream oss; + oss << "GenericCAO::addToScene(): Model " + << m_prop.mesh << " loaded with " << mat_count + << " mesh buffers but only " << m_prop.textures.size() + << " texture(s) specifed, this is deprecated."; + logOnce(oss, warningstream); + + video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture; + for (u32 i = 1; i < mat_count; i++) { + auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0]; + if (!layer.Texture) + layer.Texture = last; + last = layer.Texture; + } + } + } +} + +void GenericCAO::updateLight(u32 day_night_ratio) +{ + if (m_prop.glow < 0) + return; + + u16 light_at_pos = 0; + u8 light_at_pos_intensity = 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) { + u16 this_light = getInteriorLight(n, 0, m_client->ndef()); + u8 this_light_intensity = MYMAX(this_light & 0xFF, this_light >> 8); + if (this_light_intensity > light_at_pos_intensity) { + light_at_pos = this_light; + light_at_pos_intensity = this_light_intensity; + } + pos_ok = true; + } + } + if (!pos_ok) + light_at_pos = LIGHT_SUN; + + video::SColor light = encode_light(light_at_pos, decode_light(m_prop.glow)); + if (!m_enable_shaders) + final_color_blend(&light, light_at_pos, day_night_ratio); + + if (light != m_last_light) { + m_last_light = light; + setNodeLight(light); + } +} + +void GenericCAO::setNodeLight(const video::SColor &light_color) +{ + if (m_prop.visual == "wielditem" || m_prop.visual == "item") { + if (m_wield_meshnode) + m_wield_meshnode->setNodeLightColor(light_color); + return; + } + + if (m_enable_shaders) { + if (m_prop.visual == "upright_sprite") { + if (!m_meshnode) + return; + for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) + m_meshnode->getMaterial(i).EmissiveColor = light_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 = light_color; + } + } + } else { + if (m_meshnode) { + setMeshColor(m_meshnode->getMesh(), light_color); + } else if (m_animated_meshnode) { + setAnimatedMeshColor(m_animated_meshnode, light_color); + } else if (m_spritenode) { + m_spritenode->setColor(light_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() || m_prop.nametag_color.getAlpha() == 0) { + // 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, + m_prop.nametag_bgcolor, pos); + } else { + // Update nametag + m_nametag->text = m_prop.nametag; + m_nametag->textcolor = m_prop.nametag_color; + m_nametag->bgcolor = m_prop.nametag_bgcolor; + m_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(); + f32 new_speed = player->local_animation_speed; + + bool walking = false; + if (controls.movement_speed > 0.001f) { + new_speed *= controls.movement_speed; + walking = true; + } + + 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 sneaking + 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(), m_smgr); + + // 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, 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 (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; + + if (m_spritenode) { + if (m_prop.visual == "sprite") { + std::string texturestring = "no_texture.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 = "no_texture.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 = "no_texture.png"; + if (!m_prop.textures.empty()) + tname = m_prop.textures[0]; + tname += mod; + auto& material = m_meshnode->getMaterial(0); + material.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()) { + material.AmbientColor = m_prop.colors[0]; + material.DiffuseColor = m_prop.colors[0]; + material.SpecularColor = m_prop.colors[0]; + } + + material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + } + { + std::string tname = "no_texture.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; + auto& material = m_meshnode->getMaterial(1); + material.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) { + material.AmbientColor = m_prop.colors[1]; + material.DiffuseColor = m_prop.colors[1]; + material.SpecularColor = m_prop.colors[1]; + } else if (!m_prop.colors.empty()) { + material.AmbientColor = m_prop.colors[0]; + material.DiffuseColor = m_prop.colors[0]; + material.SpecularColor = m_prop.colors[0]; + } + + material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + } + // Set mesh color (only if lighting is disabled) + if (!m_prop.colors.empty() && m_prop.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); + if (m_animated_meshnode->getLoopMode() != m_animation_loop) + m_animated_meshnode->setLoopMode(m_animation_loop); +} + +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(scene::EJUOR_CONTROL); // To write positions to the mesh on render + for (auto &it : m_bone_position) { + std::string bone_name = it.first; + 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) { + 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_frame = 0; + 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(); + } + // FIXME: ^ This code is trash. It's also broken. + } + } 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; + // Cap damage overlay to 1 second + m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f); + 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, + punchitem->wear); + + 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; + // Cap damage overlay to 1 second + m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f); + 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; + + scene::ISceneNode *node = getSceneNode(); + + if (!node) + return; + + if (m_prop.visual == "upright_sprite") { + // upright sprite has no backface culling + node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden); + 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); |