summaryrefslogtreecommitdiff
path: root/src/content_cao.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r--src/content_cao.cpp690
1 files changed, 623 insertions, 67 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index cb14cf395..8229ded62 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -40,7 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "map.h"
+#include "main.h" // g_settings
#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
class Settings;
struct ToolCapabilities;
@@ -552,7 +555,8 @@ private:
// Only set at initialization
std::string m_name;
bool m_is_player;
- bool m_is_local_player; // determined locally
+ bool m_is_local_player;
+ int m_id;
// Property-ish things
ObjectProperties m_prop;
//
@@ -560,6 +564,7 @@ private:
IrrlichtDevice *m_irr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode;
scene::IBillboardSceneNode *m_spritenode;
scene::ITextSceneNode* m_textnode;
v3f m_position;
@@ -573,6 +578,14 @@ private:
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set;
bool m_tx_select_horiz_by_yawpitch;
+ v2f m_animation_range;
+ int m_animation_speed;
+ int m_animation_blend;
+ std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attached_to_local;
int m_anim_frame;
int m_anim_num_frames;
float m_anim_framelength;
@@ -582,6 +595,7 @@ private:
bool m_visuals_expired;
float m_step_distance_counter;
u8 m_last_light;
+ bool m_is_visible;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
@@ -589,11 +603,13 @@ public:
//
m_is_player(false),
m_is_local_player(false),
+ m_id(0),
//
m_smgr(NULL),
m_irr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
+ m_animated_meshnode(NULL),
m_spritenode(NULL),
m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
@@ -605,6 +621,14 @@ public:
m_tx_basepos(0,0),
m_initial_tx_basepos_set(false),
m_tx_select_horiz_by_yawpitch(false),
+ m_animation_range(v2f(0,0)),
+ m_animation_speed(15),
+ m_animation_blend(0),
+ m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
+ m_attachment_bone(""),
+ m_attachment_position(v3f(0,0,0)),
+ m_attachment_rotation(v3f(0,0,0)),
+ m_attached_to_local(false),
m_anim_frame(0),
m_anim_num_frames(1),
m_anim_framelength(0.2),
@@ -612,7 +636,8 @@ public:
m_reset_textures_timer(-1),
m_visuals_expired(false),
m_step_distance_counter(0),
- m_last_light(255)
+ m_last_light(255),
+ m_is_visible(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
@@ -622,21 +647,36 @@ public:
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
+ int num_messages = 0;
// version
u8 version = readU8(is);
// check version
- if(version != 0){
+ if(version == 1) // In PROTOCOL_VERSION 14
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_id = readS16(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else if(version == 0) // In PROTOCOL_VERSION 13
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else
+ {
errorstream<<"GenericCAO: Unsupported init data version"
<<std::endl;
return;
}
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
-
- int num_messages = readU8(is);
+
for(int i=0; i<num_messages; i++){
std::string message = deSerializeLongString(is);
processMessage(message);
@@ -668,21 +708,113 @@ public:
}
core::aabbox3d<f32>* getSelectionBox()
{
- if(!m_prop.is_visible || m_is_local_player)
+ if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
return NULL;
return &m_selection_box;
}
v3f getPosition()
{
+ if(getParent() != NULL){
+ if(m_meshnode)
+ return m_meshnode->getAbsolutePosition();
+ if(m_animated_meshnode)
+ return m_animated_meshnode->getAbsolutePosition();
+ if(m_spritenode)
+ return m_spritenode->getAbsolutePosition();
+ return m_position;
+ }
return pos_translator.vect_show;
}
- void removeFromScene()
+ scene::IMeshSceneNode *getMeshSceneNode()
+ {
+ if(m_meshnode)
+ return m_meshnode;
+ return NULL;
+ }
+
+ scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
+ {
+ if(m_animated_meshnode)
+ return m_animated_meshnode;
+ return NULL;
+ }
+
+ scene::IBillboardSceneNode *getSpriteSceneNode()
+ {
+ if(m_spritenode)
+ return m_spritenode;
+ return NULL;
+ }
+
+ bool isPlayer()
+ {
+ return m_is_player;
+ }
+
+ bool isLocalPlayer()
+ {
+ return m_is_local_player;
+ }
+
+ void setAttachments()
+ {
+ updateAttachments();
+ }
+
+ ClientActiveObject *getParent()
{
+ ClientActiveObject *obj = NULL;
+ for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
+ {
+ if(cii->X == getId()){ // This ID is our child
+ if(cii->Y > 0){ // A parent ID exists for our child
+ if(cii->X != cii->Y){ // The parent and child ID are not the same
+ obj = m_env->getActiveObject(cii->Y);
+ }
+ }
+ break;
+ }
+ }
+ if(obj)
+ return obj;
+ return NULL;
+ }
+
+ void removeFromScene(bool permanent)
+ {
+ if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+ {
+ // Detach this object's children
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // Is a child of our object
+ {
+ ii->Y = 0;
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ obj->setAttachments();
+ }
+ }
+ // Delete this object from the attachments list
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->X == getId()) // Is our object
+ {
+ m_env->attachment_list.erase(ii);
+ break;
+ }
+ }
+ }
+
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
+ if(m_animated_meshnode){
+ m_animated_meshnode->remove();
+ m_animated_meshnode = NULL;
+ }
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
@@ -695,7 +827,7 @@ public:
m_smgr = smgr;
m_irr = irr;
- if(m_meshnode != NULL || m_spritenode != NULL)
+ if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
return;
m_visuals_expired = false;
@@ -791,7 +923,34 @@ public:
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
- } else if(m_prop.visual == "wielditem"){
+
+ m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ }
+ else if(m_prop.visual == "mesh"){
+ infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+ scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
+ if(mesh)
+ {
+ m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ m_animated_meshnode->animateJoints(); // Needed for some animations
+ m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
+ m_prop.visual_size.Y,
+ m_prop.visual_size.X));
+ u8 li = m_last_light;
+ setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ }
+ else
+ errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
+ }
+ else if(m_prop.visual == "wielditem"){
infostream<<"GenericCAO::addToScene(): node"<<std::endl;
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
if(m_prop.textures.size() >= 1){
@@ -823,6 +982,8 @@ public:
scene::ISceneNode *node = NULL;
if(m_spritenode)
node = m_spritenode;
+ else if(m_animated_meshnode)
+ node = m_animated_meshnode;
else if(m_meshnode)
node = m_meshnode;
if(node && m_is_player && !m_is_local_player){
@@ -833,8 +994,11 @@ public:
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->setPosition(v3f(0, BS*1.1, 0));
}
-
+
updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
}
void expireVisuals()
@@ -844,19 +1008,16 @@ public:
void updateLight(u8 light_at_pos)
{
- bool is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
- if(m_meshnode){
+ if(m_meshnode)
setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(is_visible);
- }
- if(m_spritenode){
+ if(m_animated_meshnode)
+ setMeshColor(m_animated_meshnode->getMesh(), color);
+ if(m_spritenode)
m_spritenode->setColor(color);
- m_spritenode->setVisible(is_visible);
- }
}
}
@@ -867,12 +1028,21 @@ public:
void updateNodePos()
{
+ if(getParent() != NULL)
+ return;
+
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
v3f rot = m_meshnode->getRotation();
rot.Y = -m_yaw;
m_meshnode->setRotation(rot);
}
+ if(m_animated_meshnode){
+ m_animated_meshnode->setPosition(pos_translator.vect_show);
+ v3f rot = m_animated_meshnode->getRotation();
+ rot.Y = -m_yaw;
+ m_animated_meshnode->setRotation(rot);
+ }
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
}
@@ -880,56 +1050,116 @@ public:
void step(float dtime, ClientEnvironment *env)
{
- v3f lastpos = pos_translator.vect_show;
-
if(m_visuals_expired && m_smgr && m_irr){
m_visuals_expired = false;
- removeFromScene();
+
+ // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // This is a child of our parent
+ {
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ {
+ scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
+ scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
+ scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
+ if(m_child_meshnode)
+ m_child_meshnode->setParent(m_smgr->getRootSceneNode());
+ if(m_child_animated_meshnode)
+ m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ if(m_child_spritenode)
+ m_child_spritenode->setParent(m_smgr->getRootSceneNode());
+ }
+ }
+ }
+
+ removeFromScene(false);
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+
+ // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // This is a child of our parent
+ {
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ obj->setAttachments();
+ }
+ }
}
- if(m_prop.physical){
- core::aabbox3d<f32> box = m_prop.collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.125; // Distance per iteration
- f32 stepheight = 0;
- v3f p_pos = m_position;
- v3f p_velocity = m_velocity;
- v3f p_acceleration = m_acceleration;
- IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMoveSimple(&env->getMap(), gamedef,
- pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
- // Apply results
- m_position = p_pos;
- m_velocity = p_velocity;
- m_acceleration = p_acceleration;
-
- bool is_end_position = moveresult.collides;
- pos_translator.update(m_position, is_end_position, dtime);
- pos_translator.translate(dtime);
- updateNodePos();
- } else {
- m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
- pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
- pos_translator.translate(dtime);
- updateNodePos();
+ // Make sure m_is_visible is always applied
+ if(m_meshnode)
+ m_meshnode->setVisible(m_is_visible);
+ if(m_animated_meshnode)
+ m_animated_meshnode->setVisible(m_is_visible);
+ if(m_spritenode)
+ m_spritenode->setVisible(m_is_visible);
+ if(m_textnode)
+ m_textnode->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.vect_show = m_position;
+
+ if(m_is_local_player) // Update local player attachment position
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->overridePosition = getParent()->getPosition();
+ }
}
+ else
+ {
+ v3f lastpos = pos_translator.vect_show;
+
+ if(m_prop.physical){
+ core::aabbox3d<f32> box = m_prop.collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ f32 stepheight = 0;
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ v3f p_acceleration = m_acceleration;
+ IGameDef *gamedef = env->getGameDef();
+ moveresult = collisionMoveSimple(&env->getMap(), gamedef,
+ pos_max_d, box, stepheight, dtime,
+ p_pos, p_velocity, p_acceleration);
+ // Apply results
+ m_position = p_pos;
+ m_velocity = p_velocity;
+ m_acceleration = p_acceleration;
+
+ bool is_end_position = moveresult.collides;
+ pos_translator.update(m_position, is_end_position, dtime);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ } else {
+ m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
- float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
- m_step_distance_counter += moved;
- if(m_step_distance_counter > 1.5*BS){
- m_step_distance_counter = 0;
- if(!m_is_local_player && m_prop.makes_footstep_sound){
- INodeDefManager *ndef = m_gamedef->ndef();
- v3s16 p = floatToInt(getPosition() + v3f(0,
- (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
- SimpleSoundSpec spec = ndef->get(n).sound_footstep;
- m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+ float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+ m_step_distance_counter += moved;
+ if(m_step_distance_counter > 1.5*BS){
+ m_step_distance_counter = 0;
+ if(!m_is_local_player && m_prop.makes_footstep_sound){
+ INodeDefManager *ndef = m_gamedef->ndef();
+ v3s16 p = floatToInt(getPosition() + v3f(0,
+ (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+ }
}
}
@@ -950,7 +1180,7 @@ public:
updateTextures("");
}
}
- if(fabs(m_prop.automatic_rotate) > 0.001){
+ if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
@@ -1008,6 +1238,10 @@ public:
{
ITextureSource *tsrc = m_gamedef->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");
+
if(m_spritenode)
{
if(m_prop.visual == "sprite")
@@ -1018,6 +1252,58 @@ public:
texturestring += mod;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureRaw(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.size() >= 1)
+ {
+ m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+ }
+
+ m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+ if(m_animated_meshnode)
+ {
+ if(m_prop.visual == "mesh")
+ {
+ for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ std::string texturestring = m_prop.textures[i];
+ if(texturestring == "")
+ continue; // Empty texture string means don't modify that material
+ texturestring += mod;
+ video::ITexture* texture = tsrc->getTextureRaw(texturestring);
+ if(!texture)
+ {
+ errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+ continue;
+ }
+
+ // Set material flags and texture
+ m_animated_meshnode->setMaterialTexture(i, texture);
+ video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
}
}
if(m_meshnode)
@@ -1044,6 +1330,20 @@ public:
material.setTexture(0, atlas);
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+
+ // 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")
@@ -1057,6 +1357,20 @@ public:
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTextureRaw(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() >= 1)
+ {
+ 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";
@@ -1068,11 +1382,213 @@ public:
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTextureRaw(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.size() >= 1)
+ {
+ 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);
}
}
}
}
+ void updateAnimation()
+ {
+ if(m_animated_meshnode == NULL)
+ return;
+
+ m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+ m_animated_meshnode->setTransitionTime(m_animation_blend);
+ }
+
+ void updateBonePosition()
+ {
+ if(!m_bone_position.size() || m_animated_meshnode == NULL)
+ return;
+
+ m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string bone_name = (*ii).first;
+ v3f bone_pos = (*ii).second.X;
+ v3f bone_rot = (*ii).second.Y;
+ irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ if(bone)
+ {
+ bone->setPosition(bone_pos);
+ bone->setRotation(bone_rot);
+ }
+ }
+ }
+
+ void updateAttachments()
+ {
+ m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+ m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+
+ if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+ {
+ if(m_meshnode)
+ {
+ v3f old_position = m_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_meshnode->getRotation();
+ m_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_meshnode->setPosition(old_position);
+ m_meshnode->setRotation(old_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ if(m_animated_meshnode)
+ {
+ v3f old_position = m_animated_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_animated_meshnode->getRotation();
+ m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_animated_meshnode->setPosition(old_position);
+ m_animated_meshnode->setRotation(old_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ if(m_spritenode)
+ {
+ v3f old_position = m_spritenode->getAbsolutePosition();
+ v3f old_rotation = m_spritenode->getRotation();
+ m_spritenode->setParent(m_smgr->getRootSceneNode());
+ m_spritenode->setPosition(old_position);
+ m_spritenode->setRotation(old_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = false;
+ }
+ }
+ else // Attach
+ {
+ scene::IMeshSceneNode *parent_mesh = NULL;
+ if(getParent()->getMeshSceneNode())
+ parent_mesh = getParent()->getMeshSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
+ if(getParent()->getAnimatedMeshSceneNode())
+ parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
+ scene::IBillboardSceneNode *parent_sprite = NULL;
+ if(getParent()->getSpriteSceneNode())
+ parent_sprite = getParent()->getSpriteSceneNode();
+
+ scene::IBoneSceneNode *parent_bone = NULL;
+ if(parent_animated_mesh && m_attachment_bone != "")
+ parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
+
+ // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
+ // TODO: Perhaps use polymorphism here to save code duplication
+ if(m_meshnode){
+ if(parent_bone){
+ m_meshnode->setParent(parent_bone);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_meshnode->setParent(parent_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_meshnode->setParent(parent_animated_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_meshnode->setParent(parent_sprite);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_animated_meshnode){
+ if(parent_bone){
+ m_animated_meshnode->setParent(parent_bone);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_animated_meshnode->setParent(parent_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_animated_meshnode->setParent(parent_animated_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_animated_meshnode->setParent(parent_sprite);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_spritenode){
+ if(parent_bone){
+ m_spritenode->setParent(parent_bone);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_spritenode->setParent(parent_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_spritenode->setParent(parent_animated_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_spritenode->setParent(parent_sprite);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = true;
+ }
+ }
+ }
+
void processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<std::endl;
@@ -1099,6 +1615,8 @@ public:
}
else if(cmd == GENERIC_CMD_UPDATE_POSITION)
{
+ // Not sent by the server if this object is an attachment.
+ // We might however get here if the server notices the object being detached before the client.
m_position = readV3F1000(is);
m_velocity = readV3F1000(is);
m_acceleration = readV3F1000(is);
@@ -1112,7 +1630,10 @@ public:
// 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);
@@ -1140,6 +1661,41 @@ public:
updateTexturePos();
}
+ else if(cmd == GENERIC_CMD_SET_ANIMATION)
+ {
+ m_animation_range = readV2F1000(is);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
+
+ updateAnimation();
+ }
+ else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
+ {
+ std::string bone = deSerializeString(is);
+ v3f position = readV3F1000(is);
+ v3f rotation = readV3F1000(is);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+ updateBonePosition();
+ }
+ else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
+ {
+ // If an entry already exists for this object, delete it first to avoid duplicates
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->X == getId()) // This is the ID of our object
+ {
+ m_env->attachment_list.erase(ii);
+ break;
+ }
+ }
+ m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
+ m_attachment_bone = deSerializeString(is);
+ m_attachment_position = readV3F1000(is);
+ m_attachment_rotation = readV3F1000(is);
+
+ updateAttachments();
+ }
else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);