/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include #include #include #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 "serialization.h" // For decompressZlib #include "settings.h" #include "sound.h" #include "tool.h" #include "wieldmesh.h" #include #include #include "client/shader.h" #include "client/minimap.h" class Settings; struct ToolCapabilities; std::unordered_map ClientActiveObject::m_types; template void SmoothTranslator::init(T current) { val_old = current; val_current = current; val_target = current; anim_time = 0; anim_time_counter = 0; aim_is_end = true; } template void SmoothTranslator::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 void SmoothTranslator::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 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="<>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"<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 "<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(): \""<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, 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, 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; video::ITexture *shadow_texture = nullptr; if (auto shadow = RenderingEngine::get_shadow_renderer()) shadow_texture = shadow->get_texture(); const u32 TEXTURE_LAYER_SHADOW = 3; 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)); m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // 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 "<getMaterial(i); material.MaterialType = m_material_type; material.MaterialTypeParam = 0.5f; material.TextureLayer[0].Texture = texture; material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_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 &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.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); 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)); material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // 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)); material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // 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"<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(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; igetToolCapabilities(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="<first<<"="<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);