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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <map>
#include "irrlichttypes_extrabloated.h"
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
#include "constants.h"
#include <cassert>
class Camera;
class Client;
struct Nametag;
struct MinimapMarker;
/*
SmoothTranslator
*/
template<typename T>
struct SmoothTranslator
{
T val_old;
T val_current;
T val_target;
f32 anim_time = 0;
f32 anim_time_counter = 0;
bool aim_is_end = true;
SmoothTranslator() = default;
void init(T current);
void update(T new_target, bool is_end_position = false,
float update_interval = -1);
void translate(f32 dtime);
};
struct SmoothTranslatorWrapped : SmoothTranslator<f32>
{
void translate(f32 dtime);
};
struct SmoothTranslatorWrappedv3f : SmoothTranslator<v3f>
{
void translate(f32 dtime);
};
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
std::string m_name = "";
bool m_is_player = false;
bool m_is_local_player = false;
// Property-ish things
ObjectProperties m_prop;
//
scene::ISceneManager *m_smgr = nullptr;
Client *m_client = nullptr;
aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
scene::IMeshSceneNode *m_meshnode = nullptr;
scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
WieldMeshSceneNode *m_wield_meshnode = nullptr;
scene::IBillboardSceneNode *m_spritenode = nullptr;
scene::IDummyTransformationSceneNode *m_matrixnode = nullptr;
Nametag *m_nametag = nullptr;
MinimapMarker *m_marker = nullptr;
v3f m_position = v3f(0.0f, 10.0f * BS, 0);
v3f m_velocity;
v3f m_acceleration;
v3f m_rotation;
u16 m_hp = 1;
SmoothTranslator<v3f> pos_translator;
SmoothTranslatorWrappedv3f rot_translator;
// Spritesheet/animation stuff
v2f m_tx_size = v2f(1,1);
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set = false;
bool m_tx_select_horiz_by_yawpitch = false;
v2s32 m_animation_range;
float m_animation_speed = 15.0f;
float m_animation_blend = 0.0f;
bool m_animation_loop = true;
// stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
int m_attachment_parent_id = 0;
std::unordered_set<int> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attached_to_local = false;
bool m_force_visible = false;
int m_anim_frame = 0;
int m_anim_num_frames = 1;
float m_anim_framelength = 0.2f;
float m_anim_timer = 0.0f;
ItemGroupList m_armor_groups;
float m_reset_textures_timer = -1.0f;
// stores texture modifier before punch update
std::string m_previous_texture_modifier = "";
// last applied texture modifier
std::string m_current_texture_modifier = "";
bool m_visuals_expired = false;
float m_step_distance_counter = 0.0f;
video::SColor m_last_light = video::SColor(0xFFFFFFFF);
bool m_is_visible = false;
s8 m_glow = 0;
// Material
video::E_MATERIAL_TYPE m_material_type;
// Settings
bool m_enable_shaders = false;
bool visualExpiryRequired(const ObjectProperties &newprops) const;
public:
GenericCAO(Client *client, ClientEnvironment *env);
~GenericCAO();
static ClientActiveObject* create(Client *client, ClientEnvironment *env)
{
return new GenericCAO(client, env);
}
inline ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
inline const ItemGroupList &getGroups() const
{
return m_armor_groups;
}
void initialize(const std::string &data);
void processInitData(const std::string &data);
bool getCollisionBox(aabb3f *toset) const;
bool collideWithObjects() const;
virtual bool getSelectionBox(aabb3f *toset) const;
const v3f getPosition() const;
void setPosition(const v3f &pos)
{
pos_translator.val_current = pos;
}
inline const v3f &getRotation() const { return m_rotation; }
const bool isImmortal();
inline const ObjectProperties &getProperties() const { return m_prop; }
scene::ISceneNode *getSceneNode() const;
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
// m_matrixnode controls the position and rotation of the child node
// for all scene nodes, as a workaround for an Irrlicht problem with
// rotations. The child node's position can't be used because it's
// rotated, and must remain as 0.
// Note that m_matrixnode.setPosition() shouldn't be called. Use
// m_matrixnode->getRelativeTransformationMatrix().setTranslation()
// instead (aka getPosRotMatrix().setTranslation()).
inline core::matrix4 &getPosRotMatrix()
{
assert(m_matrixnode);
return m_matrixnode->getRelativeTransformationMatrix();
}
inline const core::matrix4 *getAbsolutePosRotMatrix() const
{
if (!m_matrixnode)
return nullptr;
return &m_matrixnode->getAbsoluteTransformation();
}
inline f32 getStepHeight() const
{
return m_prop.stepheight;
}
inline bool isLocalPlayer() const
{
return m_is_local_player;
}
inline bool isVisible() const
{
return m_is_visible;
}
inline void setVisible(bool toset)
{
m_is_visible = toset;
}
void setChildrenVisible(bool toset);
void setAttachment(int parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible);
void getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const;
void clearChildAttachments();
void clearParentAttachment();
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
ClientActiveObject *getParent() const;
const std::unordered_set<int> &getAttachmentChildIds() const
{ return m_attachment_child_ids; }
void updateAttachments();
void removeFromScene(bool permanent);
void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
inline void expireVisuals()
{
m_visuals_expired = true;
}
void updateLight(u32 day_night_ratio);
void setNodeLight(const video::SColor &light);
/* Get light position(s).
* returns number of positions written into pos[], which must have space
* for at least 3 vectors. */
u16 getLightPosition(v3s16 *pos);
void updateNametag();
void updateMarker();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void updateTexturePos();
// ffs this HAS TO BE a string copy! See #5739 if you think otherwise
// Reason: updateTextures(m_previous_texture_modifier);
void updateTextures(std::string mod);
void updateAnimation();
void updateAnimationSpeed();
void updateBonePosition();
void processMessage(const std::string &data);
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000);
std::string debugInfoText();
std::string infoText()
{
return m_prop.infotext;
}
void updateMeshCulling();
};
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