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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.
*/

#ifndef MAPBLOCK_MESH_HEADER
#define MAPBLOCK_MESH_HEADER

#include "irrlichttypes_extrabloated.h"
#include "tile.h"
#include "voxel.h"
#include <map>

class IGameDef;

/*
	Mesh making stuff
*/


class MapBlock;

struct MeshMakeData
{
	VoxelManipulator m_vmanip;
	v3s16 m_blockpos;
	v3s16 m_crack_pos_relative;
	v3s16 m_highlighted_pos_relative;
	bool m_smooth_lighting;
	bool m_show_hud;
	video::SColor m_highlight_mesh_color;

	IGameDef *m_gamedef;

	MeshMakeData(IGameDef *gamedef);

	/*
		Copy central data directly from block, and other data from
		parent of block.
	*/
	void fill(MapBlock *block);

	/*
		Set up with only a single node at (1,1,1)
	*/
	void fillSingleNode(MapNode *node);

	/*
		Set the (node) position of a crack
	*/
	void setCrack(int crack_level, v3s16 crack_pos);

	/*
		Set the highlighted node position
	*/

	void setHighlighted(v3s16 highlighted_pos, bool show_hud);
	/*
		Enable or disable smooth lighting
	*/
	void setSmoothLighting(bool smooth_lighting);
};

/*
	Holds a mesh for a mapblock.

	Besides the SMesh*, this contains information used for animating
	the vertex positions, colors and texture coordinates of the mesh.
	For example:
	- cracks [implemented]
	- day/night transitions [implemented]
	- animated flowing liquids [not implemented]
	- animating vertex positions for e.g. axles [not implemented]
*/
class MapBlockMesh
{
public:
	// Builds the mesh given
	MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
	~MapBlockMesh();

	// Main animation function, parameters:
	//   faraway: whether the block is far away from the camera (~50 nodes)
	//   time: the global animation time, 0 .. 60 (repeats every minute)
	//   daynight_ratio: 0 .. 1000
	//   crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
	// Returns true if anything has been changed.
	bool animate(bool faraway, float time, int crack, u32 daynight_ratio);

	scene::SMesh* getMesh()
	{
		return m_mesh;
	}

	bool isAnimationForced() const
	{
		return m_animation_force_timer == 0;
	}

	void decreaseAnimationForceTimer()
	{
		if(m_animation_force_timer > 0)
			m_animation_force_timer--;
	}
	
	void updateCameraOffset(v3s16 camera_offset);

private:
	scene::SMesh *m_mesh;
	IGameDef *m_gamedef;

	bool m_enable_shaders;
	bool m_enable_highlighting;

	video::SColor m_highlight_mesh_color;
	
	// Must animate() be called before rendering?
	bool m_has_animation;
	int m_animation_force_timer;

	// Animation info: cracks
	// Last crack value passed to animate()
	int m_last_crack;
	// Maps mesh buffer (i.e. material) indices to base texture names
	std::map<u32, std::string> m_crack_materials;
	std::list<u32> m_highlighted_materials;

	// Animation info: texture animationi
	// Maps meshbuffers to TileSpecs
	std::map<u32, TileSpec> m_animation_tiles;
	std::map<u32, int> m_animation_frames; // last animation frame
	std::map<u32, int> m_animation_frame_offsets;
	
	// Animation info: day/night transitions
	// Last daynight_ratio value passed to animate()
	u32 m_last_daynight_ratio;
	// For each meshbuffer, maps vertex indices to (day,night) pairs
	std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
	
	// Camera offset info -> do we have to translate the mesh?
	v3s16 m_camera_offset;
};



/*
	This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
	TileSpec tile;
	std::vector<u16> indices;
	std::vector<video::S3DVertex> vertices;
};

struct MeshCollector
{
	std::vector<PreMeshBuffer> prebuffers;

	void append(const TileSpec &material,
			const video::S3DVertex *vertices, u32 numVertices,
			const u16 *indices, u32 numIndices);
	void append(const TileSpec &material,
			const video::S3DVertex *vertices, u32 numVertices,
			const u16 *indices, u32 numIndices,
			v3f pos, video::SColor c);
};

// This encodes
//   alpha in the A channel of the returned SColor
//   day light (0-255) in the R channel of the returned SColor
//   night light (0-255) in the G channel of the returned SColor
//   light source (0-255) in the B channel of the returned SColor
inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
{
	return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
}

// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);

// Converts from day + night color values (0..255)
// and a given daynight_ratio to the final SColor shown on screen.
void finalColorBlend(video::SColor& result,
		u8 day, u8 night, u32 daynight_ratio);

// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);

#endif

class="hl opt">= false; virtual ~LoadingBlockModifierDef() = default; virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){}; }; struct LBMContentMapping { typedef std::unordered_map<content_t, std::vector<LoadingBlockModifierDef *>> lbm_map; lbm_map map; std::vector<LoadingBlockModifierDef *> lbm_list; // Needs to be separate method (not inside destructor), // because the LBMContentMapping may be copied and destructed // many times during operation in the lbm_lookup_map. void deleteContents(); void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef); const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const; }; class LBMManager { public: LBMManager() = default; ~LBMManager(); // Don't call this after loadIntroductionTimes() ran. void addLBMDef(LoadingBlockModifierDef *lbm_def); void loadIntroductionTimes(const std::string &times, IGameDef *gamedef, u32 now); // Don't call this before loadIntroductionTimes() ran. std::string createIntroductionTimesString(); // Don't call this before loadIntroductionTimes() ran. void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp); // Warning: do not make this std::unordered_map, order is relevant here typedef std::map<u32, LBMContentMapping> lbm_lookup_map; private: // Once we set this to true, we can only query, // not modify bool m_query_mode = false; // For m_query_mode == false: // The key of the map is the LBM def's name. // TODO make this std::unordered_map std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs; // For m_query_mode == true: // The key of the map is the LBM def's first introduction time. lbm_lookup_map m_lbm_lookup; // Returns an iterator to the LBMs that were introduced // after the given time. This is guaranteed to return // valid values for everything lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time) { return m_lbm_lookup.lower_bound(time); } }; /* List of active blocks, used by ServerEnvironment */ class ActiveBlockList { public: void update(std::vector<PlayerSAO*> &active_players, s16 active_block_range, s16 active_object_range, std::set<v3s16> &blocks_removed, std::set<v3s16> &blocks_added); bool contains(v3s16 p){ return (m_list.find(p) != m_list.end()); } void clear(){ m_list.clear(); } std::set<v3s16> m_list; std::set<v3s16> m_abm_list; std::set<v3s16> m_forceloaded_list; private: }; /* Operation mode for ServerEnvironment::clearObjects() */ enum ClearObjectsMode { // Load and go through every mapblock, clearing objects CLEAR_OBJECTS_MODE_FULL, // Clear objects immediately in loaded mapblocks; // clear objects in unloaded mapblocks only when the mapblocks are next activated. CLEAR_OBJECTS_MODE_QUICK, }; /* The server-side environment. This is not thread-safe. Server uses an environment mutex. */ typedef std::unordered_map<u16, ServerActiveObject *> ServerActiveObjectMap; class ServerEnvironment : public Environment { public: ServerEnvironment(ServerMap *map, ServerScripting *scriptIface, Server *server, const std::string &path_world); ~ServerEnvironment(); Map & getMap(); ServerMap & getServerMap(); //TODO find way to remove this fct! ServerScripting* getScriptIface() { return m_script; } Server *getGameDef() { return m_server; } float getSendRecommendedInterval() { return m_recommended_send_interval; } void kickAllPlayers(AccessDeniedCode reason, const std::string &str_reason, bool reconnect); // Save players void saveLoadedPlayers(bool force = false); void savePlayer(RemotePlayer *player); PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id, bool is_singleplayer); void addPlayer(RemotePlayer *player); void removePlayer(RemotePlayer *player); bool removePlayerFromDatabase(const std::string &name); /* Save and load time of day and game timer */ void saveMeta(); void loadMeta(); u32 addParticleSpawner(float exptime); u32 addParticleSpawner(float exptime, u16 attached_id); void deleteParticleSpawner(u32 id, bool remove_from_object = true); /* External ActiveObject interface ------------------------------------------- */ ServerActiveObject* getActiveObject(u16 id) { return m_ao_manager.getActiveObject(id); } /* Add an active object to the environment. Environment handles deletion of object. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObject(ServerActiveObject *object); /* Add an active object as a static object to the corresponding MapBlock. Caller allocates memory, ServerEnvironment frees memory. Return value: true if succeeded, false if failed. (note: not used, pending removal from engine) */ //bool addActiveObjectAsStatic(ServerActiveObject *object); /* Find out what new objects have been added to inside a radius around a position */ void getAddedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &added_objects); /* Find out what new objects have been removed from inside a radius around a position */ void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &removed_objects); /* Get the next message emitted by some active object. Returns a message with id=0 if no messages are available. */ ActiveObjectMessage getActiveObjectMessage(); virtual void getSelectedActiveObjects( const core::line3d<f32> &shootline_on_map, std::vector<PointedThing> &objects ); /* Activate objects and dynamically modify for the dtime determined from timestamp and additional_dtime */ void activateBlock(MapBlock *block, u32 additional_dtime=0); /* {Active,Loading}BlockModifiers ------------------------------------------- */ void addActiveBlockModifier(ActiveBlockModifier *abm); void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm); /* Other stuff ------------------------------------------- */ // Script-aware node setters bool setNode(v3s16 p, const MapNode &n); bool removeNode(v3s16 p); bool swapNode(v3s16 p, const MapNode &n); // Find all active objects inside a radius around a point void getObjectsInsideRadius(std::vector<u16> &objects, const v3f &pos, float radius) { return m_ao_manager.getObjectsInsideRadius(pos, radius, objects); } // Clear objects, loading and going through every MapBlock void clearObjects(ClearObjectsMode mode); // This makes stuff happen void step(f32 dtime); /*! * Returns false if the given line intersects with a * non-air node, true otherwise. * \param pos1 start of the line * \param pos2 end of the line * \param p output, position of the first non-air node * the line intersects */ bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = NULL); u32 getGameTime() const { return m_game_time; } void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; } float getMaxLagEstimate() { return m_max_lag_estimate; } std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }; // Sets the static object status all the active objects in the specified block // This is only really needed for deleting blocks from the map void setStaticForActiveObjectsInBlock(v3s16 blockpos, bool static_exists, v3s16 static_block=v3s16(0,0,0)); RemotePlayer *getPlayer(const session_t peer_id); RemotePlayer *getPlayer(const char* name); u32 getPlayerCount() const { return m_players.size(); } static bool migratePlayersDatabase(const GameParams &game_params, const Settings &cmd_args); AuthDatabase *getAuthDatabase() { return m_auth_database; } static bool migrateAuthDatabase(const GameParams &game_params, const Settings &cmd_args); private: /** * called if env_meta.txt doesn't exist (e.g. new world) */ void loadDefaultMeta(); static PlayerDatabase *openPlayerDatabase(const std::string &name, const std::string &savedir, const Settings &conf); static AuthDatabase *openAuthDatabase(const std::string &name, const std::string &savedir, const Settings &conf); /* Internal ActiveObject interface ------------------------------------------- */ /* Add an active object to the environment. Called by addActiveObject. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s); /* Remove all objects that satisfy (isGone() && m_known_by_count==0) */ void removeRemovedObjects(); /* Convert stored objects from block to active */ void activateObjects(MapBlock *block, u32 dtime_s); /* Convert objects that are not in active blocks to static. If m_known_by_count != 0, active object is not deleted, but static data is still updated. If force_delete is set, active object is deleted nevertheless. It shall only be set so in the destructor of the environment. */ void deactivateFarObjects(bool force_delete); /* A few helpers used by the three above methods */ void deleteStaticFromBlock( ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge); bool saveStaticToBlock(v3s16 blockpos, u16 store_id, ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason); /* Member variables */ // The map ServerMap *m_map; // Lua state ServerScripting* m_script; // Server definition Server *m_server; // Active Object Manager server::ActiveObjectMgr m_ao_manager; // World path const std::string m_path_world; // Outgoing network message buffer for active objects std::queue<ActiveObjectMessage> m_active_object_messages; // Some timers float m_send_recommended_timer = 0.0f; IntervalLimiter m_object_management_interval; // List of active blocks ActiveBlockList m_active_blocks; IntervalLimiter m_active_blocks_management_interval; IntervalLimiter m_active_block_modifier_interval; IntervalLimiter m_active_blocks_nodemetadata_interval; // Time from the beginning of the game in seconds. // Incremented in step(). u32 m_game_time = 0; // A helper variable for incrementing the latter float m_game_time_fraction_counter = 0.0f; // Time of last clearObjects call (game time). // When a mapblock older than this is loaded, its objects are cleared. u32 m_last_clear_objects_time = 0; // Active block modifiers std::vector<ABMWithState> m_abms; LBMManager m_lbm_mgr; // An interval for generally sending object positions and stuff float m_recommended_send_interval = 0.1f; // Estimate for general maximum lag as determined by server. // Can raise to high values like 15s with eg. map generation mods. float m_max_lag_estimate = 0.1f; // peer_ids in here should be unique, except that there may be many 0s std::vector<RemotePlayer*> m_players; PlayerDatabase *m_player_database = nullptr; AuthDatabase *m_auth_database = nullptr; // Pseudo random generator for shuffling, etc. std::mt19937 m_rgen; // Particles IntervalLimiter m_particle_management_interval; std::unordered_map<u32, float> m_particle_spawners; std::unordered_map<u32, u16> m_particle_spawner_attachments; };