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luanti/src/client/content_cao.cpp

1884 lines
54 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "content_cao.h"
#include <IBillboardSceneNode.h>
#include <ICameraSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <ISceneNode.h>
#include "client/client.h"
#include "client/renderingengine.h"
#include "client/sound.h"
#include "client/texturesource.h"
#include "client/mapblock_mesh.h"
#include "client/content_mapblock.h"
#include "client/meshgen/collector.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 "clientobject.h"
#include "environment.h"
#include "itemdef.h"
#include "localplayer.h"
#include "map.h"
#include "mesh.h"
#include "nodedef.h"
#include "settings.h"
#include "tool.h"
#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
#include "client/shader.h"
#include "client/minimap.h"
#include <quaternion.h>
#include <SMesh.h>
#include <IMeshBuffer.h>
#include <CMeshBuffer.h>
struct ToolCapabilities;
std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
template<typename T>
void SmoothTranslator<T>::init(T current)
{
val_old = current;
val_current = current;
val_target = current;
anim_time = 0;
anim_time_counter = 0;
aim_is_end = true;
}
template<typename T>
void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
{
aim_is_end = is_end_position;
val_old = val_current;
val_target = new_target;
if (update_interval > 0) {
anim_time = update_interval;
} else {
if (anim_time < 0.001 || anim_time > 1.0)
anim_time = anim_time_counter;
else
anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
}
anim_time_counter = 0;
}
template<typename T>
void SmoothTranslator<T>::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
T val_diff = val_target - val_old;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
val_current = val_old + val_diff * moveratio;
}
void SmoothTranslatorWrapped::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
f32 val_diff = std::abs(val_target - val_old);
if (val_diff > 180.f)
val_diff = 360.f - val_diff;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current, val_target,
val_diff * moveratio, 360.f);
}
void SmoothTranslatorWrappedv3f::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
v3f val_diff_v3f;
val_diff_v3f.X = std::abs(val_target.X - val_old.X);
val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
if (val_diff_v3f.X > 180.f)
val_diff_v3f.X = 360.f - val_diff_v3f.X;
if (val_diff_v3f.Y > 180.f)
val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
if (val_diff_v3f.Z > 180.f)
val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
f32 moveratio = 1.0;
if (anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
f32 move_end = aim_is_end ? 1.0 : 1.5;
// Move a bit less than should, to avoid oscillation
moveratio = std::min(moveratio * 0.8f, move_end);
wrappedApproachShortest(val_current.X, val_target.X,
val_diff_v3f.X * moveratio, 360.f);
wrappedApproachShortest(val_current.Y, val_target.Y,
val_diff_v3f.Y * moveratio, 360.f);
wrappedApproachShortest(val_current.Z, val_target.Z,
val_diff_v3f.Z * moveratio, 360.f);
}
/*
Other stuff
*/
static bool setMaterialTextureAndFilters(video::SMaterial &material,
const std::string &texturestring, ITextureSource *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");
video::ITexture *texture = tsrc->getTextureForMesh(texturestring);
if (!texture)
return false;
material.setTexture(0, texture);
// don't filter low-res textures, makes them look blurry
const core::dimension2d<u32> &size = texture->getOriginalSize();
if (std::min(size.Width, size.Height) < TEXTURE_FILTER_MIN_SIZE)
use_trilinear_filter = use_bilinear_filter = false;
material.forEachTexture([=] (auto &tex) {
setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
use_anisotropic_filter);
});
return true;
}
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);
}
static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
{
thread_local std::vector<u64> logged;
std::string message = from.str();
u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
if (std::find(logged.begin(), logged.end(), hash) != logged.end())
return false;
logged.push_back(hash);
log_to << message << std::endl;
return true;
}
static void setColorParam(scene::ISceneNode *node, video::SColor color)
{
for (u32 i = 0; i < node->getMaterialCount(); ++i)
node->getMaterial(i).ColorParam = color;
}
static scene::SMesh *generateNodeMesh(Client *client, MapNode n,
std::vector<MeshAnimationInfo> &animation)
{
auto *ndef = client->ndef();
auto *shdsrc = client->getShaderSource();
MeshCollector collector(v3f(0), v3f());
{
MeshMakeData mmd(ndef, 1, MeshGrid{1});
n.setParam1(0xff);
mmd.fillSingleNode(n);
MapblockMeshGenerator(&mmd, &collector).generate();
}
auto mesh = make_irr<scene::SMesh>();
animation.clear();
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
for (PreMeshBuffer &p : collector.prebuffers[layer]) {
// reset the pre-computed light data stored in the vertex color,
// since we do that ourselves via updateLight().
for (auto &v : p.vertices)
v.Color.set(0xFFFFFFFF);
// but still apply the tile color
p.applyTileColor();
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
const FrameSpec &frame = (*p.layer.frames)[0];
p.layer.texture = frame.texture;
animation.emplace_back(MeshAnimationInfo{mesh->getMeshBufferCount(), 0, p.layer});
}
auto buf = make_irr<scene::SMeshBuffer>();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
// Set up material
auto &mat = buf->Material;
u32 shader_id = shdsrc->getShader("object_shader", p.layer.material_type, NDT_NORMAL);
mat.MaterialType = shdsrc->getShaderInfo(shader_id).material;
p.layer.applyMaterialOptions(mat, layer);
mesh->addMeshBuffer(buf.get());
}
}
mesh->recalculateBoundingBox();
return mesh.release();
}
/*
GenericCAO
*/
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env)
{
if (!client) {
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)
{
processInitData(data);
}
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 && player->getName() == m_name) {
m_is_local_player = true;
m_is_visible = false;
player->setCAO(this);
}
}
const u8 num_messages = readU8(is);
for (u8 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) {
return false;
}
*toset = m_selection_box;
return true;
}
void GenericCAO::updateParentChain() const
{
if (!m_matrixnode)
return;
// Update the entire chain of nodes to ensure absolute position is correct
std::vector<scene::ISceneNode *> chain;
for (scene::ISceneNode *node = m_matrixnode; node; node = node->getParent())
chain.push_back(node);
for (auto it = chain.rbegin(); it != chain.rend(); ++it)
(*it)->updateAbsolutePosition();
}
const v3f GenericCAO::getPosition() const
{
if (!getParent())
return pos_translator.val_current;
// Calculate real position in world based on MatrixNode
if (m_matrixnode) {
// FIXME work around #16221 which is caused by the camera position and thus
// offset not being in sync with the player (parent) CAO position.
// A better solution might restrict this update to the local player only
// or keep player and camera position in sync.
GenericCAO::updateParentChain();
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 (object_t 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(object_t parent_id, const std::string &bone,
v3f position, v3f rotation, bool force_visible)
{
// Do checks to avoid circular references
// See similar check in `UnitSAO::setAttachment` (but with different types).
{
auto *obj = m_env->getActiveObject(parent_id);
if (obj == this) {
assert(false);
return;
}
bool problem = false;
if (obj) {
// The chain of wanted parent must not refer or contain "this"
for (obj = obj->getParent(); obj; obj = obj->getParent()) {
if (obj == this) {
problem = true;
break;
}
}
}
if (problem) {
warningstream << "Network or mod bug: "
<< "Attempted to attach object " << m_id << " to parent "
<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
return;
}
}
const auto 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(object_t *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()) {
const auto child_id = *m_attachment_child_ids.begin();
if (auto *child = m_env->getActiveObject(child_id))
child->clearParentAttachment();
else
removeAttachmentChild(child_id);
}
}
void GenericCAO::addAttachmentChild(object_t child_id)
{
m_attachment_child_ids.insert(child_id);
}
void GenericCAO::removeAttachmentChild(object_t 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())
if (auto node = getSceneNode())
shadow->removeNodeFromShadowList(node);
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;
}
m_meshnode_animation.clear();
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(): " <<
enum_to_string(es_ObjectVisual, m_prop.visual)<< std::endl;
if (m_prop.visual != OBJECTVISUAL_NODE &&
m_prop.visual != OBJECTVISUAL_WIELDITEM &&
m_prop.visual != OBJECTVISUAL_ITEM)
{
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 {
// Not used, so make sure it's not valid
m_material_type = EMT_INVALID;
}
m_matrixnode = m_smgr->addDummyTransformationSceneNode();
m_matrixnode->grab();
auto setMaterial = [this] (video::SMaterial &mat) {
if (m_material_type != EMT_INVALID)
mat.MaterialType = m_material_type;
mat.FogEnable = true;
mat.forEachTexture([] (auto &tex) {
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
tex.MagFilter = video::ETMAGF_NEAREST;
});
};
auto setSceneNodeMaterials = [setMaterial] (scene::ISceneNode *node) {
node->forEachMaterial(setMaterial);
};
switch(m_prop.visual) {
case OBJECTVISUAL_UPRIGHT_SPRITE: {
auto mesh = make_irr<scene::SMesh>();
f32 dx = BS * m_prop.visual_size.X / 2;
f32 dy = BS * m_prop.visual_size.Y / 2;
video::SColor c(0xFFFFFFFF);
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 (auto &vertex : vertices)
vertex.Pos.Y += dy;
}
const u16 indices[] = {0,1,2,2,3,0};
for (int face : {0, 1}) {
auto buf = make_irr<scene::SMeshBuffer>();
// Front (0) or Back (1)
if (face == 1) {
for (auto &v : vertices)
v.Normal *= -1;
for (int i : {0, 2})
std::swap(vertices[i].Pos, vertices[i+1].Pos);
}
buf->append(vertices, 4, indices, 6);
// Set material
setMaterial(buf->getMaterial());
buf->getMaterial().ColorParam = c;
// Add to mesh
mesh->addMeshBuffer(buf.get());
}
mesh->recalculateBoundingBox();
m_meshnode = m_smgr->addMeshSceneNode(mesh.get(), m_matrixnode);
m_meshnode->grab();
break;
} case OBJECTVISUAL_CUBE: {
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);
setSceneNodeMaterials(m_meshnode);
m_meshnode->forEachMaterial([this] (auto &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
});
break;
} case OBJECTVISUAL_MESH: {
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->setScale(m_prop.visual_size);
// set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
setSceneNodeMaterials(m_animated_meshnode);
m_animated_meshnode->forEachMaterial([this] (auto &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
});
m_animated_meshnode->setOnAnimateCallback([&](f32 dtime) {
for (auto &it : m_bone_override) {
auto* bone = m_animated_meshnode->getJointNode(it.first.c_str());
if (!bone)
continue;
BoneOverride &props = it.second;
props.dtime_passed += dtime;
bone->setPosition(props.getPosition(bone->getPosition()));
bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
bone->setScale(props.getScale(bone->getScale()));
}
});
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
break;
}
case OBJECTVISUAL_WIELDITEM:
case OBJECTVISUAL_ITEM: {
ItemStack item;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
if (!m_prop.textures.empty()) {
infostream << "textures[0]: " << m_prop.textures[0]
<< std::endl;
IItemDefManager *idef = m_client->idef();
item = ItemStack(m_prop.textures[0], 1, 0, idef);
}
} else {
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
m_wield_meshnode->setItem(item, m_client,
(m_prop.visual == OBJECTVISUAL_WIELDITEM));
m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
break;
} case OBJECTVISUAL_NODE: {
auto *mesh = generateNodeMesh(m_client, m_prop.node, m_meshnode_animation);
assert(mesh);
m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->setSharedMaterials(true);
m_meshnode->grab();
mesh->drop();
m_meshnode->setScale(m_prop.visual_size);
setSceneNodeMaterials(m_meshnode);
break;
} default:
m_spritenode = m_smgr->addBillboardSceneNode(m_matrixnode);
m_spritenode->grab();
setSceneNodeMaterials(m_spritenode);
m_spritenode->setSize(v2f(m_prop.visual_size.X,
m_prop.visual_size.Y) * BS);
setBillboardTextureMatrix(m_spritenode, 1, 1, 0, 0);
// This also serves as fallback for unknown visual types
if (m_prop.visual != OBJECTVISUAL_SPRITE) {
m_spritenode->getMaterial(0).setTexture(0,
tsrc->getTextureForMesh("unknown_object.png"));
}
break;
}
/* Set VBO hint */
// wieldmesh sets its own hint, no need to handle it
if (m_meshnode || m_animated_meshnode) {
// sprite uses vertex animation
if (m_meshnode && m_prop.visual != OBJECTVISUAL_UPRIGHT_SPRITE)
m_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
if (m_animated_meshnode) {
auto *mesh = m_animated_meshnode->getMesh();
// skinning happens on the CPU
if (m_animated_meshnode->getJointCount() > 0)
mesh->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_VERTEX);
else
mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_INDEX);
}
}
/* don't update while punch texture modifier is active */
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
if (scene::ISceneNode *node = getSceneNode()) {
node->setParent(m_matrixnode);
if (auto shadow = RenderingEngine::get_shadow_renderer())
shadow->addNodeToShadowList(node);
}
updateNametag();
updateMarker();
updateNodePos();
updateAnimation();
updateAttachments();
setNodeLight(m_last_light);
updateMeshCulling();
if (m_animated_meshnode) {
u32 mat_count = m_animated_meshnode->getMaterialCount();
assert(mat_count == m_animated_meshnode->getMesh()->getMeshBufferCount());
u32 max_tex_idx = 0;
for (u32 i = 0; i < mat_count; ++i) {
max_tex_idx = std::max(max_tex_idx,
m_animated_meshnode->getMesh()->getTextureSlot(i));
}
if (mat_count == 0 || m_prop.textures.empty()) {
// nothing
} else if (max_tex_idx >= m_prop.textures.size()) {
std::ostringstream oss;
oss << "GenericCAO::addToScene(): Model "
<< m_prop.mesh << " is missing " << (max_tex_idx + 1 - m_prop.textures.size())
<< " more texture(s), this is deprecated.";
logOnce(oss, warningstream);
video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayers[0].Texture;
for (u32 i = 1; i < mat_count; i++) {
auto &layer = m_animated_meshnode->getMaterial(i).TextureLayers[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) {
// Get light level at the position plus the entity glow
u16 this_light = getInteriorLight(n, m_prop.glow, 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 into color, adding a small boost
// based on the entity glow.
light = encode_light(light_at_pos, m_prop.glow);
if (light != m_last_light) {
m_last_light = light;
setNodeLight(light);
}
}
void GenericCAO::setNodeLight(const video::SColor &light_color)
{
if (m_prop.visual == OBJECTVISUAL_WIELDITEM || m_prop.visual == OBJECTVISUAL_ITEM) {
if (m_wield_meshnode)
m_wield_meshnode->setLightColorAndAnimation(light_color,
m_client->getAnimationTime());
return;
}
{
auto *node = getSceneNode();
if (!node)
return;
setColorParam(node, 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;
// Add or update nametag
Nametag tmp{node, m_prop.nametag, m_prop.nametag_color,
m_prop.nametag_bgcolor, m_prop.nametag_fontsize, pos,
m_prop.nametag_scale_z};
if (!m_nametag) {
m_nametag = m_client->getCamera()->addNametag(tmp);
assert(m_nametag);
} else {
*m_nametag = tmp;
}
}
void GenericCAO::updateNodePos()
{
if (getParent() != NULL)
return;
scene::ISceneNode *node = getSceneNode();
if (node) {
assert(m_matrixnode);
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) {
LocalPlayerAnimation 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;
}
v2f new_anim(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 = LocalPlayerAnimation::WD_ANIM;
} else if (walking) {
new_anim = player->local_animations[1];
player->last_animation = LocalPlayerAnimation::WALK_ANIM;
} else if (controls.dig || controls.place) {
new_anim = player->local_animations[2];
player->last_animation = LocalPlayerAnimation::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 = LocalPlayerAnimation::NO_ANIM;
if (old_anim != LocalPlayerAnimation::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 != LocalPlayerAnimation::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;
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
moveresult = collisionMoveSimple(env,env->getGameDef(),
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();
v3f foot_pos = getPosition() * (1.0f/BS)
+ v3f(0.0f, m_prop.collisionbox.MinEdge.Y, 0.0f);
v3s16 node_below_pos = floatToInt(foot_pos + v3f(0.0f, -0.5f, 0.0f),
1.0f);
MapNode n = m_env->getMap().getNode(node_below_pos);
SoundSpec spec = ndef->get(n).sound_footstep;
// Reduce footstep gain, as non-local-player footsteps are
// somehow louder.
spec.gain *= 0.6f;
// The footstep-sound doesn't travel with the object. => vel=0
m_client->sound()->playSoundAt(0, spec, foot_pos, v3f(0.0f));
}
}
}
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;
}
updateTextureAnim();
if(m_reset_textures_timer >= 0)
{
m_reset_textures_timer -= dtime;
if(m_reset_textures_timer <= 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);
}
}
if (node && std::abs(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();
}
}
static void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
{
assert(buf->getVertexType() == video::EVT_STANDARD);
assert(buf->getVertexCount() == count);
auto *vertices = static_cast<video::S3DVertex *>(buf->getVertices());
for (u32 i = 0; i < count; i++)
vertices[i].TCoords = uv[i];
buf->setDirty(scene::EBT_VERTEX);
}
void GenericCAO::updateTextureAnim()
{
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 == OBJECTVISUAL_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);
} else if (m_prop.visual == OBJECTVISUAL_NODE) {
// same calculation as MapBlockMesh::animate() with a global timer
const float time = m_client->getAnimationTime();
for (auto &it : m_meshnode_animation) {
const TileLayer &tile = it.tile;
int frameno = (int)(time * 1000 / tile.animation_frame_length_ms)
% tile.animation_frame_count;
if (frameno == it.frame)
continue;
it.frame = frameno;
auto *buf = m_meshnode->getMesh()->getMeshBuffer(it.i);
const FrameSpec &frame = (*tile.frames)[frameno];
buf->getMaterial().setTexture(0, frame.texture);
}
}
}
}
// Do not pass by reference, see header.
void GenericCAO::updateTextures(std::string mod)
{
ITextureSource *tsrc = m_client->tsrc();
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
if (m_spritenode) {
if (m_prop.visual == OBJECTVISUAL_SPRITE) {
std::string texturestring = "no_texture.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
video::SMaterial &material = m_spritenode->getMaterial(0);
material.MaterialType = m_material_type;
setMaterialTextureAndFilters(material, texturestring, tsrc);
}
}
else if (m_animated_meshnode) {
if (m_prop.visual == OBJECTVISUAL_MESH) {
for (u32 i = 0; i < m_animated_meshnode->getMaterialCount(); ++i) {
const auto texture_idx = m_animated_meshnode->getMesh()->getTextureSlot(i);
if (texture_idx >= m_prop.textures.size())
continue;
std::string texturestring = m_prop.textures[texture_idx];
if (texturestring.empty())
continue; // Empty texture string means don't modify that material
texturestring += mod;
// Set material flags and texture
video::SMaterial &material = m_animated_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.BackfaceCulling = m_prop.backface_culling;
setMaterialTextureAndFilters(material, texturestring, tsrc);
}
}
}
else if (m_meshnode) {
if(m_prop.visual == OBJECTVISUAL_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;
setMaterialTextureAndFilters(material, texturestring, tsrc);
}
} else if (m_prop.visual == OBJECTVISUAL_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);
setMaterialTextureAndFilters(material, tname, tsrc);
}
{
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);
setMaterialTextureAndFilters(material, tname, tsrc);
}
// Set mesh color (only if lighting is disabled)
if (m_prop.glow < 0)
setMeshColor(mesh, {255, 255, 255, 255});
}
}
// Prevent showing the player after changing texture
if (m_is_local_player)
updateMeshCulling();
}
void GenericCAO::updateAnimation()
{
if (!m_animated_meshnode)
return;
// Note: This sets the current frame as well, (re)starting the animation.
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::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 updateTextureAnim()
* - glow: handled by updateLight()
* - any other properties that do not change appearance
*/
bool uses_legacy_texture = new_.wield_item.empty() &&
(new_.visual == OBJECTVISUAL_WIELDITEM || new_.visual == OBJECTVISUAL_ITEM);
// Ordered to compare primitive types before std::vectors
return old.backface_culling != new_.backface_culling ||
old.is_visible != new_.is_visible ||
old.shaded != new_.shaded ||
old.use_texture_alpha != new_.use_texture_alpha ||
old.node != new_.node ||
old.mesh != new_.mesh ||
old.visual != new_.visual ||
old.visual_size != new_.visual_size ||
old.wield_item != new_.wield_item ||
old.colors != new_.colors ||
(uses_legacy_texture && old.textures != new_.textures);
}
void GenericCAO::processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if (cmd == AO_CMD_SET_PROPERTIES) {
ObjectProperties newprops;
newprops.show_on_minimap = m_is_player; // default
newprops.deSerialize(is);
// Check what exactly changed
bool expire_visuals = visualExpiryRequired(newprops);
bool textures_changed = m_prop.textures != newprops.textures;
// Apply changes
m_prop = std::move(newprops);
m_selection_box = m_prop.selectionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
m_tx_size.X = 1.0f / m_prop.spritediv.X;
m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
if(!m_initial_tx_basepos_set){
m_initial_tx_basepos_set = true;
m_tx_basepos = m_prop.initial_sprite_basepos;
}
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound;
aabb3f collision_box = m_prop.collisionbox;
collision_box.MinEdge *= BS;
collision_box.MaxEdge *= BS;
player->setCollisionbox(collision_box);
player->setEyeHeight(m_prop.eye_height);
player->setZoomFOV(m_prop.zoom_fov);
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
if (m_is_local_player)
m_prop.show_on_minimap = false;
if (expire_visuals) {
expireVisuals();
} else {
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);
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 an 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;
updateTextureAnim();
} else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
float override_speed = readF32(is);
float override_jump = readF32(is);
float override_gravity = readF32(is);
// MT 0.4.10 legacy: send inverted for detault `true` if the server sends nothing
bool sneak = !readU8(is);
bool sneak_glitch = !readU8(is);
bool new_move = !readU8(is);
// new overrides since 5.8.0
float override_speed_climb = readF32(is);
float override_speed_crouch = readF32(is);
float override_liquid_fluidity = readF32(is);
float override_liquid_fluidity_smooth = readF32(is);
float override_liquid_sink = readF32(is);
float override_acceleration_default = readF32(is);
float override_acceleration_air = readF32(is);
if (is.eof()) {
override_speed_climb = 1.0f;
override_speed_crouch = 1.0f;
override_liquid_fluidity = 1.0f;
override_liquid_fluidity_smooth = 1.0f;
override_liquid_sink = 1.0f;
override_acceleration_default = 1.0f;
override_acceleration_air = 1.0f;
}
// new overrides since 5.9.0
float override_speed_fast = readF32(is);
float override_acceleration_fast = readF32(is);
float override_speed_walk = readF32(is);
if (is.eof()) {
override_speed_fast = 1.0f;
override_acceleration_fast = 1.0f;
override_speed_walk = 1.0f;
}
if (m_is_local_player) {
auto &phys = m_env->getLocalPlayer()->physics_override;
phys.speed = override_speed;
phys.jump = override_jump;
phys.gravity = override_gravity;
phys.sneak = sneak;
phys.sneak_glitch = sneak_glitch;
phys.new_move = new_move;
phys.speed_climb = override_speed_climb;
phys.speed_crouch = override_speed_crouch;
phys.liquid_fluidity = override_liquid_fluidity;
phys.liquid_fluidity_smooth = override_liquid_fluidity_smooth;
phys.liquid_sink = override_liquid_sink;
phys.acceleration_default = override_acceleration_default;
phys.acceleration_air = override_acceleration_air;
phys.speed_fast = override_speed_fast;
phys.acceleration_fast = override_acceleration_fast;
phys.speed_walk = override_speed_walk;
}
} else if (cmd == AO_CMD_SET_ANIMATION) {
v2f range = readV2F32(is);
if (!m_is_local_player) {
m_animation_range = range;
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 == LocalPlayerAnimation::NO_ANIM)
{
m_animation_range = range;
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);
auto it = m_bone_override.find(bone);
BoneOverride props;
if (it != m_bone_override.end()) {
props = it->second;
// Reset timer
props.dtime_passed = 0;
// Save previous values for interpolation
props.position.previous = props.position.vector;
props.rotation.previous = props.rotation.next;
props.scale.previous = props.scale.vector;
} else {
// Disable interpolation
props.position.interp_timer = 0.0f;
props.rotation.interp_timer = 0.0f;
props.scale.interp_timer = 0.0f;
}
// Read new values
props.position.vector = readV3F32(is);
props.rotation.next = core::quaternion(readV3F32(is) * core::DEGTORAD);
props.scale.vector = readV3F32(is); // reads past end of string on older cmds
if (is.eof()) {
// Backwards compatibility
props.scale.vector = v3f(1, 1, 1); // restore the scale which was not sent
props.position.absolute = true;
props.rotation.absolute = true;
} else {
props.position.interp_timer = readF32(is);
props.rotation.interp_timer = readF32(is);
props.scale.interp_timer = readF32(is);
u8 absoluteFlag = readU8(is);
props.position.absolute = (absoluteFlag & 1) > 0;
props.rotation.absolute = (absoluteFlag & 2) > 0;
props.scale.absolute = (absoluteFlag & 4) > 0;
}
if (props.isIdentity()) {
m_bone_override.erase(bone);
} else {
m_bone_override[bone] = props;
}
} else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is);
std::string bone = deSerializeString16(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
bool force_visible = readU8(is); // Returns false for EOF
setAttachment(parent_id, bone, position, rotation, force_visible);
} else if (cmd == AO_CMD_PUNCHED) {
u16 result_hp = readU16(is);
// Use this instead of the send damage to not interfere with prediction
s32 damage = (s32)m_hp - (s32)result_hp;
m_hp = result_hp;
if (m_is_local_player)
m_env->getLocalPlayer()->hp = m_hp;
if (damage > 0)
{
if (m_hp == 0)
{
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
} else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
// Cap damage overlay to 1 second
m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
if (m_hp == 0) {
// Same as 'Server::DiePlayer'
clearParentAttachment();
// Same as 'ObjectRef::l_remove'
if (!m_is_player)
clearChildAttachments();
}
} else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++)
{
std::string name = deSerializeString16(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
}
} else if (cmd == AO_CMD_SPAWN_INFANT) {
u16 child_id = readU16(is);
u8 type = readU8(is); // maybe this will be useful later
(void)type;
addAttachmentChild(child_id);
} else if (cmd == AO_CMD_OBSOLETE1) {
// Don't do anything and also don't log a warning
} else {
warningstream << FUNCTION_NAME
<< ": unknown command or outdated client \""
<< +cmd << "\"" << std::endl;
}
}
/* \pre punchitem != NULL
*/
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
const ItemStack *hand_item, float time_from_last_punch)
{
assert(punchitem); // pre-condition
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_client->idef(), hand_item);
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
punchitem,
time_from_last_punch,
punchitem->wear);
if(result.did_punch && result.damage != 0)
{
if(result.damage < m_hp)
{
m_hp -= result.damage;
} else {
m_hp = 0;
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
}
if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
// Cap damage overlay to 1 second
m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
return false;
}
std::string GenericCAO::debugInfoText()
{
std::ostringstream os(std::ios::binary);
os<<"GenericCAO hp="<<m_hp<<"\n";
os<<"armor={";
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
i != m_armor_groups.end(); ++i)
{
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";
return os.str();
}
void GenericCAO::updateMeshCulling()
{
if (!m_is_local_player)
return;
const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
scene::ISceneNode *node = getSceneNode();
if (!node)
return;
if (m_prop.visual == OBJECTVISUAL_UPRIGHT_SPRITE) {
// upright sprite has no backface culling
node->forEachMaterial([=] (auto &mat) {
mat.FrontfaceCulling = 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->forEachMaterial([] (auto &mat) {
mat.BackfaceCulling = true;
mat.FrontfaceCulling = true;
});
} else {
// Restore mesh visibility.
node->forEachMaterial([this] (auto &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
mat.FrontfaceCulling = false;
});
}
}
// Prototype
static GenericCAO proto_GenericCAO(nullptr, nullptr);