minetest/src/client/content_cao.cpp

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/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
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.
*/
#include "content_cao.h"
#include <IBillboardSceneNode.h>
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#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" // For IntervalLimiter & setPitchYawRoll
#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 <algorithm>
#include <cmath>
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#include "client/shader.h"
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class Settings;
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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;
}
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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;
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}
anim_time_counter = 0;
}
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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);
}
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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);
}
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/*
Other stuff
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*/
static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
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{
video::SMaterial& material = bill->getMaterial(0);
core::matrix4& matrix = material.getTextureMatrix(0);
matrix.setTextureTranslate(txs*col, tys*row);
matrix.setTextureScale(txs, tys);
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}
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/*
TestCAO
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*/
class TestCAO : public ClientActiveObject
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{
public:
TestCAO(Client *client, ClientEnvironment *env);
virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
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}
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(ITextureSource *tsrc);
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void removeFromScene(bool permanent);
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) const { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
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// 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)
{
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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
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void TestCAO::removeFromScene(bool permanent)
{
if (!m_node)
return;
m_node->remove();
m_node = NULL;
}
void TestCAO::updateLight(u8 light_at_pos)
{
}
v3s16 TestCAO::getLightPosition()
{
return floatToInt(m_position, BS);
}
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="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
rot.Y += dtime * 180;
m_node->setRotation(rot);
}
}
void TestCAO::processMessage(const std::string &data)
{
infostream<<"TestCAO: Got data: "<<data<<std::endl;
std::istringstream is(data, std::ios::binary);
u16 cmd;
is>>cmd;
if(cmd == 0)
{
v3f newpos;
is>>newpos.X;
is>>newpos.Y;
is>>newpos.Z;
m_position = newpos;
updateNodePos();
}
}
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/*
GenericCAO
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*/
#include "clientobject.h"
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GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env)
{
if (client == NULL) {
ClientActiveObject::registerType(getType(), create);
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} else {
m_client = client;
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}
}
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"<<std::endl;
processInitData(data);
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);
}
}
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m_enable_shaders = g_settings->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 = deSerializeString(is);
m_is_player = readU8(is);
m_id = readU16(is);
m_position = readV3F32(is);
m_rotation = readV3F32(is);
m_hp = readU16(is);
const u8 num_messages = readU8(is);
for (int i = 0; i < num_messages; i++) {
std::string message = deSerializeLongString(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;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
scene::ISceneNode *GenericCAO::getSceneNode() const
{
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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;
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}
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) {
obj->setVisible(toset);
}
}
}
void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
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;
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();
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
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());
removeAttachmentChild(child_id);
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
}
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
void GenericCAO::clearParentAttachment()
{
if (m_attachment_parent_id)
setAttachment(0, "", m_attachment_position, m_attachment_rotation);
else
setAttachment(0, "", v3f(), v3f());
}
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();
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
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if (m_meshnode) {
m_meshnode->remove();
m_meshnode->drop();
m_meshnode = nullptr;
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} else if (m_animated_meshnode) {
m_animated_meshnode->remove();
m_animated_meshnode->drop();
m_animated_meshnode = nullptr;
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} else if (m_wield_meshnode) {
m_wield_meshnode->remove();
m_wield_meshnode->drop();
m_wield_meshnode = nullptr;
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} 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;
}
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if (m_nametag) {
m_client->getCamera()->removeNametag(m_nametag);
m_nametag = nullptr;
}
}
void GenericCAO::addToScene(ITextureSource *tsrc)
{
m_smgr = RenderingEngine::get_scene_manager();
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if (getSceneNode() != NULL) {
return;
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}
m_visuals_expired = false;
if (!m_prop.is_visible)
return;
infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
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if (m_enable_shaders) {
IShaderSource *shader_source = m_client->getShaderSource();
u32 shader_id = shader_source->getShader(
"object_shader",
(m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
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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 = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode();
m_matrixnode->grab();
};
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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") {
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grabMatrixNode();
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh("unknown_node.png"));
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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") {
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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] = {
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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);
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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] = {
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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);
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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 = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
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grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
m_meshnode->setScale(m_prop.visual_size);
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setSceneNodeMaterial(m_meshnode);
} else if (m_prop.visual == "mesh") {
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grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
m_animated_meshnode = RenderingEngine::get_scene_manager()->
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));
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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 "<<m_prop.mesh<<std::endl;
2018-12-11 03:57:04 +01:00
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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grabMatrixNode();
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(
RenderingEngine::get_scene_manager(), -1);
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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(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
}
/* don't update while punch texture modifier is active */
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
scene::ISceneNode *node = getSceneNode();
if (node && m_matrixnode)
node->setParent(m_matrixnode);
if (node && !m_prop.nametag.empty() && !m_is_local_player) {
2016-02-15 14:01:01 +01:00
// Add nametag
v3f pos;
pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
m_nametag = m_client->getCamera()->addNametag(node,
m_prop.nametag, m_prop.nametag_color,
pos);
2011-11-12 10:59:56 +01:00
}
updateNodePos();
updateAnimation();
updateBonePosition();
updateAttachments();
setNodeLight(m_last_light);
}
void GenericCAO::updateLight(u8 light_at_pos)
2015-07-23 04:35:13 +02:00
{
// Don't update light of attached one
if (getParent() != NULL) {
return;
}
updateLightNoCheck(light_at_pos);
// Update light of all children
for (u16 i : m_attachment_child_ids) {
ClientActiveObject *obj = m_env->getActiveObject(i);
2015-07-23 04:35:13 +02:00
if (obj) {
obj->updateLightNoCheck(light_at_pos);
}
}
}
void GenericCAO::updateLightNoCheck(u8 light_at_pos)
{
if (m_glow < 0)
return;
u8 li = decode_light(light_at_pos + m_glow);
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2015-07-23 04:35:13 +02:00
if (li != m_last_light) {
m_last_light = li;
setNodeLight(li);
}
}
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void GenericCAO::setNodeLight(u8 light)
{
video::SColor color(255, light, light, light);
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if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
if (m_wield_meshnode)
m_wield_meshnode->setNodeLightColor(color);
return;
}
if (m_enable_shaders) {
scene::ISceneNode *node = getSceneNode();
if (node == nullptr)
return;
2020-02-16 20:37:28 +01:00
if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial &material = buf->getMaterial();
material.EmissiveColor = color;
2020-02-16 20:37:28 +01:00
}
} else {
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
video::SMaterial &material = node->getMaterial(i);
material.EmissiveColor = color;
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}
2015-07-23 04:35:13 +02:00
}
} else {
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_spritenode) {
m_spritenode->setColor(color);
}
2011-11-12 10:59:56 +01:00
}
}
v3s16 GenericCAO::getLightPosition()
{
if (m_is_player)
return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
return floatToInt(m_position, BS);
}
2011-11-11 18:33:17 +01:00
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();
bool walking = false;
if (controls.up || controls.down || controls.left || controls.right ||
controls.forw_move_joystick_axis != 0.f ||
controls.sidew_move_joystick_axis != 0.f)
walking = true;
2014-01-08 13:47:53 +01:00
f32 new_speed = player->local_animation_speed;
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 sneeking
if (controls.sneak && walking)
new_speed /= 2;
if (walking && (controls.LMB || controls.RMB)) {
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.LMB || controls.RMB) {
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;
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if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
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}
}
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// Update local player animations
if ((player->last_animation != old_anim ||
m_animation_speed != old_anim_speed) &&
player->last_animation != NO_ANIM && allow_update)
updateAnimation();
2014-01-08 13:47:53 +01:00
}
}
2014-01-08 13:47:53 +01:00
if (m_visuals_expired && m_smgr) {
m_visuals_expired = false;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
// 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());
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
}
}
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
removeFromScene(false);
addToScene(m_client->tsrc());
// 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();
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
}
}
// 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);
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
}
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() && std::fabs(m_prop.automatic_rotate) > 0.001) {
m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
rot_translator.val_current = m_rotation;
updateNodePos();
}
if (!getParent() && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
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();
}
}
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;
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);
}
}
// 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;
m_glow = m_prop.glow;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
2020-02-16 20:37:28 +01:00
m_spritenode->getMaterial(0).MaterialType = m_material_type;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (!m_prop.colors.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);
}
2011-11-12 10:59:56 +01:00
}
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 "<<texturestring<<std::endl;
continue;
}
2011-11-11 18:33:17 +01:00
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
2020-02-16 20:37:28 +01:00
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = 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<u32> &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];
}
}
}
if(m_meshnode)
{
if(m_prop.visual == "cube")
{
for (u32 i = 0; i < 6; ++i)
{
2013-03-19 19:05:32 +01:00
std::string texturestring = "unknown_node.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);
2020-02-16 20:37:28 +01:00
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.getTextureMatrix(0).makeIdentity();
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
// 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)
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
{
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];
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
}
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 = "unknown_object.png";
if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
std::string tname = "unknown_object.png";
if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (m_prop.colors.size() >= 2) {
buf->getMaterial().AmbientColor = m_prop.colors[1];
buf->getMaterial().DiffuseColor = m_prop.colors[1];
buf->getMaterial().SpecularColor = m_prop.colors[1];
} else if (!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
// Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_glow < 0)
setMeshColor(mesh, m_prop.colors[0]);
}
2011-11-12 10:59:56 +01:00
}
}
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);
// Requires Irrlicht 1.8 or greater
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
if (m_animated_meshnode->getLoopMode() != m_animation_loop)
m_animated_meshnode->setLoopMode(m_animation_loop);
#endif
}
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;
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second.X;
v3f bone_rot = (*ii).second.Y;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
if(bone)
{
bone->setPosition(bone_pos);
bone->setRotation(bone_rot);
}
}
}
void 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) {
v3f old_pos = getPosition();
m_matrixnode->setParent(m_smgr->getRootSceneNode());
getPosRotMatrix().setTranslation(old_pos);
m_matrixnode->updateAbsolutePosition();
}
}
else // Attach
{
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);
getPosRotMatrix().setTranslation(m_attachment_position);
//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
// use Irrlicht eulers instead
getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
m_matrixnode->updateAbsolutePosition();
}
}
}
void GenericCAO::readAOMessageProperties(std::istream &is)
{
// Reset object properties first
m_prop = ObjectProperties();
// Then read the whole new stream
m_prop.deSerialize(is);
}
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) {
readAOMessageProperties(is);
m_selection_box = m_prop.selectionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
m_tx_size.X = 1.0 / m_prop.spritediv.X;
m_tx_size.Y = 1.0 / 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);
}
2014-01-08 13:47:53 +01:00
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
expireVisuals();
} 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.
2018-12-13 11:20:57 +01:00
m_position = readV3F32(is);
m_velocity = readV3F32(is);
m_acceleration = readV3F32(is);
if (std::fabs(m_prop.automatic_rotate) < 0.001f)
2018-12-13 11:20:57 +01:00
m_rotation = readV3F32(is);
else
2018-12-13 11:20:57 +01:00
readV3F32(is);
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
2018-12-13 11:20:57 +01:00
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 = deSerializeString(is);
// immediatly 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_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);
2014-01-08 13:47:53 +01:00
}
// 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;
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
}
if(!is_known ||
(player->local_animations[1].Y + player->local_animations[2].Y < 1))
{
updateAnimation();
}
}
} 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 = deSerializeString(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
updateBonePosition();
} else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is);
std::string bone = deSerializeString(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
setAttachment(parent_id, bone, position, rotation);
// localplayer itself can't be attached to localplayer
if (!m_is_local_player)
m_is_visible = !m_attached_to_local;
} 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;
2019-05-04 09:13:31 +02:00
if (m_is_local_player)
m_env->getLocalPlayer()->hp = m_hp;
if (damage > 0)
{
2019-09-29 04:30:58 +02:00
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) {
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
updateTextures(m_current_texture_modifier + "^[brighten");
}
2019-09-29 04:30:58 +02:00
}
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 = deSerializeString(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
}
} else if (cmd == AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
// Deprecated, for backwards compatibility only.
readU8(is); // version
m_prop.nametag_color = readARGB8(is);
2016-02-15 14:01:01 +01:00
if (m_nametag != NULL) {
m_nametag->nametag_color = m_prop.nametag_color;
v3f pos;
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
m_nametag->nametag_pos = pos;
}
} 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 {
warningstream << FUNCTION_NAME
<< ": unknown command or outdated client \""
<< +cmd << "\"" << std::endl;
}
}
/* \pre punchitem != NULL
*/
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
float time_from_last_punch)
{
assert(punchitem); // pre-condition
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_client->idef());
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
punchitem,
time_from_last_punch);
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);
}
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
if (m_reset_textures_timer < 0) {
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
updateTextures(m_current_texture_modifier + "^[brighten");
}
}
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();
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i != m_armor_groups.end(); ++i)
{
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";
return os.str();
}
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// Prototype
GenericCAO proto_GenericCAO(NULL, NULL);