minetest/src/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 "tile.h"
#include "environment.h"
#include "collision.h"
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#include "settings.h"
#include <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include "serialization.h" // For decompressZlib
#include "gamedef.h"
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#include "clientobject.h"
#include "content_object.h"
#include "mesh.h"
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#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
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#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
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#include "util/mathconstants.h"
#include "map.h"
#include "main.h" // g_settings
#include "camera.h" // CameraModes
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
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class Settings;
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struct ToolCapabilities;
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
SmoothTranslator::SmoothTranslator():
vect_old(0,0,0),
vect_show(0,0,0),
vect_aim(0,0,0),
anim_counter(0),
anim_time(0),
anim_time_counter(0),
aim_is_end(true)
{}
void SmoothTranslator::init(v3f vect)
{
vect_old = vect;
vect_show = vect;
vect_aim = vect;
anim_counter = 0;
anim_time = 0;
anim_time_counter = 0;
aim_is_end = true;
}
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void SmoothTranslator::sharpen()
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{
init(vect_show);
}
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void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
{
aim_is_end = is_end_position;
vect_old = vect_show;
vect_aim = vect_new;
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;
anim_counter = 0;
}
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void SmoothTranslator::translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
anim_counter = anim_counter + dtime;
v3f vect_move = vect_aim - vect_old;
f32 moveratio = 1.0;
if(anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
// Move a bit less than should, to avoid oscillation
moveratio = moveratio * 0.8;
float move_end = 1.5;
if(aim_is_end)
move_end = 1.0;
if(moveratio > move_end)
moveratio = move_end;
vect_show = vect_old + vect_move * moveratio;
}
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bool SmoothTranslator::is_moving()
{
return ((anim_time_counter / anim_time) < 1.4);
}
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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(IGameDef *gamedef, ClientEnvironment *env);
virtual ~TestCAO();
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u8 getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
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}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr);
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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) { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
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// Prototype
TestCAO proto_TestCAO(NULL, NULL);
TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
TestCAO::~TestCAO()
{
}
ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
return new TestCAO(gamedef, env);
}
void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
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->getTexture("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
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void TestCAO::removeFromScene(bool permanent)
{
if(m_node == NULL)
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 == NULL)
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();
}
}
/*
ItemCAO
*/
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class ItemCAO : public ClientActiveObject
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{
public:
ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
virtual ~ItemCAO();
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u8 getType() const
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{
return ACTIVEOBJECT_TYPE_ITEM;
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}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr);
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void removeFromScene(bool permanent);
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void updateInfoText();
void updateTexture();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return m_position;}
std::string infoText()
{return m_infotext;}
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bool getCollisionBox(aabb3f *toset) { return false; }
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
v3f m_position;
std::string m_itemstring;
std::string m_infotext;
};
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#include "inventory.h"
// Prototype
ItemCAO proto_ItemCAO(NULL, NULL);
ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
if(!gamedef && !env)
{
ClientActiveObject::registerType(getType(), create);
}
}
ItemCAO::~ItemCAO()
{
}
ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
return new ItemCAO(gamedef, env);
}
void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
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),*/
video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
video::S3DVertex(BS/3.,0+BS*2./3.,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);
// Initialize with a generated placeholder texture
buf->getMaterial().setTexture(0, tsrc->getTexture(""));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
/*
Update image of node
*/
updateTexture();
}
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void ItemCAO::removeFromScene(bool permanent)
{
if(m_node == NULL)
return;
m_node->remove();
m_node = NULL;
}
void ItemCAO::updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshColor(m_node->getMesh(), color);
}
v3s16 ItemCAO::getLightPosition()
{
return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
}
void ItemCAO::updateNodePos()
{
if(m_node == NULL)
return;
m_node->setPosition(m_position);
}
void ItemCAO::updateInfoText()
{
try{
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(m_itemstring, idef);
if(item.isKnown(idef))
m_infotext = item.getDefinition(idef).description;
else
m_infotext = "Unknown item: '" + m_itemstring + "'";
if(item.count >= 2)
m_infotext += " (" + itos(item.count) + ")";
}
catch(SerializationError &e)
{
m_infotext = "Unknown item: '" + m_itemstring + "'";
}
}
void ItemCAO::updateTexture()
{
if(m_node == NULL)
return;
// Create an inventory item to see what is its image
std::istringstream is(m_itemstring, std::ios_base::binary);
video::ITexture *texture = NULL;
try{
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(is, idef);
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texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
}
catch(SerializationError &e)
{
infostream<<"WARNING: "<<__FUNCTION_NAME
<<": error deSerializing itemstring \""
<<m_itemstring<<std::endl;
}
// Set meshbuffer texture
m_node->getMaterial(0).setTexture(0, texture);
}
void ItemCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
/*v3f rot = m_node->getRotation();
rot.Y += dtime * 120;
m_node->setRotation(rot);*/
LocalPlayer *player = env->getLocalPlayer();
assert(player);
v3f rot = m_node->getRotation();
rot.Y = 180.0 - (player->getYaw());
m_node->setRotation(rot);
}
}
void ItemCAO::processMessage(const std::string &data)
{
//infostream<<"ItemCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if(cmd == 0)
{
// pos
m_position = readV3F1000(is);
updateNodePos();
}
if(cmd == 1)
{
// itemstring
m_itemstring = deSerializeString(is);
updateInfoText();
updateTexture();
}
}
void ItemCAO::initialize(const std::string &data)
{
infostream<<"ItemCAO: Got init data"<<std::endl;
{
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
if(version != 0)
return;
// pos
m_position = readV3F1000(is);
// itemstring
m_itemstring = deSerializeString(is);
}
updateNodePos();
updateInfoText();
}
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/*
GenericCAO
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*/
#include "genericobject.h"
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GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
//
m_is_player(false),
m_is_local_player(false),
m_id(0),
//
m_smgr(NULL),
m_irr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_animated_meshnode(NULL),
m_spritenode(NULL),
m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
m_velocity(v3f(0,0,0)),
m_acceleration(v3f(0,0,0)),
m_yaw(0),
m_hp(1),
m_tx_size(1,1),
m_tx_basepos(0,0),
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m_initial_tx_basepos_set(false),
m_tx_select_horiz_by_yawpitch(false),
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m_animation_range(v2s32(0,0)),
m_animation_speed(15),
m_animation_blend(0),
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
m_attachment_bone(""),
m_attachment_position(v3f(0,0,0)),
m_attachment_rotation(v3f(0,0,0)),
m_attached_to_local(false),
m_anim_frame(0),
m_anim_num_frames(1),
m_anim_framelength(0.2),
m_anim_timer(0),
m_reset_textures_timer(-1),
m_visuals_expired(false),
m_step_distance_counter(0),
m_last_light(255),
m_is_visible(false)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
}
bool GenericCAO::getCollisionBox(aabb3f *toset) {
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() {
return m_prop.collideWithObjects;
}
void GenericCAO::initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
int num_messages = 0;
// version
u8 version = readU8(is);
// check version
if(version == 1) // In PROTOCOL_VERSION 14
{
m_name = deSerializeString(is);
m_is_player = readU8(is);
m_id = readS16(is);
m_position = readV3F1000(is);
m_yaw = readF1000(is);
m_hp = readS16(is);
num_messages = readU8(is);
}
else if(version == 0) // In PROTOCOL_VERSION 13
{
m_name = deSerializeString(is);
m_is_player = readU8(is);
m_position = readV3F1000(is);
m_yaw = readF1000(is);
m_hp = readS16(is);
num_messages = readU8(is);
}
else
{
errorstream<<"GenericCAO: Unsupported init data version"
<<std::endl;
return;
}
for(int i=0; i<num_messages; i++){
std::string message = deSerializeLongString(is);
processMessage(message);
}
pos_translator.init(m_position);
updateNodePos();
if(m_is_player){
Player *player = m_env->getPlayer(m_name.c_str());
if(player && player->isLocal()){
m_is_local_player = 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
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}
m_env->addPlayerName(m_name.c_str());
}
}
GenericCAO::~GenericCAO()
{
if(m_is_player){
m_env->removePlayerName(m_name.c_str());
}
}
core::aabbox3d<f32>* GenericCAO::getSelectionBox()
{
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
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
return NULL;
return &m_selection_box;
}
v3f GenericCAO::getPosition()
{
if(getParent() != NULL){
if(m_meshnode)
return m_meshnode->getAbsolutePosition();
if(m_animated_meshnode)
return m_animated_meshnode->getAbsolutePosition();
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(m_spritenode)
return m_spritenode->getAbsolutePosition();
return m_position;
}
return pos_translator.vect_show;
}
scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
{
if(m_meshnode)
return m_meshnode;
return NULL;
}
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
if(m_animated_meshnode)
return m_animated_meshnode;
return NULL;
}
scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
{
if(m_spritenode)
return m_spritenode;
return NULL;
}
void GenericCAO::setAttachments()
{
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
ClientActiveObject* GenericCAO::getParent()
{
ClientActiveObject *obj = NULL;
for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
{
if(cii->X == getId()){ // This ID is our child
if(cii->Y > 0){ // A parent ID exists for our child
if(cii->X != cii->Y){ // The parent and child ID are not the same
obj = m_env->getActiveObject(cii->Y);
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
}
}
break;
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(obj)
return obj;
return NULL;
}
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::removeFromScene(bool permanent)
{
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
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
{
// Detach this object's children
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
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(ii->Y == getId()) // Is a child of our object
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
{
ii->Y = 0;
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
obj->setAttachments();
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
}
}
// Delete this object from the attachments list
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->X == getId()) // Is our object
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_env->attachment_list.erase(ii);
break;
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
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_animated_meshnode){
m_animated_meshnode->remove();
m_animated_meshnode = NULL;
}
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
}
}
void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
m_smgr = smgr;
m_irr = irr;
if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
return;
m_visuals_expired = false;
if(!m_prop.is_visible)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop.visual == "sprite"){
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
tsrc->getTexture("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
u8 li = m_last_light;
m_spritenode->setColor(video::SColor(255,li,li,li));
m_spritenode->setSize(m_prop.visual_size*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")
{
scene::SMesh *mesh = new scene::SMesh();
double dx = BS*m_prop.visual_size.X/2;
double dy = BS*m_prop.visual_size.Y/2;
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
u8 li = m_last_light;
video::SColor c(255,li,li,li);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
video::S3DVertex(-dx,dy,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_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();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
u8 li = m_last_light;
video::SColor c(255,li,li,li);
video::S3DVertex vertices[4] =
{
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
};
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_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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"){
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
}
else if(m_prop.visual == "wielditem"){
infostream<<"GenericCAO::addToScene(): node"<<std::endl;
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
if(m_prop.textures.size() >= 1){
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
irr->getVideoDriver()->getMeshManipulator();
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
m_prop.visual_size.X/2));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
}
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
scene::ISceneNode *node = NULL;
if(m_spritenode)
node = m_spritenode;
else if(m_animated_meshnode)
node = m_animated_meshnode;
else if(m_meshnode)
node = m_meshnode;
if(node && m_is_player && !m_is_local_player){
// Add a text node for showing the name
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
std::wstring wname = narrow_to_wide(m_name);
m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->setPosition(v3f(0, BS*1.1, 0));
2011-11-12 10:59:56 +01:00
}
updateNodePos();
updateAnimation();
updateBonePosition();
updateAttachments();
}
void GenericCAO::updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode)
setMeshColor(m_meshnode->getMesh(), color);
if(m_animated_meshnode)
setMeshColor(m_animated_meshnode->getMesh(), color);
if(m_spritenode)
m_spritenode->setColor(color);
2011-11-12 10:59:56 +01:00
}
}
v3s16 GenericCAO::getLightPosition()
{
return floatToInt(m_position, BS);
}
2011-11-11 18:33:17 +01:00
void GenericCAO::updateNodePos()
{
if(getParent() != NULL)
return;
v3s16 camera_offset = m_env->getCameraOffset();
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
v3f rot = m_meshnode->getRotation();
rot.Y = -m_yaw;
m_meshnode->setRotation(rot);
2011-11-12 10:59:56 +01:00
}
if(m_animated_meshnode){
m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
v3f rot = m_animated_meshnode->getRotation();
rot.Y = -m_yaw;
m_animated_meshnode->setRotation(rot);
}
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
}
}
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
// Handel model of local player instantly to prevent lags
if(m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
if (player->camera_mode > CAMERA_MODE_FIRST) {
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
m_is_visible = true;
m_position = player->getPosition() + v3f(0,BS,0);
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
m_yaw = player->getYaw();
PlayerControl controls = player->getPlayerControl();
bool walking = false;
if(controls.up || controls.down || controls.left || controls.right)
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_gamedef->checkLocalPrivilege("fast")) &&
(controls.aux1 ||
(!player->touching_ground &&
g_settings->getBool("free_move") &&
m_gamedef->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 && !player->isAttached) {
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;
2014-01-08 13:47:53 +01:00
if (old_anim != NO_ANIM) {
m_animation_range = player->local_animations[0];
updateAnimation();
2014-01-08 13:47:53 +01:00
}
}
2014-01-08 13:47:53 +01:00
// 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
} else {
m_is_visible = false;
}
}
2014-01-08 13:47:53 +01:00
if(m_visuals_expired && m_smgr && m_irr){
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(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
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
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
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
{
scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
if(m_child_meshnode)
m_child_meshnode->setParent(m_smgr->getRootSceneNode());
if(m_child_animated_meshnode)
m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
if(m_child_spritenode)
m_child_spritenode->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_smgr, m_gamedef->tsrc(), m_irr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
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
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
obj->setAttachments();
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
if(m_meshnode)
m_meshnode->setVisible(m_is_visible);
if(m_animated_meshnode)
m_animated_meshnode->setVisible(m_is_visible);
if(m_spritenode)
m_spritenode->setVisible(m_is_visible);
if(m_textnode)
m_textnode->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.vect_show = m_position;
if(m_is_local_player) // Update local player attachment position
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
{
LocalPlayer *player = m_env->getLocalPlayer();
player->overridePosition = getParent()->getPosition();
m_env->getLocalPlayer()->parent = getParent();
}
}
else
{
v3f lastpos = pos_translator.vect_show;
if(m_prop.physical){
core::aabbox3d<f32> 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;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
p_pos, p_velocity, p_acceleration,
this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
m_acceleration = p_acceleration;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
} 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();
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
}
float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved;
if(m_step_distance_counter > 1.5*BS){
m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound){
INodeDefManager *ndef = m_gamedef->ndef();
v3s16 p = floatToInt(getPosition() + v3f(0,
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
m_gamedef->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("");
}
}
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
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_yaw;
dir = wrapDegrees_180(dir);
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
col += 2;
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
col += 3;
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
col += 0;
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
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);
}
}
void GenericCAO::updateTextures(const std::string &mod)
{
ITextureSource *tsrc = m_gamedef->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");
if(m_spritenode)
{
if(m_prop.visual == "sprite")
{
std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() >= 1)
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
tsrc->getTexture(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.size() >= 1)
{
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 == "")
continue; // Empty texture string means don't modify that material
texturestring += mod;
video::ITexture* texture = tsrc->getTexture(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);
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
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);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTexture(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.size() >= 1)
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTexture(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() >= 1)
{
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.size() >= 1)
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTexture(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.size() >= 1)
{
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);
}
}
2011-11-12 10:59:56 +01:00
}
}
void GenericCAO::updateAnimation()
{
if(m_animated_meshnode == NULL)
return;
m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
}
void GenericCAO::updateBonePosition()
{
if(!m_bone_position.size() || m_animated_meshnode == NULL)
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::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()
{
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
{
if(m_meshnode)
{
v3f old_position = m_meshnode->getAbsolutePosition();
v3f old_rotation = m_meshnode->getRotation();
m_meshnode->setParent(m_smgr->getRootSceneNode());
m_meshnode->setPosition(old_position);
m_meshnode->setRotation(old_rotation);
m_meshnode->updateAbsolutePosition();
}
if(m_animated_meshnode)
{
v3f old_position = m_animated_meshnode->getAbsolutePosition();
v3f old_rotation = m_animated_meshnode->getRotation();
m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
m_animated_meshnode->setPosition(old_position);
m_animated_meshnode->setRotation(old_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
if(m_spritenode)
{
v3f old_position = m_spritenode->getAbsolutePosition();
v3f old_rotation = m_spritenode->getRotation();
m_spritenode->setParent(m_smgr->getRootSceneNode());
m_spritenode->setPosition(old_position);
m_spritenode->setRotation(old_rotation);
m_spritenode->updateAbsolutePosition();
}
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = false;
}
}
else // Attach
{
scene::IMeshSceneNode *parent_mesh = NULL;
if(getParent()->getMeshSceneNode())
parent_mesh = getParent()->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
if(getParent()->getAnimatedMeshSceneNode())
parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *parent_sprite = NULL;
if(getParent()->getSpriteSceneNode())
parent_sprite = getParent()->getSpriteSceneNode();
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
m_meshnode->setParent(parent_bone);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else
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
{
if(parent_mesh){
m_meshnode->setParent(parent_mesh);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_meshnode->setParent(parent_animated_mesh);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else if(parent_sprite){
m_meshnode->setParent(parent_sprite);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
}
}
if(m_animated_meshnode){
if(parent_bone){
m_animated_meshnode->setParent(parent_bone);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else
{
if(parent_mesh){
m_animated_meshnode->setParent(parent_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_animated_meshnode->setParent(parent_animated_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_sprite){
m_animated_meshnode->setParent(parent_sprite);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
}
}
if(m_spritenode){
if(parent_bone){
m_spritenode->setParent(parent_bone);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else
{
if(parent_mesh){
m_spritenode->setParent(parent_mesh);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_spritenode->setParent(parent_animated_mesh);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else if(parent_sprite){
m_spritenode->setParent(parent_sprite);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
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
}
}
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = true;
}
}
}
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 == GENERIC_CMD_SET_PROPERTIES)
{
m_prop = gob_read_set_properties(is);
m_selection_box = m_prop.collisionbox;
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;
}
2014-01-08 13:47:53 +01:00
expireVisuals();
}
else if(cmd == GENERIC_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 = readV3F1000(is);
m_velocity = readV3F1000(is);
m_acceleration = readV3F1000(is);
if(fabs(m_prop.automatic_rotate) < 0.001)
m_yaw = readF1000(is);
else
readF1000(is);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
float update_interval = readF1000(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);
}
updateNodePos();
}
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
else if(cmd == GENERIC_CMD_SET_SPRITE)
{
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
float framelength = readF1000(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 == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
{
float override_speed = readF1000(is);
float override_jump = readF1000(is);
float override_gravity = readF1000(is);
// these are sent inverted so we get true when the server sends nothing
bool sneak = !readU8(is);
bool sneak_glitch = !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;
}
}
else if(cmd == GENERIC_CMD_SET_ANIMATION)
{
// TODO: change frames send as v2s32 value
v2f range = readV2F1000(is);
if (!m_is_local_player) {
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
updateAnimation();
} else {
LocalPlayer *player = m_env->getLocalPlayer();
if(player->last_animation == NO_ANIM) {
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
2014-01-08 13:47:53 +01:00
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(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;
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 == GENERIC_CMD_SET_BONE_POSITION)
{
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);
v3f rotation = readV3F1000(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
updateBonePosition();
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
// If an entry already exists for this object, delete it first to avoid duplicates
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
2012-03-09 19:46:56 +01:00
{
if(ii->X == getId()) // This is the ID of our object
{
m_env->attachment_list.erase(ii);
break;
2012-03-09 19:46:56 +01:00
}
}
m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
m_attachment_bone = deSerializeString(is);
m_attachment_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);
updateAttachments();
2011-11-11 18:33:17 +01:00
}
else if(cmd == GENERIC_CMD_PUNCHED)
2012-03-05 00:30:55 +01:00
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
// Use this instead of the send damage to not interfere with prediction
s16 damage = m_hp - result_hp;
m_hp = result_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,
2012-03-30 11:51:51 +02:00
m_prop.visual_size * BS);
m_env->addSimpleObject(simple);
} else {
// 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("^[brighten");
}
}
}
else if(cmd == GENERIC_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;
}
}
}
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
float time_from_last_punch)
{
assert(punchitem);
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_gamedef->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,
m_prop.visual_size * BS);
m_env->addSimpleObject(simple);
}
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
m_reset_textures_timer = 0.05;
if(result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
updateTextures("^[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();
i != m_armor_groups.end(); i++){
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";
return os.str();
}
2011-11-11 18:33:17 +01:00
// Prototype
GenericCAO proto_GenericCAO(NULL, NULL);