/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include #include #include #include #include "content_cao.h" #include "util/numeric.h" // For IntervalLimiter #include "util/serialize.h" #include "util/basic_macros.h" #include "client/tile.h" #include "environment.h" #include "collision.h" #include "settings.h" #include "serialization.h" // For decompressZlib #include "clientobject.h" #include "mesh.h" #include "itemdef.h" #include "tool.h" #include "content_cso.h" #include "sound.h" #include "nodedef.h" #include "localplayer.h" #include "map.h" #include "camera.h" // CameraModes #include "client.h" #include "wieldmesh.h" #include #include "client/renderingengine.h" class Settings; struct ToolCapabilities; std::unordered_map ClientActiveObject::m_types; 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; } 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; } anim_time_counter = 0; anim_counter = 0; } 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; } /* Other stuff */ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, float txs, float tys, int col, int row) { video::SMaterial& material = bill->getMaterial(0); core::matrix4& matrix = material.getTextureMatrix(0); matrix.setTextureTranslate(txs*col, tys*row); matrix.setTextureScale(txs, tys); } /* TestCAO */ class TestCAO : public ClientActiveObject { public: TestCAO(Client *client, ClientEnvironment *env); virtual ~TestCAO() = default; ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_TEST; } static ClientActiveObject* create(Client *client, ClientEnvironment *env); void addToScene(ITextureSource *tsrc); void removeFromScene(bool permanent); void updateLight(u8 light_at_pos); v3s16 getLightPosition(); void updateNodePos(); void step(float dtime, ClientEnvironment *env); void processMessage(const std::string &data); bool getCollisionBox(aabb3f *toset) const { return false; } private: scene::IMeshSceneNode *m_node; v3f m_position; }; // Prototype TestCAO proto_TestCAO(NULL, NULL); TestCAO::TestCAO(Client *client, ClientEnvironment *env): ClientActiveObject(0, client, env), m_node(NULL), m_position(v3f(0,10*BS,0)) { ClientActiveObject::registerType(getType(), create); } ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env) { return new TestCAO(client, env); } void TestCAO::addToScene(ITextureSource *tsrc) { if(m_node != NULL) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); mesh->drop(); updateNodePos(); } void TestCAO::removeFromScene(bool permanent) { if (!m_node) return; m_node->remove(); m_node = NULL; } void TestCAO::updateLight(u8 light_at_pos) { } v3s16 TestCAO::getLightPosition() { return floatToInt(m_position, BS); } void TestCAO::updateNodePos() { if (!m_node) return; m_node->setPosition(m_position); //m_node->setRotation(v3f(0, 45, 0)); } void TestCAO::step(float dtime, ClientEnvironment *env) { if(m_node) { v3f rot = m_node->getRotation(); //infostream<<"dtime="<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } /* GenericCAO */ #include "genericobject.h" GenericCAO::GenericCAO(Client *client, ClientEnvironment *env): ClientActiveObject(0, client, env) { if (client == NULL) { ClientActiveObject::registerType(getType(), create); } else { m_client = client; } } bool GenericCAO::getCollisionBox(aabb3f *toset) const { if (m_prop.physical) { //update collision box toset->MinEdge = m_prop.collisionbox.MinEdge * BS; toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS; toset->MinEdge += m_position; toset->MaxEdge += m_position; return true; } return false; } bool GenericCAO::collideWithObjects() const { return m_prop.collideWithObjects; } void GenericCAO::initialize(const std::string &data) { infostream<<"GenericCAO: Got init data"<getLocalPlayer(); if (player && strcmp(player->getName(), m_name.c_str()) == 0) { m_is_local_player = true; m_is_visible = false; player->setCAO(this); } } } void GenericCAO::processInitData(const std::string &data) { 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 = readU16(is); m_position = readV3F1000(is); m_yaw = readF1000(is); m_hp = readS16(is); num_messages = readU8(is); } else { errorstream<<"GenericCAO: Unsupported init data version" <getAbsolutePosition(); return m_position; } return pos_translator.vect_show; } const bool GenericCAO::isImmortal() { return itemgroup_get(getGroups(), "immortal"); } scene::ISceneNode* GenericCAO::getSceneNode() { if (m_meshnode) { return m_meshnode; } if (m_animated_meshnode) { return m_animated_meshnode; } if (m_wield_meshnode) { return m_wield_meshnode; } if (m_spritenode) { return m_spritenode; } return NULL; } scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode() { return m_animated_meshnode; } void GenericCAO::setChildrenVisible(bool toset) { for (u16 cao_id : m_children) { GenericCAO *obj = m_env->getGenericCAO(cao_id); if (obj) { obj->setVisible(toset); } } } void GenericCAO::setAttachments() { updateAttachments(); } ClientActiveObject* GenericCAO::getParent() const { ClientActiveObject *obj = NULL; u16 attached_id = m_env->attachement_parent_ids[getId()]; if ((attached_id != 0) && (attached_id != getId())) { obj = m_env->getActiveObject(attached_id); } return obj; } void GenericCAO::removeFromScene(bool permanent) { // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) if((m_env != NULL) && (permanent)) { for (u16 ci : m_children) { if (m_env->attachement_parent_ids[ci] == getId()) { m_env->attachement_parent_ids[ci] = 0; } } m_env->attachement_parent_ids[getId()] = 0; LocalPlayer* player = m_env->getLocalPlayer(); if (this == player->parent) { player->parent = NULL; player->isAttached = false; } } if (m_meshnode) { m_meshnode->remove(); m_meshnode->drop(); m_meshnode = NULL; } else if (m_animated_meshnode) { m_animated_meshnode->remove(); m_animated_meshnode->drop(); m_animated_meshnode = NULL; } else if (m_wield_meshnode) { m_wield_meshnode->remove(); m_wield_meshnode->drop(); m_wield_meshnode = NULL; } else if (m_spritenode) { m_spritenode->remove(); m_spritenode->drop(); m_spritenode = NULL; } if (m_nametag) { m_client->getCamera()->removeNametag(m_nametag); m_nametag = NULL; } } void GenericCAO::addToScene(ITextureSource *tsrc) { m_smgr = RenderingEngine::get_scene_manager(); if (getSceneNode() != NULL) { return; } m_visuals_expired = false; if (!m_prop.is_visible) { return; } if (m_prop.visual == "sprite") { infostream<<"GenericCAO::addToScene(): single_sprite"<addBillboardSceneNode( NULL, v2f(1, 1), v3f(0,0,0), -1); m_spritenode->grab(); m_spritenode->setMaterialTexture(0, tsrc->getTextureForMesh("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; u8 li = m_last_light; video::SColor c(255, li, li, li); { // Front scene::IMeshBuffer *buf = new scene::SMeshBuffer(); 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; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } { // Back scene::IMeshBuffer *buf = new scene::SMeshBuffer(); 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); m_meshnode->grab(); mesh->drop(); // Set it to use the materials of the meshbuffers directly. // This is needed for changing the texture in the future m_meshnode->setReadOnlyMaterials(true); } else if(m_prop.visual == "cube") { infostream<<"GenericCAO::addToScene(): cube"<addMeshSceneNode(mesh, NULL); m_meshnode->grab(); 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"<getMesh(m_prop.mesh, true); if(mesh) { m_animated_meshnode = RenderingEngine::get_scene_manager()-> addAnimatedMeshSceneNode(mesh, NULL); m_animated_meshnode->grab(); mesh->drop(); // The scene node took hold of it m_animated_meshnode->animateJoints(); // Needed for some animations m_animated_meshnode->setScale(v3f(m_prop.visual_size.X, m_prop.visual_size.Y, m_prop.visual_size.X)); u8 li = m_last_light; // set vertex colors to ensure alpha is set setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li)); setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li)); bool backface_culling = m_prop.backface_culling; if (m_is_player) backface_culling = false; m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true); 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); m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling); } else errorstream<<"GenericCAO::addToScene(): Could not load mesh "<idef(); item = ItemStack(m_prop.textures[0], 1, 0, idef); } } else { infostream << "serialized form: " << m_prop.wield_item << std::endl; item.deSerialize(m_prop.wield_item, m_client->idef()); } m_wield_meshnode = new WieldMeshSceneNode( RenderingEngine::get_scene_manager(), -1); m_wield_meshnode->setItem(item, m_client); m_wield_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; m_wield_meshnode->setColor(video::SColor(255, li, li, li)); } else { infostream<<"GenericCAO::addToScene(): \""<getCamera()->addNametag(node, m_prop.nametag, m_prop.nametag_color, pos); } updateNodePos(); updateAnimation(); updateBonePosition(); updateAttachments(); } void GenericCAO::updateLight(u8 light_at_pos) { // Don't update light of attached one if (getParent() != NULL) { return; } updateLightNoCheck(light_at_pos); // Update light of all children for (u16 i : m_children) { ClientActiveObject *obj = m_env->getActiveObject(i); if (obj) { obj->updateLightNoCheck(light_at_pos); } } } void GenericCAO::updateLightNoCheck(u8 light_at_pos) { if (m_glow < 0) return; u8 li = decode_light(light_at_pos + m_glow); if (li != m_last_light) { m_last_light = li; video::SColor color(255,li,li,li); if (m_meshnode) { setMeshColor(m_meshnode->getMesh(), color); } else if (m_animated_meshnode) { setAnimatedMeshColor(m_animated_meshnode, color); } else if (m_wield_meshnode) { m_wield_meshnode->setColor(color); } else if (m_spritenode) { m_spritenode->setColor(color); } } } v3s16 GenericCAO::getLightPosition() { if (m_is_player) return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS); return floatToInt(m_position, BS); } void GenericCAO::updateNodePos() { if (getParent() != NULL) return; scene::ISceneNode *node = getSceneNode(); if (node) { v3s16 camera_offset = m_env->getCameraOffset(); node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS)); if (node != m_spritenode) { // rotate if not a sprite v3f rot = node->getRotation(); rot.Y = -m_yaw; node->setRotation(rot); } } } 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 (m_is_visible) { int old_anim = player->last_animation; float old_anim_speed = player->last_animation_speed; m_position = player->getPosition(); m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); pos_translator.vect_show = m_position; m_yaw = player->getYaw(); const PlayerControl &controls = player->getPlayerControl(); bool walking = false; if (controls.up || controls.down || controls.left || controls.right || controls.forw_move_joystick_axis != 0.f || controls.sidew_move_joystick_axis != 0.f) walking = true; f32 new_speed = player->local_animation_speed; v2s32 new_anim = v2s32(0,0); bool allow_update = false; // increase speed if using fast or flying fast if((g_settings->getBool("fast_move") && m_client->checkLocalPrivilege("fast")) && (controls.aux1 || (!player->touching_ground && g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly")))) new_speed *= 1.5; // slowdown speed if sneeking if (controls.sneak && walking) new_speed /= 2; if (walking && (controls.LMB || controls.RMB)) { new_anim = player->local_animations[3]; player->last_animation = WD_ANIM; } else if(walking) { new_anim = player->local_animations[1]; player->last_animation = WALK_ANIM; } else if(controls.LMB || controls.RMB) { new_anim = player->local_animations[2]; player->last_animation = DIG_ANIM; } // Apply animations if input detected and not attached // or set idle animation if ((new_anim.X + new_anim.Y) > 0 && !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; if (old_anim != NO_ANIM) { m_animation_range = player->local_animations[0]; updateAnimation(); } } // Update local player animations if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) && player->last_animation != NO_ANIM && allow_update) updateAnimation(); } } if (m_visuals_expired && m_smgr) { m_visuals_expired = false; // Attachments, part 1: All attached objects must be unparented first, // or Irrlicht causes a segmentation fault for (auto ci = m_children.begin(); ci != m_children.end();) { if (m_env->attachement_parent_ids[*ci] != getId()) { ci = m_children.erase(ci); continue; } ClientActiveObject *obj = m_env->getActiveObject(*ci); if (obj) { scene::ISceneNode *child_node = obj->getSceneNode(); if (child_node) child_node->setParent(m_smgr->getRootSceneNode()); } ++ci; } removeFromScene(false); addToScene(m_client->tsrc()); // Attachments, part 2: Now that the parent has been refreshed, put its attachments back for (u16 cao_id : m_children) { // Get the object of the child ClientActiveObject *obj = m_env->getActiveObject(cao_id); if (obj) obj->setAttachments(); } } // Make sure m_is_visible is always applied scene::ISceneNode *node = getSceneNode(); if (node) node->setVisible(m_is_visible); if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht { // Set these for later m_position = getPosition(); m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); pos_translator.vect_show = m_position; if(m_is_local_player) // Update local player attachment position { 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) { aabb3f box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.125; // Distance per iteration v3f p_pos = m_position; v3f p_velocity = m_velocity; moveresult = collisionMoveSimple(env,env->getGameDef(), pos_max_d, box, m_prop.stepheight, dtime, &p_pos, &p_velocity, m_acceleration, this, m_prop.collideWithObjects); // Apply results m_position = p_pos; m_velocity = p_velocity; bool is_end_position = moveresult.collides; pos_translator.update(m_position, is_end_position, dtime); 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(); } float moved = lastpos.getDistanceFrom(pos_translator.vect_show); m_step_distance_counter += moved; if (m_step_distance_counter > 1.5f * BS) { m_step_distance_counter = 0.0f; if (!m_is_local_player && m_prop.makes_footstep_sound) { const NodeDefManager *ndef = m_client->ndef(); v3s16 p = floatToInt(getPosition() + v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS); MapNode n = m_env->getMap().getNodeNoEx(p); SimpleSoundSpec spec = ndef->get(n).sound_footstep; // Reduce footstep gain, as non-local-player footsteps are // somehow louder. spec.gain *= 0.6f; m_client->sound()->playSoundAt(spec, false, getPosition()); } } } m_anim_timer += dtime; if(m_anim_timer >= m_anim_framelength) { m_anim_timer -= m_anim_framelength; m_anim_frame++; if(m_anim_frame >= m_anim_num_frames) m_anim_frame = 0; } updateTexturePos(); if(m_reset_textures_timer >= 0) { m_reset_textures_timer -= dtime; if(m_reset_textures_timer <= 0) { m_reset_textures_timer = -1; updateTextures(m_previous_texture_modifier); } } if(!getParent() && fabs(m_prop.automatic_rotate) > 0.001) { m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI; updateNodePos(); } if (!getParent() && m_prop.automatic_face_movement_dir && (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) { float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset; float max_rotation_delta = dtime * m_prop.automatic_face_movement_max_rotation_per_sec; float delta = wrapDegrees_0_360(target_yaw - m_yaw); if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) { m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta; m_yaw = wrapDegrees_0_360(m_yaw); } else { m_yaw = target_yaw; } 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="<getBool("bilinear_filter"); bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); m_previous_texture_modifier = m_current_texture_modifier; m_current_texture_modifier = mod; m_glow = m_prop.glow; if (m_spritenode) { if (m_prop.visual == "sprite") { std::string texturestring = "unknown_node.png"; if (!m_prop.textures.empty()) texturestring = m_prop.textures[0]; texturestring += mod; m_spritenode->setMaterialTexture(0, tsrc->getTextureForMesh(texturestring)); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. if (!m_prop.colors.empty()) { m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0]; m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; } m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); } } if (m_animated_meshnode) { if (m_prop.visual == "mesh") { for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i) { std::string texturestring = m_prop.textures[i]; if (texturestring.empty()) continue; // Empty texture string means don't modify that material texturestring += mod; video::ITexture* texture = tsrc->getTextureForMesh(texturestring); if (!texture) { errorstream<<"GenericCAO::updateTextures(): Could not load texture "<getMaterial(i); material.TextureLayer[0].Texture = texture; material.setFlag(video::EMF_LIGHTING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); // don't filter low-res textures, makes them look blurry // player models have a res of 64 const core::dimension2d &size = texture->getOriginalSize(); const u32 res = std::min(size.Height, size.Width); use_trilinear_filter &= res > 64; use_bilinear_filter &= res > 64; m_animated_meshnode->getMaterial(i) .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); m_animated_meshnode->getMaterial(i) .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); m_animated_meshnode->getMaterial(i) .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); } for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i) { // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; } } } if(m_meshnode) { if(m_prop.visual == "cube") { for (u32 i = 0; i < 6; ++i) { 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->getTextureForMesh(texturestring)); material.getTextureMatrix(0).makeIdentity(); // 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) { 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]; } m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); } } else if (m_prop.visual == "upright_sprite") { scene::IMesh *mesh = m_meshnode->getMesh(); { std::string tname = "unknown_object.png"; if (!m_prop.textures.empty()) tname = m_prop.textures[0]; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); buf->getMaterial().setTexture(0, tsrc->getTextureForMesh(tname)); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. if(!m_prop.colors.empty()) { buf->getMaterial().AmbientColor = m_prop.colors[0]; buf->getMaterial().DiffuseColor = m_prop.colors[0]; buf->getMaterial().SpecularColor = m_prop.colors[0]; } buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); } { std::string tname = "unknown_object.png"; if (m_prop.textures.size() >= 2) tname = m_prop.textures[1]; else if (!m_prop.textures.empty()) tname = m_prop.textures[0]; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); buf->getMaterial().setTexture(0, tsrc->getTextureForMesh(tname)); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. if (m_prop.colors.size() >= 2) { buf->getMaterial().AmbientColor = m_prop.colors[1]; buf->getMaterial().DiffuseColor = m_prop.colors[1]; buf->getMaterial().SpecularColor = m_prop.colors[1]; setMeshColor(mesh, m_prop.colors[1]); } else if (!m_prop.colors.empty()) { buf->getMaterial().AmbientColor = m_prop.colors[0]; buf->getMaterial().DiffuseColor = m_prop.colors[0]; buf->getMaterial().SpecularColor = m_prop.colors[0]; setMeshColor(mesh, 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); } } } } void GenericCAO::updateAnimation() { if (!m_animated_meshnode) return; if (m_animated_meshnode->getStartFrame() != m_animation_range.X || m_animated_meshnode->getEndFrame() != m_animation_range.Y) m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y); if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed) m_animated_meshnode->setAnimationSpeed(m_animation_speed); m_animated_meshnode->setTransitionTime(m_animation_blend); // Requires Irrlicht 1.8 or greater #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1 if (m_animated_meshnode->getLoopMode() != m_animation_loop) m_animated_meshnode->setLoopMode(m_animation_loop); #endif } void GenericCAO::updateAnimationSpeed() { if (!m_animated_meshnode) return; m_animated_meshnode->setAnimationSpeed(m_animation_speed); } void GenericCAO::updateBonePosition() { if (m_bone_position.empty() || !m_animated_meshnode) return; m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render for(std::unordered_map>::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() { if (!getParent()) { // Detach or don't attach scene::ISceneNode *node = getSceneNode(); if (node) { v3f old_position = node->getAbsolutePosition(); v3f old_rotation = node->getRotation(); node->setParent(m_smgr->getRootSceneNode()); node->setPosition(old_position); node->setRotation(old_rotation); node->updateAbsolutePosition(); } if (m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); player->isAttached = false; } } else // Attach { scene::ISceneNode *my_node = getSceneNode(); scene::ISceneNode *parent_node = getParent()->getSceneNode(); scene::IAnimatedMeshSceneNode *parent_animated_mesh_node = getParent()->getAnimatedMeshSceneNode(); if (parent_animated_mesh_node && !m_attachment_bone.empty()) { parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str()); } if (my_node && parent_node) { my_node->setParent(parent_node); my_node->setPosition(m_attachment_position); my_node->setRotation(m_attachment_rotation); my_node->updateAbsolutePosition(); } if (m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); player->isAttached = true; } } } void GenericCAO::processMessage(const std::string &data) { //infostream<<"GenericCAO: Got message"<getLocalPlayer(); player->makes_footstep_sound = m_prop.makes_footstep_sound; aabb3f collision_box = m_prop.collisionbox; collision_box.MinEdge *= BS; collision_box.MaxEdge *= BS; player->setCollisionbox(collision_box); player->setEyeHeight(m_prop.eye_height); player->setZoomFOV(m_prop.zoom_fov); } if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty()) m_prop.nametag = m_name; 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); // immediatly reset a engine issued texture modifier if a mod sends a different one if (m_reset_textures_timer > 0) { m_reset_textures_timer = -1; updateTextures(m_previous_texture_modifier); } updateTextures(mod); } else if (cmd == 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); bool new_move = !readU8(is); if(m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); player->physics_override_speed = override_speed; player->physics_override_jump = override_jump; player->physics_override_gravity = override_gravity; player->physics_override_sneak = sneak; player->physics_override_sneak_glitch = sneak_glitch; player->physics_override_new_move = new_move; } } else if (cmd == 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); // these are sent inverted so we get true when the server sends nothing m_animation_loop = !readU8(is); updateAnimation(); } else { LocalPlayer *player = m_env->getLocalPlayer(); if(player->last_animation == NO_ANIM) { m_animation_range = v2s32((s32)range.X, (s32)range.Y); m_animation_speed = readF1000(is); m_animation_blend = readF1000(is); // these are sent inverted so we get true when the server sends nothing m_animation_loop = !readU8(is); } // update animation only if local animations present // and received animation is unknown (except idle animation) bool is_known = false; for (int i = 1;i<4;i++) { if(m_animation_range.Y == player->local_animations[i].Y) is_known = true; } if(!is_known || (player->local_animations[1].Y + player->local_animations[2].Y < 1)) { updateAnimation(); } } } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) { m_animation_speed = readF1000(is); updateAnimationSpeed(); } 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(position, rotation); updateBonePosition(); } else if (cmd == GENERIC_CMD_ATTACH_TO) { u16 parentID = readS16(is); u16 oldparent = m_env->attachement_parent_ids[getId()]; if (oldparent) { m_children.erase(std::remove(m_children.begin(), m_children.end(), getId()), m_children.end()); } m_env->attachement_parent_ids[getId()] = parentID; GenericCAO *parentobj = m_env->getGenericCAO(parentID); if (parentobj) { parentobj->m_children.push_back(getId()); } m_attachment_bone = deSerializeString(is); m_attachment_position = readV3F1000(is); m_attachment_rotation = readV3F1000(is); // localplayer itself can't be attached to localplayer if (!m_is_local_player) { m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); // Objects attached to the local player should be hidden by default m_is_visible = !m_attached_to_local; } updateAttachments(); } else if (cmd == GENERIC_CMD_PUNCHED) { /*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, m_prop.visual_size * BS); m_env->addSimpleObject(simple); } else if (m_reset_textures_timer < 0) { // TODO: Execute defined fast response // Flashing shall suffice as there is no definition m_reset_textures_timer = 0.05; if(damage >= 2) m_reset_textures_timer += 0.05 * damage; updateTextures(m_current_texture_modifier + "^[brighten"); } } } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) { m_armor_groups.clear(); int armor_groups_size = readU16(is); for(int i=0; inametag_color = m_prop.nametag_color; v3f pos; pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f; m_nametag->nametag_pos = pos; } } else if (cmd == GENERIC_CMD_SPAWN_INFANT) { u16 child_id = readU16(is); u8 type = readU8(is); if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) { childobj->processInitData(deSerializeLongString(is)); } else { m_env->addActiveObject(child_id, type, deSerializeLongString(is)); } } else { warningstream << FUNCTION_NAME << ": unknown command or outdated client \"" << +cmd << "\"" << std::endl; } } /* \pre punchitem != NULL */ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, float time_from_last_punch) { assert(punchitem); // pre-condition const ToolCapabilities *toolcap = &punchitem->getToolCapabilities(m_client->idef()); PunchDamageResult result = getPunchDamage( m_armor_groups, toolcap, punchitem, time_from_last_punch); if(result.did_punch && result.damage != 0) { if(result.damage < m_hp) { m_hp -= result.damage; } else { m_hp = 0; // TODO: Execute defined fast response // As there is no definition, make a smoke puff ClientSimpleObject *simple = createSmokePuff( m_smgr, m_env, m_position, m_prop.visual_size * BS); m_env->addSimpleObject(simple); } // TODO: Execute defined fast response // Flashing shall suffice as there is no definition if (m_reset_textures_timer < 0) { m_reset_textures_timer = 0.05; if (result.damage >= 2) m_reset_textures_timer += 0.05 * result.damage; updateTextures(m_current_texture_modifier + "^[brighten"); } } return false; } std::string GenericCAO::debugInfoText() { std::ostringstream os(std::ios::binary); os<<"GenericCAO hp="<first<<"="<second<<", "; } os<<"}"; return os.str(); } // Prototype GenericCAO proto_GenericCAO(NULL, NULL);