/* 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. */ #pragma once #include #include "irrlichttypes_extrabloated.h" #include "clientobject.h" #include "object_properties.h" #include "itemgroup.h" #include "constants.h" #include class Camera; class Client; struct Nametag; /* SmoothTranslator */ template struct SmoothTranslator { T val_old; T val_current; T val_target; f32 anim_time = 0; f32 anim_time_counter = 0; bool aim_is_end = true; SmoothTranslator() = default; void init(T current); void update(T new_target, bool is_end_position = false, float update_interval = -1); void translate(f32 dtime); }; struct SmoothTranslatorWrapped : SmoothTranslator { void translate(f32 dtime); }; struct SmoothTranslatorWrappedv3f : SmoothTranslator { void translate(f32 dtime); }; class GenericCAO : public ClientActiveObject { private: // Only set at initialization std::string m_name = ""; bool m_is_player = false; bool m_is_local_player = false; // Property-ish things ObjectProperties m_prop; // scene::ISceneManager *m_smgr = nullptr; Client *m_client = nullptr; aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.); scene::IMeshSceneNode *m_meshnode = nullptr; scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr; WieldMeshSceneNode *m_wield_meshnode = nullptr; scene::IBillboardSceneNode *m_spritenode = nullptr; scene::IDummyTransformationSceneNode *m_matrixnode = nullptr; Nametag *m_nametag = nullptr; v3f m_position = v3f(0.0f, 10.0f * BS, 0); v3f m_velocity; v3f m_acceleration; v3f m_rotation; u16 m_hp = 1; SmoothTranslator pos_translator; SmoothTranslatorWrappedv3f rot_translator; // Spritesheet/animation stuff v2f m_tx_size = v2f(1,1); v2s16 m_tx_basepos; bool m_initial_tx_basepos_set = false; bool m_tx_select_horiz_by_yawpitch = false; v2s32 m_animation_range; float m_animation_speed = 15.0f; float m_animation_blend = 0.0f; bool m_animation_loop = true; // stores position and rotation for each bone name std::unordered_map> m_bone_position; int m_attachment_parent_id = 0; std::unordered_set m_attachment_child_ids; std::string m_attachment_bone = ""; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attached_to_local = false; int m_anim_frame = 0; int m_anim_num_frames = 1; float m_anim_framelength = 0.2f; float m_anim_timer = 0.0f; ItemGroupList m_armor_groups; float m_reset_textures_timer = -1.0f; // stores texture modifier before punch update std::string m_previous_texture_modifier = ""; // last applied texture modifier std::string m_current_texture_modifier = ""; bool m_visuals_expired = false; float m_step_distance_counter = 0.0f; u8 m_last_light = 255; bool m_is_visible = false; s8 m_glow = 0; // Material video::E_MATERIAL_TYPE m_material_type; // Settings bool m_enable_shaders = false; bool visualExpiryRequired(const ObjectProperties &newprops) const; public: GenericCAO(Client *client, ClientEnvironment *env); ~GenericCAO(); static ClientActiveObject* create(Client *client, ClientEnvironment *env) { return new GenericCAO(client, env); } inline ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_GENERIC; } inline const ItemGroupList &getGroups() const { return m_armor_groups; } void initialize(const std::string &data); void processInitData(const std::string &data); bool getCollisionBox(aabb3f *toset) const; bool collideWithObjects() const; virtual bool getSelectionBox(aabb3f *toset) const; const v3f getPosition() const; void setPosition(const v3f &pos) { pos_translator.val_current = pos; } inline const v3f &getRotation() const { return m_rotation; } const bool isImmortal(); scene::ISceneNode *getSceneNode() const; scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const; // m_matrixnode controls the position and rotation of the child node // for all scene nodes, as a workaround for an Irrlicht problem with // rotations. The child node's position can't be used because it's // rotated, and must remain as 0. // Note that m_matrixnode.setPosition() shouldn't be called. Use // m_matrixnode->getRelativeTransformationMatrix().setTranslation() // instead (aka getPosRotMatrix().setTranslation()). inline core::matrix4 &getPosRotMatrix() { assert(m_matrixnode); return m_matrixnode->getRelativeTransformationMatrix(); } inline const core::matrix4 &getAbsolutePosRotMatrix() const { assert(m_matrixnode); return m_matrixnode->getAbsoluteTransformation(); } inline f32 getStepHeight() const { return m_prop.stepheight; } inline bool isLocalPlayer() const { return m_is_local_player; } inline bool isVisible() const { return m_is_visible; } inline void setVisible(bool toset) { m_is_visible = toset; } void setChildrenVisible(bool toset); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation); void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation) const; void clearChildAttachments(); void clearParentAttachment(); void addAttachmentChild(int child_id); void removeAttachmentChild(int child_id); ClientActiveObject *getParent() const; const std::unordered_set &getAttachmentChildIds() const { return m_attachment_child_ids; } void updateAttachments(); void removeFromScene(bool permanent); void addToScene(ITextureSource *tsrc); inline void expireVisuals() { m_visuals_expired = true; } void updateLight(u8 light_at_pos); void updateLightNoCheck(u8 light_at_pos); void setNodeLight(u8 light); v3s16 getLightPosition(); void updateNametag(); void updateNodePos(); void step(float dtime, ClientEnvironment *env); void updateTexturePos(); // ffs this HAS TO BE a string copy! See #5739 if you think otherwise // Reason: updateTextures(m_previous_texture_modifier); void updateTextures(std::string mod); void updateAnimation(); void updateAnimationSpeed(); void updateBonePosition(); void processMessage(const std::string &data); bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, float time_from_last_punch=1000000); std::string debugInfoText(); std::string infoText() { return m_prop.infotext; } };