/* 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 "content_cao.h" #include "tile.h" #include "environment.h" #include "collision.h" #include "settings.h" #include #include #include #include "serialization.h" // For decompressZlib #include "gamedef.h" #include "clientobject.h" #include "content_object.h" #include "mesh.h" #include "itemdef.h" #include "tool.h" #include "content_cso.h" #include "sound.h" #include "nodedef.h" #include "localplayer.h" #include "util/numeric.h" // For IntervalLimiter #include "util/serialize.h" #include "util/mathconstants.h" #include "map.h" #include "main.h" // g_settings #include #include #include class Settings; struct ToolCapabilities; #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" std::map ClientActiveObject::m_types; /* SmoothTranslator */ struct SmoothTranslator { v3f vect_old; v3f vect_show; v3f vect_aim; f32 anim_counter; f32 anim_time; f32 anim_time_counter; bool aim_is_end; 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 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 sharpen() { init(vect_show); } void update(v3f vect_new, bool is_end_position=false, float update_interval=-1) { 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 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; } bool is_moving() { return ((anim_time_counter / anim_time) < 1.4); } }; /* 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(IGameDef *gamedef, ClientEnvironment *env); virtual ~TestCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_TEST; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); void removeFromScene(); 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) { return false; } private: scene::IMeshSceneNode *m_node; v3f m_position; }; // 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(); } void TestCAO::removeFromScene() { 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="<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } /* ItemCAO */ class ItemCAO : public ClientActiveObject { public: ItemCAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~ItemCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_ITEM; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); void removeFromScene(); void updateLight(u8 light_at_pos); v3s16 getLightPosition(); void updateNodePos(); void updateInfoText(); void updateTexture(); void step(float dtime, ClientEnvironment *env); void processMessage(const std::string &data); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return m_position;} std::string infoText() {return m_infotext;} bool getCollisionBox(aabb3f *toset) { return false; } private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; std::string m_itemstring; std::string m_infotext; }; #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(); } void ItemCAO::removeFromScene() { 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); texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef); } catch(SerializationError &e) { infostream<<"WARNING: "<<__FUNCTION_NAME <<": error deSerializing itemstring \"" <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"< m_selection_box; scene::IMeshSceneNode *m_meshnode; scene::IAnimatedMeshSceneNode *m_animated_meshnode; scene::IBillboardSceneNode *m_spritenode; scene::ITextSceneNode* m_textnode; v3f m_position; v3f m_velocity; v3f m_acceleration; float m_yaw; s16 m_hp; SmoothTranslator pos_translator; // Spritesheet/animation stuff v2f m_tx_size; v2s16 m_tx_basepos; bool m_initial_tx_basepos_set; bool m_tx_select_horiz_by_yawpitch; v2f m_animation_range; int m_animation_speed; int m_animation_blend; std::map > m_bone_position; // stores position and rotation for each bone name std::string m_attachment_bone; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attached_to_local; int m_anim_frame; int m_anim_num_frames; float m_anim_framelength; float m_anim_timer; ItemGroupList m_armor_groups; float m_reset_textures_timer; bool m_visuals_expired; float m_step_distance_counter; u8 m_last_light; bool m_is_visible; public: GenericCAO(IGameDef *gamedef, ClientEnvironment *env): 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), m_initial_tx_basepos_set(false), m_tx_select_horiz_by_yawpitch(false), m_animation_range(v2f(0,0)), m_animation_speed(15), m_animation_blend(0), m_bone_position(std::map >()), 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 getCollisionBox(aabb3f *toset) { if (m_prop.physical) { aabb3f retval; //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 collideWithObjects() { return m_prop.collideWithObjects; } void initialize(const std::string &data) { infostream<<"GenericCAO: Got init data"<getPlayer(m_name.c_str()); if(player && player->isLocal()){ m_is_local_player = true; } m_env->addPlayerName(m_name.c_str()); } } ~GenericCAO() { if(m_is_player){ m_env->removePlayerName(m_name.c_str()); } } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) { return new GenericCAO(gamedef, env); } u8 getType() const { return ACTIVEOBJECT_TYPE_GENERIC; } core::aabbox3d* getSelectionBox() { if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) return NULL; return &m_selection_box; } v3f getPosition() { if(getParent() != NULL){ if(m_meshnode) return m_meshnode->getAbsolutePosition(); if(m_animated_meshnode) return m_animated_meshnode->getAbsolutePosition(); if(m_spritenode) return m_spritenode->getAbsolutePosition(); return m_position; } return pos_translator.vect_show; } scene::IMeshSceneNode *getMeshSceneNode() { if(m_meshnode) return m_meshnode; return NULL; } scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { if(m_animated_meshnode) return m_animated_meshnode; return NULL; } scene::IBillboardSceneNode *getSpriteSceneNode() { if(m_spritenode) return m_spritenode; return NULL; } bool isPlayer() { return m_is_player; } bool isLocalPlayer() { return m_is_local_player; } void setAttachments() { updateAttachments(); } ClientActiveObject *getParent() { ClientActiveObject *obj = NULL; for(std::vector >::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); } } break; } } if(obj) return obj; return NULL; } void removeFromScene(bool permanent) { if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) { // Detach this object's children for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { if(ii->Y == getId()) // Is a child of our object { ii->Y = 0; ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) obj->setAttachments(); } } // Delete this object from the attachments list for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { if(ii->X == getId()) // Is our object { m_env->attachment_list.erase(ii); break; } } } 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 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 || m_is_local_player) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); if(m_prop.visual == "sprite"){ infostream<<"GenericCAO::addToScene(): single_sprite"<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"<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"<getMesh(m_prop.mesh.c_str()); if(mesh) { m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL); 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 "<= 1){ infostream<<"textures[0]: "<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(): \""<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)); } updateNodePos(); updateAnimation(); updateBonePosition(); updateAttachments(); } void expireVisuals() { m_visuals_expired = true; } void 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); } } v3s16 getLightPosition() { return floatToInt(m_position, BS); } void updateNodePos() { if(getParent() != NULL) return; if(m_meshnode){ m_meshnode->setPosition(pos_translator.vect_show); v3f rot = m_meshnode->getRotation(); rot.Y = -m_yaw; m_meshnode->setRotation(rot); } if(m_animated_meshnode){ m_animated_meshnode->setPosition(pos_translator.vect_show); 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); } } void step(float dtime, ClientEnvironment *env) { if(m_visuals_expired && m_smgr && m_irr){ m_visuals_expired = false; // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault for(std::vector >::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 { ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) { 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()); } } } 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 >::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 { ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) obj->setAttachments(); } } } // 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 { 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 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(); } 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 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"); 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); } } 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 "<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) { 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(); // 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.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); } } } } void updateAnimation() { if(m_animated_meshnode == NULL) return; m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y); m_animated_meshnode->setAnimationSpeed(m_animation_speed); m_animated_meshnode->setTransitionTime(m_animation_blend); } void updateBonePosition() { if(!m_bone_position.size() || m_animated_meshnode == NULL) return; m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render for(std::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 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 { 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(); } } } if(m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); player->isAttached = true; } } } void processMessage(const std::string &data) { //infostream<<"GenericCAO: Got message"<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) { m_animation_range = readV2F1000(is); m_animation_speed = readF1000(is); m_animation_blend = readF1000(is); 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(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 >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { if(ii->X == getId()) // This is the ID of our object { m_env->attachment_list.erase(ii); break; } } m_env->attachment_list.push_back(core::vector2d(getId(), readS16(is))); m_attachment_bone = deSerializeString(is); m_attachment_position = readV3F1000(is); m_attachment_rotation = readV3F1000(is); 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 { // 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; igetToolCapabilities(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 debugInfoText() { std::ostringstream os(std::ios::binary); os<<"GenericCAO hp="<first<<"="<second<<", "; } os<<"}"; return os.str(); } }; // Prototype GenericCAO proto_GenericCAO(NULL, NULL);