3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
29 #include "collision.h"
33 #include "voxelalgorithms.h"
36 #include "content_cao.h"
38 #include "client/renderingengine.h"
41 CAOShaderConstantSetter
44 //! Shader constant setter for passing material emissive color to the CAO object_shader
45 class CAOShaderConstantSetter : public IShaderConstantSetter
48 CAOShaderConstantSetter():
49 m_emissive_color_setting("emissiveColor")
52 ~CAOShaderConstantSetter() override = default;
54 void onSetConstants(video::IMaterialRendererServices *services) override
57 video::SColorf emissive_color(m_emissive_color);
65 m_emissive_color_setting.set(as_array, services);
68 void onSetMaterial(const video::SMaterial& material) override
70 m_emissive_color = material.EmissiveColor;
74 video::SColor m_emissive_color;
75 CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
78 class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
81 CAOShaderConstantSetterFactory()
84 virtual IShaderConstantSetter* create()
86 return new CAOShaderConstantSetter();
94 ClientEnvironment::ClientEnvironment(ClientMap *map,
95 ITextureSource *texturesource, Client *client):
98 m_texturesource(texturesource),
101 auto *shdrsrc = m_client->getShaderSource();
102 shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
105 ClientEnvironment::~ClientEnvironment()
107 m_ao_manager.clear();
109 for (auto &simple_object : m_simple_objects) {
110 delete simple_object;
116 delete m_local_player;
119 Map & ClientEnvironment::getMap()
124 ClientMap & ClientEnvironment::getClientMap()
129 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
132 It is a failure if already is a local player
134 FATAL_ERROR_IF(m_local_player != NULL,
135 "Local player already allocated");
137 m_local_player = player;
140 void ClientEnvironment::step(float dtime)
142 /* Step time of day */
143 stepTimeOfDay(dtime);
146 bool fly_allowed = m_client->checkLocalPrivilege("fly");
147 bool free_move = fly_allowed && g_settings->getBool("free_move");
150 LocalPlayer *lplayer = getLocalPlayer();
152 // collision info queue
153 std::vector<CollisionInfo> player_collisions;
156 Get the speed the player is going
158 bool is_climbing = lplayer->is_climbing;
160 f32 player_speed = lplayer->getSpeed().getLength();
163 Maximum position increment
165 //f32 position_max_increment = 0.05*BS;
166 f32 position_max_increment = 0.1*BS;
168 // Maximum time increment (for collision detection etc)
169 // time = distance / speed
170 f32 dtime_max_increment = 1;
171 if(player_speed > 0.001)
172 dtime_max_increment = position_max_increment / player_speed;
174 // Maximum time increment is 10ms or lower
175 if(dtime_max_increment > 0.01)
176 dtime_max_increment = 0.01;
178 // Don't allow overly huge dtime
183 Stuff that has a maximum time increment
186 u32 steps = ceil(dtime / dtime_max_increment);
187 f32 dtime_part = dtime / steps;
188 for (; steps > 0; --steps) {
190 Local player handling
193 // Control local player
194 lplayer->applyControl(dtime_part, this);
199 v3f speed = lplayer->getSpeed();
200 if (!is_climbing && !lplayer->in_liquid)
201 speed.Y -= lplayer->movement_gravity *
202 lplayer->physics_override_gravity * dtime_part * 2.0f;
204 // Liquid floating / sinking
205 if (!is_climbing && lplayer->in_liquid &&
206 !lplayer->swimming_vertical &&
207 !lplayer->swimming_pitch)
208 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
210 // Movement resistance
211 if (lplayer->move_resistance > 0) {
212 // How much the node's move_resistance blocks movement, ranges
213 // between 0 and 1. Should match the scale at which liquid_viscosity
214 // increase affects other liquid attributes.
215 static const f32 resistance_factor = 0.3f;
218 bool in_liquid_stable = lplayer->in_liquid_stable || lplayer->in_liquid;
219 if (in_liquid_stable) {
220 d_wanted = -speed / lplayer->movement_liquid_fluidity;
222 d_wanted = -speed / BS;
224 f32 dl = d_wanted.getLength();
225 if (in_liquid_stable) {
226 if (dl > lplayer->movement_liquid_fluidity_smooth)
227 dl = lplayer->movement_liquid_fluidity_smooth;
230 dl *= (lplayer->move_resistance * resistance_factor) +
231 (1 - resistance_factor);
232 v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
236 lplayer->setSpeed(speed);
241 This also does collision detection.
243 lplayer->move(dtime_part, this, position_max_increment,
247 bool player_immortal = false;
248 f32 player_fall_factor = 1.0f;
249 GenericCAO *playercao = lplayer->getCAO();
251 player_immortal = playercao->isImmortal();
252 int addp_p = itemgroup_get(playercao->getGroups(),
253 "fall_damage_add_percent");
254 // convert armor group into an usable fall damage factor
255 player_fall_factor = 1.0f + (float)addp_p / 100.0f;
258 for (const CollisionInfo &info : player_collisions) {
259 v3f speed_diff = info.new_speed - info.old_speed;;
260 // Handle only fall damage
261 // (because otherwise walking against something in fast_move kills you)
262 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
264 // Get rid of other components
267 f32 pre_factor = 1; // 1 hp per node/s
268 f32 tolerance = BS*14; // 5 without damage
269 if (info.type == COLLISION_NODE) {
270 const ContentFeatures &f = m_client->ndef()->
271 get(m_map->getNode(info.node_p));
272 // Determine fall damage modifier
273 int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent");
274 // convert node group to an usable fall damage factor
275 f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f;
276 // combine both player fall damage modifiers
277 pre_factor = node_fall_factor * player_fall_factor;
279 float speed = pre_factor * speed_diff.getLength();
281 if (speed > tolerance && !player_immortal && pre_factor > 0.0f) {
282 f32 damage_f = (speed - tolerance) / BS;
283 u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
285 damageLocalPlayer(damage, true);
286 m_client->getEventManager()->put(
287 new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
292 if (m_client->modsLoaded())
293 m_script->environment_step(dtime);
295 // Update lighting on local player (used for wield item)
296 u32 day_night_ratio = getDayNightRatio();
300 // On InvalidPositionException, use this as default
301 // (day: LIGHT_SUN, night: 0)
302 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
304 v3s16 p = lplayer->getLightPosition();
305 node_at_lplayer = m_map->getNode(p);
307 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
308 final_color_blend(&lplayer->light_color, light, day_night_ratio);
312 Step active objects and update lighting of them
315 bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
316 auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
318 cao->step(dtime, this);
321 cao->updateLight(day_night_ratio);
324 m_ao_manager.step(dtime, cb_state);
327 Step and handle simple objects
329 g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
330 for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
331 ClientSimpleObject *simple = *i;
334 if(simple->m_to_be_removed) {
336 i = m_simple_objects.erase(i);
344 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
346 m_simple_objects.push_back(simple);
349 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
351 ClientActiveObject *obj = getActiveObject(id);
352 if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
353 return (GenericCAO*) obj;
358 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
360 // Register object. If failed return zero id
361 if (!m_ao_manager.registerObject(object))
364 object->addToScene(m_texturesource, m_client->getSceneManager());
366 // Update lighting immediately
367 object->updateLight(getDayNightRatio());
368 return object->getId();
371 void ClientEnvironment::addActiveObject(u16 id, u8 type,
372 const std::string &init_data)
374 ClientActiveObject* obj =
375 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
378 infostream<<"ClientEnvironment::addActiveObject(): "
379 <<"id="<<id<<" type="<<type<<": Couldn't create object"
388 obj->initialize(init_data);
390 catch(SerializationError &e)
392 errorstream<<"ClientEnvironment::addActiveObject():"
393 <<" id="<<id<<" type="<<type
394 <<": SerializationError in initialize(): "
396 <<": init_data="<<serializeJsonString(init_data)
400 u16 new_id = addActiveObject(obj);
401 // Object initialized:
402 if ((obj = getActiveObject(new_id))) {
403 // Final step is to update all children which are already known
404 // Data provided by AO_CMD_SPAWN_INFANT
405 const auto &children = obj->getAttachmentChildIds();
406 for (auto c_id : children) {
407 if (auto *o = getActiveObject(c_id))
408 o->updateAttachments();
414 void ClientEnvironment::removeActiveObject(u16 id)
416 // Get current attachment childs to detach them visually
417 std::unordered_set<int> attachment_childs;
418 if (auto *obj = getActiveObject(id))
419 attachment_childs = obj->getAttachmentChildIds();
421 m_ao_manager.removeObject(id);
423 // Perform a proper detach in Irrlicht
424 for (auto c_id : attachment_childs) {
425 if (ClientActiveObject *child = getActiveObject(c_id))
426 child->updateAttachments();
430 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
432 ClientActiveObject *obj = getActiveObject(id);
434 infostream << "ClientEnvironment::processActiveObjectMessage():"
435 << " got message for id=" << id << ", which doesn't exist."
441 obj->processMessage(data);
442 } catch (SerializationError &e) {
443 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
444 << " id=" << id << " type=" << obj->getType()
445 << " SerializationError in processMessage(): " << e.what()
451 Callbacks for activeobjects
454 void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
456 LocalPlayer *lplayer = getLocalPlayer();
460 if (lplayer->hp > damage)
461 lplayer->hp -= damage;
466 ClientEnvEvent event;
467 event.type = CEE_PLAYER_DAMAGE;
468 event.player_damage.amount = damage;
469 event.player_damage.send_to_server = handle_hp;
470 m_client_event_queue.push(event);
474 Client likes to call these
477 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
479 FATAL_ERROR_IF(m_client_event_queue.empty(),
480 "ClientEnvironment::getClientEnvEvent(): queue is empty");
482 ClientEnvEvent event = m_client_event_queue.front();
483 m_client_event_queue.pop();
487 void ClientEnvironment::getSelectedActiveObjects(
488 const core::line3d<f32> &shootline_on_map,
489 std::vector<PointedThing> &objects)
491 std::vector<DistanceSortedActiveObject> allObjects;
492 getActiveObjects(shootline_on_map.start,
493 shootline_on_map.getLength() + 10.0f, allObjects);
494 const v3f line_vector = shootline_on_map.getVector();
496 for (const auto &allObject : allObjects) {
497 ClientActiveObject *obj = allObject.obj;
498 aabb3f selection_box;
499 if (!obj->getSelectionBox(&selection_box))
502 const v3f &pos = obj->getPosition();
503 aabb3f offsetted_box(selection_box.MinEdge + pos,
504 selection_box.MaxEdge + pos);
506 v3f current_intersection;
507 v3s16 current_normal;
508 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
509 ¤t_intersection, ¤t_normal)) {
510 objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
511 (current_intersection - shootline_on_map.start).getLengthSQ());