3 Copyright (C) 2010-2013 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 "content_cao.h"
21 #include <IBillboardSceneNode.h>
22 #include <ICameraSceneNode.h>
23 #include <ITextSceneNode.h>
24 #include <IMeshManipulator.h>
25 #include <IAnimatedMeshSceneNode.h>
26 #include "client/client.h"
27 #include "client/renderingengine.h"
28 #include "client/sound.h"
29 #include "client/tile.h"
30 #include "util/basic_macros.h"
31 #include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
32 #include "util/serialize.h"
33 #include "camera.h" // CameraModes
34 #include "collision.h"
35 #include "content_cso.h"
36 #include "environment.h"
38 #include "localplayer.h"
42 #include "serialization.h" // For decompressZlib
46 #include "wieldmesh.h"
49 #include "client/shader.h"
50 #include "client/minimap.h"
53 struct ToolCapabilities;
55 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
58 void SmoothTranslator<T>::init(T current)
61 val_current = current;
64 anim_time_counter = 0;
69 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
71 aim_is_end = is_end_position;
72 val_old = val_current;
73 val_target = new_target;
74 if (update_interval > 0) {
75 anim_time = update_interval;
77 if (anim_time < 0.001 || anim_time > 1.0)
78 anim_time = anim_time_counter;
80 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
82 anim_time_counter = 0;
86 void SmoothTranslator<T>::translate(f32 dtime)
88 anim_time_counter = anim_time_counter + dtime;
89 T val_diff = val_target - val_old;
91 if (anim_time > 0.001)
92 moveratio = anim_time_counter / anim_time;
93 f32 move_end = aim_is_end ? 1.0 : 1.5;
95 // Move a bit less than should, to avoid oscillation
96 moveratio = std::min(moveratio * 0.8f, move_end);
97 val_current = val_old + val_diff * moveratio;
100 void SmoothTranslatorWrapped::translate(f32 dtime)
102 anim_time_counter = anim_time_counter + dtime;
103 f32 val_diff = std::abs(val_target - val_old);
104 if (val_diff > 180.f)
105 val_diff = 360.f - val_diff;
108 if (anim_time > 0.001)
109 moveratio = anim_time_counter / anim_time;
110 f32 move_end = aim_is_end ? 1.0 : 1.5;
112 // Move a bit less than should, to avoid oscillation
113 moveratio = std::min(moveratio * 0.8f, move_end);
114 wrappedApproachShortest(val_current, val_target,
115 val_diff * moveratio, 360.f);
118 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
120 anim_time_counter = anim_time_counter + dtime;
123 val_diff_v3f.X = std::abs(val_target.X - val_old.X);
124 val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
125 val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
127 if (val_diff_v3f.X > 180.f)
128 val_diff_v3f.X = 360.f - val_diff_v3f.X;
130 if (val_diff_v3f.Y > 180.f)
131 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
133 if (val_diff_v3f.Z > 180.f)
134 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
137 if (anim_time > 0.001)
138 moveratio = anim_time_counter / anim_time;
139 f32 move_end = aim_is_end ? 1.0 : 1.5;
141 // Move a bit less than should, to avoid oscillation
142 moveratio = std::min(moveratio * 0.8f, move_end);
143 wrappedApproachShortest(val_current.X, val_target.X,
144 val_diff_v3f.X * moveratio, 360.f);
146 wrappedApproachShortest(val_current.Y, val_target.Y,
147 val_diff_v3f.Y * moveratio, 360.f);
149 wrappedApproachShortest(val_current.Z, val_target.Z,
150 val_diff_v3f.Z * moveratio, 360.f);
157 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
158 float txs, float tys, int col, int row)
160 video::SMaterial& material = bill->getMaterial(0);
161 core::matrix4& matrix = material.getTextureMatrix(0);
162 matrix.setTextureTranslate(txs*col, tys*row);
163 matrix.setTextureScale(txs, tys);
166 // Evaluate transform chain recursively; irrlicht does not do this for us
167 static void updatePositionRecursive(scene::ISceneNode *node)
169 scene::ISceneNode *parent = node->getParent();
171 updatePositionRecursive(parent);
172 node->updateAbsolutePosition();
179 class TestCAO : public ClientActiveObject
182 TestCAO(Client *client, ClientEnvironment *env);
183 virtual ~TestCAO() = default;
185 ActiveObjectType getType() const
187 return ACTIVEOBJECT_TYPE_TEST;
190 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
192 void addToScene(ITextureSource *tsrc);
193 void removeFromScene(bool permanent);
194 void updateLight(u32 day_night_ratio);
195 void updateNodePos();
197 void step(float dtime, ClientEnvironment *env);
199 void processMessage(const std::string &data);
201 bool getCollisionBox(aabb3f *toset) const { return false; }
203 scene::IMeshSceneNode *m_node;
208 TestCAO proto_TestCAO(NULL, NULL);
210 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
211 ClientActiveObject(0, client, env),
213 m_position(v3f(0,10*BS,0))
215 ClientActiveObject::registerType(getType(), create);
218 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
220 return new TestCAO(client, env);
223 void TestCAO::addToScene(ITextureSource *tsrc)
228 //video::IVideoDriver* driver = smgr->getVideoDriver();
230 scene::SMesh *mesh = new scene::SMesh();
231 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
232 video::SColor c(255,255,255,255);
233 video::S3DVertex vertices[4] =
235 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
236 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
237 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
238 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
240 u16 indices[] = {0,1,2,2,3,0};
241 buf->append(vertices, 4, indices, 6);
243 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
244 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
245 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
246 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
247 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
248 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
250 mesh->addMeshBuffer(buf);
252 m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
257 void TestCAO::removeFromScene(bool permanent)
266 void TestCAO::updateLight(u32 day_night_ratio)
270 void TestCAO::updateNodePos()
275 m_node->setPosition(m_position);
276 //m_node->setRotation(v3f(0, 45, 0));
279 void TestCAO::step(float dtime, ClientEnvironment *env)
283 v3f rot = m_node->getRotation();
284 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
285 rot.Y += dtime * 180;
286 m_node->setRotation(rot);
290 void TestCAO::processMessage(const std::string &data)
292 infostream<<"TestCAO: Got data: "<<data<<std::endl;
293 std::istringstream is(data, std::ios::binary);
311 #include "clientobject.h"
313 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
314 ClientActiveObject(0, client, env)
316 if (client == NULL) {
317 ClientActiveObject::registerType(getType(), create);
323 bool GenericCAO::getCollisionBox(aabb3f *toset) const
327 //update collision box
328 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
329 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
331 toset->MinEdge += m_position;
332 toset->MaxEdge += m_position;
340 bool GenericCAO::collideWithObjects() const
342 return m_prop.collideWithObjects;
345 void GenericCAO::initialize(const std::string &data)
347 infostream<<"GenericCAO: Got init data"<<std::endl;
348 processInitData(data);
351 // Check if it's the current player
352 LocalPlayer *player = m_env->getLocalPlayer();
353 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
354 m_is_local_player = true;
355 m_is_visible = false;
356 player->setCAO(this);
358 m_prop.show_on_minimap = false;
362 m_enable_shaders = g_settings->getBool("enable_shaders");
365 void GenericCAO::processInitData(const std::string &data)
367 std::istringstream is(data, std::ios::binary);
368 const u8 version = readU8(is);
371 errorstream << "GenericCAO: Unsupported init data version"
376 // PROTOCOL_VERSION >= 37
377 m_name = deSerializeString16(is);
378 m_is_player = readU8(is);
380 m_position = readV3F32(is);
381 m_rotation = readV3F32(is);
384 const u8 num_messages = readU8(is);
386 for (int i = 0; i < num_messages; i++) {
387 std::string message = deSerializeString32(is);
388 processMessage(message);
391 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
392 pos_translator.init(m_position);
393 rot_translator.init(m_rotation);
397 GenericCAO::~GenericCAO()
399 removeFromScene(true);
402 bool GenericCAO::getSelectionBox(aabb3f *toset) const
404 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
405 || !m_prop.pointable) {
408 *toset = m_selection_box;
412 const v3f GenericCAO::getPosition() const
415 return pos_translator.val_current;
417 // Calculate real position in world based on MatrixNode
419 v3s16 camera_offset = m_env->getCameraOffset();
420 return m_matrixnode->getAbsolutePosition() +
421 intToFloat(camera_offset, BS);
427 const bool GenericCAO::isImmortal()
429 return itemgroup_get(getGroups(), "immortal");
432 scene::ISceneNode *GenericCAO::getSceneNode() const
438 if (m_animated_meshnode) {
439 return m_animated_meshnode;
442 if (m_wield_meshnode) {
443 return m_wield_meshnode;
452 scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
454 return m_animated_meshnode;
457 void GenericCAO::setChildrenVisible(bool toset)
459 for (u16 cao_id : m_attachment_child_ids) {
460 GenericCAO *obj = m_env->getGenericCAO(cao_id);
462 // Check if the entity is forced to appear in first person.
463 obj->setVisible(obj->isForcedVisible() ? true : toset);
468 void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
470 int old_parent = m_attachment_parent_id;
471 m_attachment_parent_id = parent_id;
472 m_attachment_bone = bone;
473 m_attachment_position = position;
474 m_attachment_rotation = rotation;
476 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
478 if (parent_id != old_parent) {
479 if (auto *o = m_env->getActiveObject(old_parent))
480 o->removeAttachmentChild(m_id);
482 parent->addAttachmentChild(m_id);
487 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
490 *parent_id = m_attachment_parent_id;
491 *bone = m_attachment_bone;
492 *position = m_attachment_position;
493 *rotation = m_attachment_rotation;
496 void GenericCAO::clearChildAttachments()
498 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
499 while (!m_attachment_child_ids.empty()) {
500 int child_id = *m_attachment_child_ids.begin();
502 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
503 child->setAttachment(0, "", v3f(), v3f(), false);
505 removeAttachmentChild(child_id);
509 void GenericCAO::clearParentAttachment()
511 if (m_attachment_parent_id)
512 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
514 setAttachment(0, "", v3f(), v3f());
517 void GenericCAO::addAttachmentChild(int child_id)
519 m_attachment_child_ids.insert(child_id);
522 void GenericCAO::removeAttachmentChild(int child_id)
524 m_attachment_child_ids.erase(child_id);
527 ClientActiveObject* GenericCAO::getParent() const
529 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
533 void GenericCAO::removeFromScene(bool permanent)
535 // Should be true when removing the object permanently
536 // and false when refreshing (eg: updating visuals)
537 if (m_env && permanent) {
538 // The client does not know whether this object does re-appear to
539 // a later time, thus do not clear child attachments.
541 clearParentAttachment();
545 m_meshnode->remove();
547 m_meshnode = nullptr;
548 } else if (m_animated_meshnode) {
549 m_animated_meshnode->remove();
550 m_animated_meshnode->drop();
551 m_animated_meshnode = nullptr;
552 } else if (m_wield_meshnode) {
553 m_wield_meshnode->remove();
554 m_wield_meshnode->drop();
555 m_wield_meshnode = nullptr;
556 } else if (m_spritenode) {
557 m_spritenode->remove();
558 m_spritenode->drop();
559 m_spritenode = nullptr;
563 m_matrixnode->remove();
564 m_matrixnode->drop();
565 m_matrixnode = nullptr;
569 m_client->getCamera()->removeNametag(m_nametag);
573 if (m_marker && m_client->getMinimap())
574 m_client->getMinimap()->removeMarker(&m_marker);
577 void GenericCAO::addToScene(ITextureSource *tsrc)
579 m_smgr = RenderingEngine::get_scene_manager();
581 if (getSceneNode() != NULL) {
585 m_visuals_expired = false;
587 if (!m_prop.is_visible)
590 infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
592 if (m_enable_shaders) {
593 IShaderSource *shader_source = m_client->getShaderSource();
594 MaterialType material_type;
596 if (m_prop.shaded && m_prop.glow == 0)
597 material_type = (m_prop.use_texture_alpha) ?
598 TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
600 material_type = (m_prop.use_texture_alpha) ?
601 TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
603 u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
604 m_material_type = shader_source->getShaderInfo(shader_id).material;
606 m_material_type = (m_prop.use_texture_alpha) ?
607 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
610 auto grabMatrixNode = [this] {
611 m_matrixnode = RenderingEngine::get_scene_manager()->
612 addDummyTransformationSceneNode();
613 m_matrixnode->grab();
616 auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
617 node->setMaterialFlag(video::EMF_LIGHTING, false);
618 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
619 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
620 node->setMaterialType(m_material_type);
622 if (m_enable_shaders) {
623 node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
624 node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
628 if (m_prop.visual == "sprite") {
630 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
631 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
632 m_spritenode->grab();
633 m_spritenode->setMaterialTexture(0,
634 tsrc->getTextureForMesh("unknown_node.png"));
636 setSceneNodeMaterial(m_spritenode);
638 m_spritenode->setSize(v2f(m_prop.visual_size.X,
639 m_prop.visual_size.Y) * BS);
641 const float txs = 1.0 / 1;
642 const float tys = 1.0 / 1;
643 setBillboardTextureMatrix(m_spritenode,
646 } else if (m_prop.visual == "upright_sprite") {
648 scene::SMesh *mesh = new scene::SMesh();
649 double dx = BS * m_prop.visual_size.X / 2;
650 double dy = BS * m_prop.visual_size.Y / 2;
651 video::SColor c(0xFFFFFFFF);
654 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
655 video::S3DVertex vertices[4] = {
656 video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
657 video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
658 video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
659 video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
662 // Move minimal Y position to 0 (feet position)
663 for (video::S3DVertex &vertex : vertices)
666 u16 indices[] = {0,1,2,2,3,0};
667 buf->append(vertices, 4, indices, 6);
669 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
670 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
671 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
672 buf->getMaterial().MaterialType = m_material_type;
674 if (m_enable_shaders) {
675 buf->getMaterial().EmissiveColor = c;
676 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
677 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
681 mesh->addMeshBuffer(buf);
685 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
686 video::S3DVertex vertices[4] = {
687 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
688 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
689 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
690 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
693 // Move minimal Y position to 0 (feet position)
694 for (video::S3DVertex &vertex : vertices)
697 u16 indices[] = {0,1,2,2,3,0};
698 buf->append(vertices, 4, indices, 6);
700 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
701 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
702 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
703 buf->getMaterial().MaterialType = m_material_type;
705 if (m_enable_shaders) {
706 buf->getMaterial().EmissiveColor = c;
707 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
708 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
712 mesh->addMeshBuffer(buf);
715 m_meshnode = RenderingEngine::get_scene_manager()->
716 addMeshSceneNode(mesh, m_matrixnode);
719 // Set it to use the materials of the meshbuffers directly.
720 // This is needed for changing the texture in the future
721 m_meshnode->setReadOnlyMaterials(true);
722 } else if (m_prop.visual == "cube") {
724 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
725 m_meshnode = RenderingEngine::get_scene_manager()->
726 addMeshSceneNode(mesh, m_matrixnode);
730 m_meshnode->setScale(m_prop.visual_size);
731 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
732 m_prop.backface_culling);
734 setSceneNodeMaterial(m_meshnode);
735 } else if (m_prop.visual == "mesh") {
737 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
739 m_animated_meshnode = RenderingEngine::get_scene_manager()->
740 addAnimatedMeshSceneNode(mesh, m_matrixnode);
741 m_animated_meshnode->grab();
742 mesh->drop(); // The scene node took hold of it
744 if (!checkMeshNormals(mesh)) {
745 infostream << "GenericCAO: recalculating normals for mesh "
746 << m_prop.mesh << std::endl;
747 m_smgr->getMeshManipulator()->
748 recalculateNormals(mesh, true, false);
751 m_animated_meshnode->animateJoints(); // Needed for some animations
752 m_animated_meshnode->setScale(m_prop.visual_size);
754 // set vertex colors to ensure alpha is set
755 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
757 setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
759 setSceneNodeMaterial(m_animated_meshnode);
761 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
762 m_prop.backface_culling);
764 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
765 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
768 if (m_prop.wield_item.empty()) {
769 // Old format, only textures are specified.
770 infostream << "textures: " << m_prop.textures.size() << std::endl;
771 if (!m_prop.textures.empty()) {
772 infostream << "textures[0]: " << m_prop.textures[0]
774 IItemDefManager *idef = m_client->idef();
775 item = ItemStack(m_prop.textures[0], 1, 0, idef);
778 infostream << "serialized form: " << m_prop.wield_item << std::endl;
779 item.deSerialize(m_prop.wield_item, m_client->idef());
781 m_wield_meshnode = new WieldMeshSceneNode(
782 RenderingEngine::get_scene_manager(), -1);
783 m_wield_meshnode->setItem(item, m_client,
784 (m_prop.visual == "wielditem"));
786 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
787 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
789 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
790 <<"\" not supported"<<std::endl;
793 /* don't update while punch texture modifier is active */
794 if (m_reset_textures_timer < 0)
795 updateTextures(m_current_texture_modifier);
797 scene::ISceneNode *node = getSceneNode();
799 if (node && m_matrixnode)
800 node->setParent(m_matrixnode);
806 updateBonePosition();
808 setNodeLight(m_last_light);
812 void GenericCAO::updateLight(u32 day_night_ratio)
821 u16 npos = getLightPosition(pos);
822 for (u16 i = 0; i < npos; i++) {
824 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
826 u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
827 light_at_pos = MYMAX(light_at_pos, this_light);
832 light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
834 u8 light = decode_light(light_at_pos + m_glow);
835 if (light != m_last_light) {
836 m_last_light = light;
841 void GenericCAO::setNodeLight(u8 light)
843 video::SColor color(255, light, light, light);
845 if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
846 if (m_wield_meshnode)
847 m_wield_meshnode->setNodeLightColor(color);
851 if (m_enable_shaders) {
852 if (m_prop.visual == "upright_sprite") {
856 scene::IMesh *mesh = m_meshnode->getMesh();
857 for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
858 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
859 buf->getMaterial().EmissiveColor = color;
862 scene::ISceneNode *node = getSceneNode();
866 for (u32 i = 0; i < node->getMaterialCount(); ++i) {
867 video::SMaterial &material = node->getMaterial(i);
868 material.EmissiveColor = color;
873 setMeshColor(m_meshnode->getMesh(), color);
874 } else if (m_animated_meshnode) {
875 setAnimatedMeshColor(m_animated_meshnode, color);
876 } else if (m_spritenode) {
877 m_spritenode->setColor(color);
882 u16 GenericCAO::getLightPosition(v3s16 *pos)
884 const auto &box = m_prop.collisionbox;
885 pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
886 pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
888 // Skip center pos if it falls into the same node as Min or MaxEdge
889 if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
891 pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
895 void GenericCAO::updateMarker()
897 if (!m_client->getMinimap())
900 if (!m_prop.show_on_minimap) {
902 m_client->getMinimap()->removeMarker(&m_marker);
909 scene::ISceneNode *node = getSceneNode();
912 m_marker = m_client->getMinimap()->addMarker(node);
915 void GenericCAO::updateNametag()
917 if (m_is_local_player) // No nametag for local player
920 if (m_prop.nametag.empty()) {
923 m_client->getCamera()->removeNametag(m_nametag);
929 scene::ISceneNode *node = getSceneNode();
934 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
937 m_nametag = m_client->getCamera()->addNametag(node,
938 m_prop.nametag, m_prop.nametag_color, pos);
941 m_nametag->nametag_text = m_prop.nametag;
942 m_nametag->nametag_color = m_prop.nametag_color;
943 m_nametag->nametag_pos = pos;
947 void GenericCAO::updateNodePos()
949 if (getParent() != NULL)
952 scene::ISceneNode *node = getSceneNode();
955 v3s16 camera_offset = m_env->getCameraOffset();
956 v3f pos = pos_translator.val_current -
957 intToFloat(camera_offset, BS);
958 getPosRotMatrix().setTranslation(pos);
959 if (node != m_spritenode) { // rotate if not a sprite
960 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
961 setPitchYawRoll(getPosRotMatrix(), rot);
966 void GenericCAO::step(float dtime, ClientEnvironment *env)
968 // Handle model animations and update positions instantly to prevent lags
969 if (m_is_local_player) {
970 LocalPlayer *player = m_env->getLocalPlayer();
971 m_position = player->getPosition();
972 pos_translator.val_current = m_position;
973 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
974 rot_translator.val_current = m_rotation;
977 int old_anim = player->last_animation;
978 float old_anim_speed = player->last_animation_speed;
979 m_velocity = v3f(0,0,0);
980 m_acceleration = v3f(0,0,0);
981 const PlayerControl &controls = player->getPlayerControl();
983 bool walking = false;
984 if (controls.up || controls.down || controls.left || controls.right ||
985 controls.forw_move_joystick_axis != 0.f ||
986 controls.sidew_move_joystick_axis != 0.f)
989 f32 new_speed = player->local_animation_speed;
990 v2s32 new_anim = v2s32(0,0);
991 bool allow_update = false;
993 // increase speed if using fast or flying fast
994 if((g_settings->getBool("fast_move") &&
995 m_client->checkLocalPrivilege("fast")) &&
997 (!player->touching_ground &&
998 g_settings->getBool("free_move") &&
999 m_client->checkLocalPrivilege("fly"))))
1001 // slowdown speed if sneeking
1002 if (controls.sneak && walking)
1005 if (walking && (controls.dig || controls.place)) {
1006 new_anim = player->local_animations[3];
1007 player->last_animation = WD_ANIM;
1008 } else if (walking) {
1009 new_anim = player->local_animations[1];
1010 player->last_animation = WALK_ANIM;
1011 } else if (controls.dig || controls.place) {
1012 new_anim = player->local_animations[2];
1013 player->last_animation = DIG_ANIM;
1016 // Apply animations if input detected and not attached
1017 // or set idle animation
1018 if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1019 allow_update = true;
1020 m_animation_range = new_anim;
1021 m_animation_speed = new_speed;
1022 player->last_animation_speed = m_animation_speed;
1024 player->last_animation = NO_ANIM;
1026 if (old_anim != NO_ANIM) {
1027 m_animation_range = player->local_animations[0];
1032 // Update local player animations
1033 if ((player->last_animation != old_anim ||
1034 m_animation_speed != old_anim_speed) &&
1035 player->last_animation != NO_ANIM && allow_update)
1041 if (m_visuals_expired && m_smgr) {
1042 m_visuals_expired = false;
1044 // Attachments, part 1: All attached objects must be unparented first,
1045 // or Irrlicht causes a segmentation fault
1046 for (u16 cao_id : m_attachment_child_ids) {
1047 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1049 scene::ISceneNode *child_node = obj->getSceneNode();
1050 // The node's parent is always an IDummyTraformationSceneNode,
1051 // so we need to reparent that one instead.
1053 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1057 removeFromScene(false);
1058 addToScene(m_client->tsrc());
1060 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1061 for (u16 cao_id : m_attachment_child_ids) {
1062 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1064 obj->updateAttachments();
1068 // Make sure m_is_visible is always applied
1069 scene::ISceneNode *node = getSceneNode();
1071 node->setVisible(m_is_visible);
1073 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1075 // Set these for later
1076 m_position = getPosition();
1077 m_velocity = v3f(0,0,0);
1078 m_acceleration = v3f(0,0,0);
1079 pos_translator.val_current = m_position;
1080 pos_translator.val_target = m_position;
1082 rot_translator.translate(dtime);
1083 v3f lastpos = pos_translator.val_current;
1087 aabb3f box = m_prop.collisionbox;
1090 collisionMoveResult moveresult;
1091 f32 pos_max_d = BS*0.125; // Distance per iteration
1092 v3f p_pos = m_position;
1093 v3f p_velocity = m_velocity;
1094 moveresult = collisionMoveSimple(env,env->getGameDef(),
1095 pos_max_d, box, m_prop.stepheight, dtime,
1096 &p_pos, &p_velocity, m_acceleration,
1097 this, m_prop.collideWithObjects);
1100 m_velocity = p_velocity;
1102 bool is_end_position = moveresult.collides;
1103 pos_translator.update(m_position, is_end_position, dtime);
1105 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1106 m_velocity += dtime * m_acceleration;
1107 pos_translator.update(m_position, pos_translator.aim_is_end,
1108 pos_translator.anim_time);
1110 pos_translator.translate(dtime);
1113 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1114 m_step_distance_counter += moved;
1115 if (m_step_distance_counter > 1.5f * BS) {
1116 m_step_distance_counter = 0.0f;
1117 if (!m_is_local_player && m_prop.makes_footstep_sound) {
1118 const NodeDefManager *ndef = m_client->ndef();
1119 v3s16 p = floatToInt(getPosition() +
1120 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1121 MapNode n = m_env->getMap().getNode(p);
1122 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1123 // Reduce footstep gain, as non-local-player footsteps are
1126 m_client->sound()->playSoundAt(spec, false, getPosition());
1131 m_anim_timer += dtime;
1132 if(m_anim_timer >= m_anim_framelength)
1134 m_anim_timer -= m_anim_framelength;
1136 if(m_anim_frame >= m_anim_num_frames)
1142 if(m_reset_textures_timer >= 0)
1144 m_reset_textures_timer -= dtime;
1145 if(m_reset_textures_timer <= 0) {
1146 m_reset_textures_timer = -1;
1147 updateTextures(m_previous_texture_modifier);
1151 if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
1152 // This is the child node's rotation. It is only used for automatic_rotate.
1153 v3f local_rot = node->getRotation();
1154 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1155 m_prop.automatic_rotate);
1156 node->setRotation(local_rot);
1159 if (!getParent() && m_prop.automatic_face_movement_dir &&
1160 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
1161 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1162 + m_prop.automatic_face_movement_dir_offset;
1163 float max_rotation_per_sec =
1164 m_prop.automatic_face_movement_max_rotation_per_sec;
1166 if (max_rotation_per_sec > 0) {
1167 wrappedApproachShortest(m_rotation.Y, target_yaw,
1168 dtime * max_rotation_per_sec, 360.f);
1170 // Negative values of max_rotation_per_sec mean disabled.
1171 m_rotation.Y = target_yaw;
1174 rot_translator.val_current = m_rotation;
1178 if (m_animated_meshnode) {
1179 // Everything must be updated; the whole transform
1180 // chain as well as the animated mesh node.
1181 // Otherwise, bone attachments would be relative to
1182 // a position that's one frame old.
1184 updatePositionRecursive(m_matrixnode);
1185 m_animated_meshnode->updateAbsolutePosition();
1186 m_animated_meshnode->animateJoints();
1187 updateBonePosition();
1191 void GenericCAO::updateTexturePos()
1195 scene::ICameraSceneNode* camera =
1196 m_spritenode->getSceneManager()->getActiveCamera();
1199 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1200 - camera->getAbsolutePosition();
1201 cam_to_entity.normalize();
1203 int row = m_tx_basepos.Y;
1204 int col = m_tx_basepos.X;
1206 // Yawpitch goes rightwards
1207 if (m_tx_select_horiz_by_yawpitch) {
1208 if (cam_to_entity.Y > 0.75)
1210 else if (cam_to_entity.Y < -0.75)
1214 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1215 float dir = mob_dir - m_rotation.Y;
1216 dir = wrapDegrees_180(dir);
1217 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1219 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1221 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1223 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1230 // Animation goes downwards
1231 row += m_anim_frame;
1233 float txs = m_tx_size.X;
1234 float tys = m_tx_size.Y;
1235 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1238 else if (m_meshnode) {
1239 if (m_prop.visual == "upright_sprite") {
1240 int row = m_tx_basepos.Y;
1241 int col = m_tx_basepos.X;
1243 // Animation goes downwards
1244 row += m_anim_frame;
1246 const auto &tx = m_tx_size;
1247 v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1248 tx * v2f(col+1, row+1),
1249 tx * v2f(col, row+1),
1251 tx * v2f(col+1, row),
1253 auto mesh = m_meshnode->getMesh();
1254 setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1255 setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1260 // Do not pass by reference, see header.
1261 void GenericCAO::updateTextures(std::string mod)
1263 ITextureSource *tsrc = m_client->tsrc();
1265 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1266 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1267 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1269 m_previous_texture_modifier = m_current_texture_modifier;
1270 m_current_texture_modifier = mod;
1271 m_glow = m_prop.glow;
1274 if (m_prop.visual == "sprite") {
1275 std::string texturestring = "unknown_node.png";
1276 if (!m_prop.textures.empty())
1277 texturestring = m_prop.textures[0];
1278 texturestring += mod;
1279 m_spritenode->getMaterial(0).MaterialType = m_material_type;
1280 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1281 m_spritenode->setMaterialTexture(0,
1282 tsrc->getTextureForMesh(texturestring));
1284 // This allows setting per-material colors. However, until a real lighting
1285 // system is added, the code below will have no effect. Once MineTest
1286 // has directional lighting, it should work automatically.
1287 if (!m_prop.colors.empty()) {
1288 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1289 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1290 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1293 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1294 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1295 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1299 else if (m_animated_meshnode) {
1300 if (m_prop.visual == "mesh") {
1301 for (u32 i = 0; i < m_prop.textures.size() &&
1302 i < m_animated_meshnode->getMaterialCount(); ++i) {
1303 std::string texturestring = m_prop.textures[i];
1304 if (texturestring.empty())
1305 continue; // Empty texture string means don't modify that material
1306 texturestring += mod;
1307 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1309 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1313 // Set material flags and texture
1314 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1315 material.MaterialType = m_material_type;
1316 material.MaterialTypeParam = 0.5f;
1317 material.TextureLayer[0].Texture = texture;
1318 material.setFlag(video::EMF_LIGHTING, true);
1319 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1320 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1322 // don't filter low-res textures, makes them look blurry
1323 // player models have a res of 64
1324 const core::dimension2d<u32> &size = texture->getOriginalSize();
1325 const u32 res = std::min(size.Height, size.Width);
1326 use_trilinear_filter &= res > 64;
1327 use_bilinear_filter &= res > 64;
1329 m_animated_meshnode->getMaterial(i)
1330 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1331 m_animated_meshnode->getMaterial(i)
1332 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1333 m_animated_meshnode->getMaterial(i)
1334 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1336 for (u32 i = 0; i < m_prop.colors.size() &&
1337 i < m_animated_meshnode->getMaterialCount(); ++i)
1339 // This allows setting per-material colors. However, until a real lighting
1340 // system is added, the code below will have no effect. Once MineTest
1341 // has directional lighting, it should work automatically.
1342 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1343 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1344 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1349 else if (m_meshnode) {
1350 if(m_prop.visual == "cube")
1352 for (u32 i = 0; i < 6; ++i)
1354 std::string texturestring = "unknown_node.png";
1355 if(m_prop.textures.size() > i)
1356 texturestring = m_prop.textures[i];
1357 texturestring += mod;
1360 // Set material flags and texture
1361 video::SMaterial& material = m_meshnode->getMaterial(i);
1362 material.MaterialType = m_material_type;
1363 material.MaterialTypeParam = 0.5f;
1364 material.setFlag(video::EMF_LIGHTING, false);
1365 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1366 material.setTexture(0,
1367 tsrc->getTextureForMesh(texturestring));
1368 material.getTextureMatrix(0).makeIdentity();
1370 // This allows setting per-material colors. However, until a real lighting
1371 // system is added, the code below will have no effect. Once MineTest
1372 // has directional lighting, it should work automatically.
1373 if(m_prop.colors.size() > i)
1375 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1376 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1377 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1380 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1381 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1382 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1384 } else if (m_prop.visual == "upright_sprite") {
1385 scene::IMesh *mesh = m_meshnode->getMesh();
1387 std::string tname = "unknown_object.png";
1388 if (!m_prop.textures.empty())
1389 tname = m_prop.textures[0];
1391 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1392 buf->getMaterial().setTexture(0,
1393 tsrc->getTextureForMesh(tname));
1395 // This allows setting per-material colors. However, until a real lighting
1396 // system is added, the code below will have no effect. Once MineTest
1397 // has directional lighting, it should work automatically.
1398 if(!m_prop.colors.empty()) {
1399 buf->getMaterial().AmbientColor = m_prop.colors[0];
1400 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1401 buf->getMaterial().SpecularColor = m_prop.colors[0];
1404 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1405 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1406 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1409 std::string tname = "unknown_object.png";
1410 if (m_prop.textures.size() >= 2)
1411 tname = m_prop.textures[1];
1412 else if (!m_prop.textures.empty())
1413 tname = m_prop.textures[0];
1415 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1416 buf->getMaterial().setTexture(0,
1417 tsrc->getTextureForMesh(tname));
1419 // This allows setting per-material colors. However, until a real lighting
1420 // system is added, the code below will have no effect. Once MineTest
1421 // has directional lighting, it should work automatically.
1422 if (m_prop.colors.size() >= 2) {
1423 buf->getMaterial().AmbientColor = m_prop.colors[1];
1424 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1425 buf->getMaterial().SpecularColor = m_prop.colors[1];
1426 } else if (!m_prop.colors.empty()) {
1427 buf->getMaterial().AmbientColor = m_prop.colors[0];
1428 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1429 buf->getMaterial().SpecularColor = m_prop.colors[0];
1432 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1433 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1434 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1436 // Set mesh color (only if lighting is disabled)
1437 if (!m_prop.colors.empty() && m_glow < 0)
1438 setMeshColor(mesh, m_prop.colors[0]);
1441 // Prevent showing the player after changing texture
1442 if (m_is_local_player)
1443 updateMeshCulling();
1446 void GenericCAO::updateAnimation()
1448 if (!m_animated_meshnode)
1451 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1452 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1453 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1454 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1455 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1456 m_animated_meshnode->setTransitionTime(m_animation_blend);
1457 // Requires Irrlicht 1.8 or greater
1458 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1459 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1460 m_animated_meshnode->setLoopMode(m_animation_loop);
1464 void GenericCAO::updateAnimationSpeed()
1466 if (!m_animated_meshnode)
1469 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1472 void GenericCAO::updateBonePosition()
1474 if (m_bone_position.empty() || !m_animated_meshnode)
1477 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1478 for (auto &it : m_bone_position) {
1479 std::string bone_name = it.first;
1480 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1482 bone->setPosition(it.second.X);
1483 bone->setRotation(it.second.Y);
1487 // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1488 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1489 irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1493 //If bone is manually positioned there is no need to perform the bug check
1495 for (auto &it : m_bone_position) {
1496 if (it.first == bone->getName()) {
1504 // Workaround for Irrlicht bug
1505 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1506 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1507 // and update the bones transformation.
1508 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1509 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1510 if (offset > 179.9f && offset < 180.1f) {
1511 bone->setRotation(bone_rot);
1512 bone->updateAbsolutePosition();
1515 // The following is needed for set_bone_pos to propagate to
1516 // attached objects correctly.
1517 // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1518 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1519 auto bone = m_animated_meshnode->getJointNode(i);
1520 // Look for the root bone.
1521 if (bone && bone->getParent() == m_animated_meshnode) {
1522 // Update entire skeleton.
1523 bone->updateAbsolutePositionOfAllChildren();
1529 void GenericCAO::updateAttachments()
1531 ClientActiveObject *parent = getParent();
1533 m_attached_to_local = parent && parent->isLocalPlayer();
1536 Following cases exist:
1537 m_attachment_parent_id == 0 && !parent
1538 This object is not attached
1539 m_attachment_parent_id != 0 && parent
1540 This object is attached
1541 m_attachment_parent_id != 0 && !parent
1542 This object will be attached as soon the parent is known
1543 m_attachment_parent_id == 0 && parent
1547 if (!parent) { // Detach or don't attach
1549 v3s16 camera_offset = m_env->getCameraOffset();
1550 v3f old_pos = getPosition();
1552 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1553 getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1554 m_matrixnode->updateAbsolutePosition();
1559 parent->updateAttachments();
1560 scene::ISceneNode *parent_node = parent->getSceneNode();
1561 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1562 parent->getAnimatedMeshSceneNode();
1563 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1564 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1567 if (m_matrixnode && parent_node) {
1568 m_matrixnode->setParent(parent_node);
1569 parent_node->updateAbsolutePosition();
1570 getPosRotMatrix().setTranslation(m_attachment_position);
1571 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1572 // use Irrlicht eulers instead
1573 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1574 m_matrixnode->updateAbsolutePosition();
1579 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1581 const ObjectProperties &old = m_prop;
1582 /* Visuals do not need to be expired for:
1583 * - nametag props: handled by updateNametag()
1584 * - textures: handled by updateTextures()
1585 * - sprite props: handled by updateTexturePos()
1586 * - glow: handled by updateLight()
1587 * - any other properties that do not change appearance
1590 bool uses_legacy_texture = new_.wield_item.empty() &&
1591 (new_.visual == "wielditem" || new_.visual == "item");
1592 // Ordered to compare primitive types before std::vectors
1593 return old.backface_culling != new_.backface_culling ||
1594 old.is_visible != new_.is_visible ||
1595 old.mesh != new_.mesh ||
1596 old.shaded != new_.shaded ||
1597 old.use_texture_alpha != new_.use_texture_alpha ||
1598 old.visual != new_.visual ||
1599 old.visual_size != new_.visual_size ||
1600 old.wield_item != new_.wield_item ||
1601 old.colors != new_.colors ||
1602 (uses_legacy_texture && old.textures != new_.textures);
1605 void GenericCAO::processMessage(const std::string &data)
1607 //infostream<<"GenericCAO: Got message"<<std::endl;
1608 std::istringstream is(data, std::ios::binary);
1610 u8 cmd = readU8(is);
1611 if (cmd == AO_CMD_SET_PROPERTIES) {
1612 ObjectProperties newprops;
1613 newprops.show_on_minimap = m_is_player; // default
1615 newprops.deSerialize(is);
1617 // Check what exactly changed
1618 bool expire_visuals = visualExpiryRequired(newprops);
1619 bool textures_changed = m_prop.textures != newprops.textures;
1622 m_prop = std::move(newprops);
1624 m_selection_box = m_prop.selectionbox;
1625 m_selection_box.MinEdge *= BS;
1626 m_selection_box.MaxEdge *= BS;
1628 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1629 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1631 if(!m_initial_tx_basepos_set){
1632 m_initial_tx_basepos_set = true;
1633 m_tx_basepos = m_prop.initial_sprite_basepos;
1635 if (m_is_local_player) {
1636 LocalPlayer *player = m_env->getLocalPlayer();
1637 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1638 aabb3f collision_box = m_prop.collisionbox;
1639 collision_box.MinEdge *= BS;
1640 collision_box.MaxEdge *= BS;
1641 player->setCollisionbox(collision_box);
1642 player->setEyeHeight(m_prop.eye_height);
1643 player->setZoomFOV(m_prop.zoom_fov);
1646 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1647 m_prop.nametag = m_name;
1648 if (m_is_local_player)
1649 m_prop.show_on_minimap = false;
1651 if (expire_visuals) {
1654 infostream << "GenericCAO: properties updated but expiring visuals"
1655 << " not necessary" << std::endl;
1656 if (textures_changed) {
1657 // don't update while punch texture modifier is active
1658 if (m_reset_textures_timer < 0)
1659 updateTextures(m_current_texture_modifier);
1664 } else if (cmd == AO_CMD_UPDATE_POSITION) {
1665 // Not sent by the server if this object is an attachment.
1666 // We might however get here if the server notices the object being detached before the client.
1667 m_position = readV3F32(is);
1668 m_velocity = readV3F32(is);
1669 m_acceleration = readV3F32(is);
1670 m_rotation = readV3F32(is);
1672 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1673 bool do_interpolate = readU8(is);
1674 bool is_end_position = readU8(is);
1675 float update_interval = readF32(is);
1677 // Place us a bit higher if we're physical, to not sink into
1678 // the ground due to sucky collision detection...
1680 m_position += v3f(0,0.002,0);
1682 if(getParent() != NULL) // Just in case
1687 if(!m_prop.physical)
1688 pos_translator.update(m_position, is_end_position, update_interval);
1690 pos_translator.init(m_position);
1692 rot_translator.update(m_rotation, false, update_interval);
1694 } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1695 std::string mod = deSerializeString16(is);
1697 // immediately reset a engine issued texture modifier if a mod sends a different one
1698 if (m_reset_textures_timer > 0) {
1699 m_reset_textures_timer = -1;
1700 updateTextures(m_previous_texture_modifier);
1702 updateTextures(mod);
1703 } else if (cmd == AO_CMD_SET_SPRITE) {
1704 v2s16 p = readV2S16(is);
1705 int num_frames = readU16(is);
1706 float framelength = readF32(is);
1707 bool select_horiz_by_yawpitch = readU8(is);
1710 m_anim_num_frames = num_frames;
1711 m_anim_framelength = framelength;
1712 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1715 } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1716 float override_speed = readF32(is);
1717 float override_jump = readF32(is);
1718 float override_gravity = readF32(is);
1719 // these are sent inverted so we get true when the server sends nothing
1720 bool sneak = !readU8(is);
1721 bool sneak_glitch = !readU8(is);
1722 bool new_move = !readU8(is);
1725 if(m_is_local_player)
1727 LocalPlayer *player = m_env->getLocalPlayer();
1728 player->physics_override_speed = override_speed;
1729 player->physics_override_jump = override_jump;
1730 player->physics_override_gravity = override_gravity;
1731 player->physics_override_sneak = sneak;
1732 player->physics_override_sneak_glitch = sneak_glitch;
1733 player->physics_override_new_move = new_move;
1735 } else if (cmd == AO_CMD_SET_ANIMATION) {
1736 // TODO: change frames send as v2s32 value
1737 v2f range = readV2F32(is);
1738 if (!m_is_local_player) {
1739 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1740 m_animation_speed = readF32(is);
1741 m_animation_blend = readF32(is);
1742 // these are sent inverted so we get true when the server sends nothing
1743 m_animation_loop = !readU8(is);
1746 LocalPlayer *player = m_env->getLocalPlayer();
1747 if(player->last_animation == NO_ANIM)
1749 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1750 m_animation_speed = readF32(is);
1751 m_animation_blend = readF32(is);
1752 // these are sent inverted so we get true when the server sends nothing
1753 m_animation_loop = !readU8(is);
1755 // update animation only if local animations present
1756 // and received animation is unknown (except idle animation)
1757 bool is_known = false;
1758 for (int i = 1;i<4;i++)
1760 if(m_animation_range.Y == player->local_animations[i].Y)
1764 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1769 } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1770 m_animation_speed = readF32(is);
1771 updateAnimationSpeed();
1772 } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1773 std::string bone = deSerializeString16(is);
1774 v3f position = readV3F32(is);
1775 v3f rotation = readV3F32(is);
1776 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1778 // updateBonePosition(); now called every step
1779 } else if (cmd == AO_CMD_ATTACH_TO) {
1780 u16 parent_id = readS16(is);
1781 std::string bone = deSerializeString16(is);
1782 v3f position = readV3F32(is);
1783 v3f rotation = readV3F32(is);
1784 m_force_visible = readU8(is); // Returns false for EOF
1786 setAttachment(parent_id, bone, position, rotation);
1788 // Forcibly show attachments if required by set_attach
1789 if (m_force_visible)
1790 m_is_visible = true;
1791 // localplayer itself can't be attached to localplayer
1792 else if (!m_is_local_player) {
1793 // Objects attached to the local player should be hidden in first
1794 // person provided the forced boolean isn't set.
1795 m_is_visible = !m_attached_to_local ||
1796 m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
1797 m_force_visible = false;
1799 // Local players need to have this set,
1800 // otherwise first person attachments fail.
1801 m_is_visible = true;
1803 } else if (cmd == AO_CMD_PUNCHED) {
1804 u16 result_hp = readU16(is);
1806 // Use this instead of the send damage to not interfere with prediction
1807 s32 damage = (s32)m_hp - (s32)result_hp;
1811 if (m_is_local_player)
1812 m_env->getLocalPlayer()->hp = m_hp;
1818 // TODO: Execute defined fast response
1819 // As there is no definition, make a smoke puff
1820 ClientSimpleObject *simple = createSmokePuff(
1821 m_smgr, m_env, m_position,
1822 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1823 m_env->addSimpleObject(simple);
1824 } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1825 m_reset_textures_timer = 0.05;
1827 m_reset_textures_timer += 0.05 * damage;
1828 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1833 // Same as 'Server::DiePlayer'
1834 clearParentAttachment();
1835 // Same as 'ObjectRef::l_remove'
1837 clearChildAttachments();
1839 } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
1840 m_armor_groups.clear();
1841 int armor_groups_size = readU16(is);
1842 for(int i=0; i<armor_groups_size; i++)
1844 std::string name = deSerializeString16(is);
1845 int rating = readS16(is);
1846 m_armor_groups[name] = rating;
1848 } else if (cmd == AO_CMD_SPAWN_INFANT) {
1849 u16 child_id = readU16(is);
1850 u8 type = readU8(is); // maybe this will be useful later
1853 addAttachmentChild(child_id);
1854 } else if (cmd == AO_CMD_OBSOLETE1) {
1855 // Don't do anything and also don't log a warning
1857 warningstream << FUNCTION_NAME
1858 << ": unknown command or outdated client \""
1859 << +cmd << "\"" << std::endl;
1863 /* \pre punchitem != NULL
1865 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1866 float time_from_last_punch)
1868 assert(punchitem); // pre-condition
1869 const ToolCapabilities *toolcap =
1870 &punchitem->getToolCapabilities(m_client->idef());
1871 PunchDamageResult result = getPunchDamage(
1875 time_from_last_punch);
1877 if(result.did_punch && result.damage != 0)
1879 if(result.damage < m_hp)
1881 m_hp -= result.damage;
1884 // TODO: Execute defined fast response
1885 // As there is no definition, make a smoke puff
1886 ClientSimpleObject *simple = createSmokePuff(
1887 m_smgr, m_env, m_position,
1888 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1889 m_env->addSimpleObject(simple);
1891 if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1892 m_reset_textures_timer = 0.05;
1893 if (result.damage >= 2)
1894 m_reset_textures_timer += 0.05 * result.damage;
1895 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1902 std::string GenericCAO::debugInfoText()
1904 std::ostringstream os(std::ios::binary);
1905 os<<"GenericCAO hp="<<m_hp<<"\n";
1907 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1908 i != m_armor_groups.end(); ++i)
1910 os<<i->first<<"="<<i->second<<", ";
1916 void GenericCAO::updateMeshCulling()
1918 if (!m_is_local_player)
1921 // Grab the active player scene node so we know there's
1922 // at least a mesh to occlude from the camera.
1923 irr::scene::ISceneNode *node = getSceneNode();
1927 if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) {
1928 // Hide the mesh by culling both front and
1929 // back faces. Serious hackyness but it works for our
1930 // purposes. This also preserves the skeletal armature.
1931 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1933 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1936 // Restore mesh visibility.
1937 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1938 m_prop.backface_culling);
1939 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1945 GenericCAO proto_GenericCAO(NULL, NULL);