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"
52 struct ToolCapabilities;
54 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
57 void SmoothTranslator<T>::init(T current)
60 val_current = current;
63 anim_time_counter = 0;
68 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
70 aim_is_end = is_end_position;
71 val_old = val_current;
72 val_target = new_target;
73 if (update_interval > 0) {
74 anim_time = update_interval;
76 if (anim_time < 0.001 || anim_time > 1.0)
77 anim_time = anim_time_counter;
79 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
81 anim_time_counter = 0;
85 void SmoothTranslator<T>::translate(f32 dtime)
87 anim_time_counter = anim_time_counter + dtime;
88 T val_diff = val_target - val_old;
90 if (anim_time > 0.001)
91 moveratio = anim_time_counter / anim_time;
92 f32 move_end = aim_is_end ? 1.0 : 1.5;
94 // Move a bit less than should, to avoid oscillation
95 moveratio = std::min(moveratio * 0.8f, move_end);
96 val_current = val_old + val_diff * moveratio;
99 void SmoothTranslatorWrapped::translate(f32 dtime)
101 anim_time_counter = anim_time_counter + dtime;
102 f32 val_diff = std::abs(val_target - val_old);
103 if (val_diff > 180.f)
104 val_diff = 360.f - val_diff;
107 if (anim_time > 0.001)
108 moveratio = anim_time_counter / anim_time;
109 f32 move_end = aim_is_end ? 1.0 : 1.5;
111 // Move a bit less than should, to avoid oscillation
112 moveratio = std::min(moveratio * 0.8f, move_end);
113 wrappedApproachShortest(val_current, val_target,
114 val_diff * moveratio, 360.f);
117 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
119 anim_time_counter = anim_time_counter + dtime;
122 val_diff_v3f.X = std::abs(val_target.X - val_old.X);
123 val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
124 val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
126 if (val_diff_v3f.X > 180.f)
127 val_diff_v3f.X = 360.f - val_diff_v3f.X;
129 if (val_diff_v3f.Y > 180.f)
130 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
132 if (val_diff_v3f.Z > 180.f)
133 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
136 if (anim_time > 0.001)
137 moveratio = anim_time_counter / anim_time;
138 f32 move_end = aim_is_end ? 1.0 : 1.5;
140 // Move a bit less than should, to avoid oscillation
141 moveratio = std::min(moveratio * 0.8f, move_end);
142 wrappedApproachShortest(val_current.X, val_target.X,
143 val_diff_v3f.X * moveratio, 360.f);
145 wrappedApproachShortest(val_current.Y, val_target.Y,
146 val_diff_v3f.Y * moveratio, 360.f);
148 wrappedApproachShortest(val_current.Z, val_target.Z,
149 val_diff_v3f.Z * moveratio, 360.f);
156 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
157 float txs, float tys, int col, int row)
159 video::SMaterial& material = bill->getMaterial(0);
160 core::matrix4& matrix = material.getTextureMatrix(0);
161 matrix.setTextureTranslate(txs*col, tys*row);
162 matrix.setTextureScale(txs, tys);
169 class TestCAO : public ClientActiveObject
172 TestCAO(Client *client, ClientEnvironment *env);
173 virtual ~TestCAO() = default;
175 ActiveObjectType getType() const
177 return ACTIVEOBJECT_TYPE_TEST;
180 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
182 void addToScene(ITextureSource *tsrc);
183 void removeFromScene(bool permanent);
184 void updateLight(u8 light_at_pos);
185 v3s16 getLightPosition();
186 void updateNodePos();
188 void step(float dtime, ClientEnvironment *env);
190 void processMessage(const std::string &data);
192 bool getCollisionBox(aabb3f *toset) const { return false; }
194 scene::IMeshSceneNode *m_node;
199 TestCAO proto_TestCAO(NULL, NULL);
201 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
202 ClientActiveObject(0, client, env),
204 m_position(v3f(0,10*BS,0))
206 ClientActiveObject::registerType(getType(), create);
209 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
211 return new TestCAO(client, env);
214 void TestCAO::addToScene(ITextureSource *tsrc)
219 //video::IVideoDriver* driver = smgr->getVideoDriver();
221 scene::SMesh *mesh = new scene::SMesh();
222 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
223 video::SColor c(255,255,255,255);
224 video::S3DVertex vertices[4] =
226 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
227 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
228 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
229 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
231 u16 indices[] = {0,1,2,2,3,0};
232 buf->append(vertices, 4, indices, 6);
234 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
235 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
236 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
237 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
238 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
239 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
241 mesh->addMeshBuffer(buf);
243 m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
248 void TestCAO::removeFromScene(bool permanent)
257 void TestCAO::updateLight(u8 light_at_pos)
261 v3s16 TestCAO::getLightPosition()
263 return floatToInt(m_position, BS);
266 void TestCAO::updateNodePos()
271 m_node->setPosition(m_position);
272 //m_node->setRotation(v3f(0, 45, 0));
275 void TestCAO::step(float dtime, ClientEnvironment *env)
279 v3f rot = m_node->getRotation();
280 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
281 rot.Y += dtime * 180;
282 m_node->setRotation(rot);
286 void TestCAO::processMessage(const std::string &data)
288 infostream<<"TestCAO: Got data: "<<data<<std::endl;
289 std::istringstream is(data, std::ios::binary);
307 #include "genericobject.h"
308 #include "clientobject.h"
310 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
311 ClientActiveObject(0, client, env)
313 if (client == NULL) {
314 ClientActiveObject::registerType(getType(), create);
320 bool GenericCAO::getCollisionBox(aabb3f *toset) const
324 //update collision box
325 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
326 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
328 toset->MinEdge += m_position;
329 toset->MaxEdge += m_position;
337 bool GenericCAO::collideWithObjects() const
339 return m_prop.collideWithObjects;
342 void GenericCAO::initialize(const std::string &data)
344 infostream<<"GenericCAO: Got init data"<<std::endl;
345 processInitData(data);
348 // Check if it's the current player
349 LocalPlayer *player = m_env->getLocalPlayer();
350 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
351 m_is_local_player = true;
352 m_is_visible = false;
353 player->setCAO(this);
357 m_enable_shaders = g_settings->getBool("enable_shaders");
360 void GenericCAO::processInitData(const std::string &data)
362 std::istringstream is(data, std::ios::binary);
363 const u8 version = readU8(is);
366 errorstream << "GenericCAO: Unsupported init data version"
371 // PROTOCOL_VERSION >= 37
372 m_name = deSerializeString(is);
373 m_is_player = readU8(is);
375 m_position = readV3F32(is);
376 m_rotation = readV3F32(is);
379 const u8 num_messages = readU8(is);
381 for (int i = 0; i < num_messages; i++) {
382 std::string message = deSerializeLongString(is);
383 processMessage(message);
386 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
387 pos_translator.init(m_position);
388 rot_translator.init(m_rotation);
392 GenericCAO::~GenericCAO()
394 removeFromScene(true);
397 bool GenericCAO::getSelectionBox(aabb3f *toset) const
399 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
400 || !m_prop.pointable) {
403 *toset = m_selection_box;
407 const v3f GenericCAO::getPosition() const
410 return pos_translator.val_current;
412 // Calculate real position in world based on MatrixNode
414 v3s16 camera_offset = m_env->getCameraOffset();
415 return m_matrixnode->getAbsolutePosition() +
416 intToFloat(camera_offset, BS);
422 const bool GenericCAO::isImmortal()
424 return itemgroup_get(getGroups(), "immortal");
427 scene::ISceneNode *GenericCAO::getSceneNode() const
433 if (m_animated_meshnode) {
434 return m_animated_meshnode;
437 if (m_wield_meshnode) {
438 return m_wield_meshnode;
447 scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
449 return m_animated_meshnode;
452 void GenericCAO::setChildrenVisible(bool toset)
454 for (u16 cao_id : m_attachment_child_ids) {
455 GenericCAO *obj = m_env->getGenericCAO(cao_id);
457 obj->setVisible(toset);
462 void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
464 int old_parent = m_attachment_parent_id;
465 m_attachment_parent_id = parent_id;
466 m_attachment_bone = bone;
467 m_attachment_position = position;
468 m_attachment_rotation = rotation;
470 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
472 if (parent_id != old_parent) {
473 if (auto *o = m_env->getActiveObject(old_parent))
474 o->removeAttachmentChild(m_id);
476 parent->addAttachmentChild(m_id);
482 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
485 *parent_id = m_attachment_parent_id;
486 *bone = m_attachment_bone;
487 *position = m_attachment_position;
488 *rotation = m_attachment_rotation;
491 void GenericCAO::clearChildAttachments()
493 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
494 while (!m_attachment_child_ids.empty()) {
495 int child_id = *m_attachment_child_ids.begin();
497 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
498 child->setAttachment(0, "", v3f(), v3f());
500 removeAttachmentChild(child_id);
504 void GenericCAO::clearParentAttachment()
506 if (m_attachment_parent_id)
507 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
509 setAttachment(0, "", v3f(), v3f());
512 void GenericCAO::addAttachmentChild(int child_id)
514 m_attachment_child_ids.insert(child_id);
517 void GenericCAO::removeAttachmentChild(int child_id)
519 m_attachment_child_ids.erase(child_id);
522 ClientActiveObject* GenericCAO::getParent() const
524 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
528 void GenericCAO::removeFromScene(bool permanent)
530 // Should be true when removing the object permanently
531 // and false when refreshing (eg: updating visuals)
532 if (m_env && permanent) {
533 // The client does not know whether this object does re-appear to
534 // a later time, thus do not clear child attachments.
536 clearParentAttachment();
540 m_meshnode->remove();
542 m_meshnode = nullptr;
543 } else if (m_animated_meshnode) {
544 m_animated_meshnode->remove();
545 m_animated_meshnode->drop();
546 m_animated_meshnode = nullptr;
547 } else if (m_wield_meshnode) {
548 m_wield_meshnode->remove();
549 m_wield_meshnode->drop();
550 m_wield_meshnode = nullptr;
551 } else if (m_spritenode) {
552 m_spritenode->remove();
553 m_spritenode->drop();
554 m_spritenode = nullptr;
558 m_matrixnode->remove();
559 m_matrixnode->drop();
560 m_matrixnode = nullptr;
564 m_client->getCamera()->removeNametag(m_nametag);
569 void GenericCAO::addToScene(ITextureSource *tsrc)
571 m_smgr = RenderingEngine::get_scene_manager();
573 if (getSceneNode() != NULL) {
577 m_visuals_expired = false;
579 if (!m_prop.is_visible) {
583 if (m_enable_shaders) {
584 IShaderSource *shader_source = m_client->getShaderSource();
585 u32 shader_id = shader_source->getShader(
589 m_material_type = shader_source->getShaderInfo(shader_id).material;
591 m_material_type = (m_prop.use_texture_alpha) ?
592 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
595 auto grabMatrixNode = [this] {
596 infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
597 m_matrixnode = RenderingEngine::get_scene_manager()->
598 addDummyTransformationSceneNode();
599 m_matrixnode->grab();
602 auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
603 node->setMaterialFlag(video::EMF_LIGHTING, false);
604 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
605 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
606 node->setMaterialType(m_material_type);
608 if (m_enable_shaders) {
609 node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
610 node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
614 if (m_prop.visual == "sprite") {
616 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
617 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
618 m_spritenode->grab();
619 m_spritenode->setMaterialTexture(0,
620 tsrc->getTextureForMesh("unknown_node.png"));
622 setSceneNodeMaterial(m_spritenode);
624 m_spritenode->setSize(v2f(m_prop.visual_size.X,
625 m_prop.visual_size.Y) * BS);
627 const float txs = 1.0 / 1;
628 const float tys = 1.0 / 1;
629 setBillboardTextureMatrix(m_spritenode,
632 } else if (m_prop.visual == "upright_sprite") {
634 scene::SMesh *mesh = new scene::SMesh();
635 double dx = BS * m_prop.visual_size.X / 2;
636 double dy = BS * m_prop.visual_size.Y / 2;
637 video::SColor c(0xFFFFFFFF);
640 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
641 video::S3DVertex vertices[4] = {
642 video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
643 video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
644 video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
645 video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
648 // Move minimal Y position to 0 (feet position)
649 for (video::S3DVertex &vertex : vertices)
652 u16 indices[] = {0,1,2,2,3,0};
653 buf->append(vertices, 4, indices, 6);
655 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
656 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
657 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
658 buf->getMaterial().MaterialType = m_material_type;
660 if (m_enable_shaders) {
661 buf->getMaterial().EmissiveColor = c;
662 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
663 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
667 mesh->addMeshBuffer(buf);
671 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
672 video::S3DVertex vertices[4] = {
673 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
674 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
675 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
676 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
679 // Move minimal Y position to 0 (feet position)
680 for (video::S3DVertex &vertex : vertices)
683 u16 indices[] = {0,1,2,2,3,0};
684 buf->append(vertices, 4, indices, 6);
686 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
687 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
688 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
689 buf->getMaterial().MaterialType = m_material_type;
691 if (m_enable_shaders) {
692 buf->getMaterial().EmissiveColor = c;
693 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
694 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
698 mesh->addMeshBuffer(buf);
701 m_meshnode = RenderingEngine::get_scene_manager()->
702 addMeshSceneNode(mesh, m_matrixnode);
705 // Set it to use the materials of the meshbuffers directly.
706 // This is needed for changing the texture in the future
707 m_meshnode->setReadOnlyMaterials(true);
708 } else if (m_prop.visual == "cube") {
710 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
711 m_meshnode = RenderingEngine::get_scene_manager()->
712 addMeshSceneNode(mesh, m_matrixnode);
716 m_meshnode->setScale(m_prop.visual_size);
718 setSceneNodeMaterial(m_meshnode);
719 } else if (m_prop.visual == "mesh") {
721 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
723 m_animated_meshnode = RenderingEngine::get_scene_manager()->
724 addAnimatedMeshSceneNode(mesh, m_matrixnode);
725 m_animated_meshnode->grab();
726 mesh->drop(); // The scene node took hold of it
727 m_animated_meshnode->animateJoints(); // Needed for some animations
728 m_animated_meshnode->setScale(m_prop.visual_size);
730 // set vertex colors to ensure alpha is set
731 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
733 setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
735 setSceneNodeMaterial(m_animated_meshnode);
737 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
738 m_prop.backface_culling);
740 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
741 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
744 if (m_prop.wield_item.empty()) {
745 // Old format, only textures are specified.
746 infostream << "textures: " << m_prop.textures.size() << std::endl;
747 if (!m_prop.textures.empty()) {
748 infostream << "textures[0]: " << m_prop.textures[0]
750 IItemDefManager *idef = m_client->idef();
751 item = ItemStack(m_prop.textures[0], 1, 0, idef);
754 infostream << "serialized form: " << m_prop.wield_item << std::endl;
755 item.deSerialize(m_prop.wield_item, m_client->idef());
757 m_wield_meshnode = new WieldMeshSceneNode(
758 RenderingEngine::get_scene_manager(), -1);
759 m_wield_meshnode->setItem(item, m_client,
760 (m_prop.visual == "wielditem"));
762 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
763 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
765 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
766 <<"\" not supported"<<std::endl;
769 /* don't update while punch texture modifier is active */
770 if (m_reset_textures_timer < 0)
771 updateTextures(m_current_texture_modifier);
773 scene::ISceneNode *node = getSceneNode();
775 if (node && m_matrixnode)
776 node->setParent(m_matrixnode);
778 if (node && !m_prop.nametag.empty() && !m_is_local_player) {
781 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
782 m_nametag = m_client->getCamera()->addNametag(node,
783 m_prop.nametag, m_prop.nametag_color,
789 updateBonePosition();
791 setNodeLight(m_last_light);
794 void GenericCAO::updateLight(u8 light_at_pos)
796 // Don't update light of attached one
797 if (getParent() != NULL) {
801 updateLightNoCheck(light_at_pos);
803 // Update light of all children
804 for (u16 i : m_attachment_child_ids) {
805 ClientActiveObject *obj = m_env->getActiveObject(i);
807 obj->updateLightNoCheck(light_at_pos);
812 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
817 u8 li = decode_light(light_at_pos + m_glow);
819 if (li != m_last_light) {
825 void GenericCAO::setNodeLight(u8 light)
827 video::SColor color(255, light, light, light);
829 if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
830 // Since these types of visuals are using their own shader
831 // they should be handled separately
832 if (m_wield_meshnode)
833 m_wield_meshnode->setColor(color);
834 } else if (m_enable_shaders) {
835 scene::ISceneNode *node = getSceneNode();
840 if (m_prop.visual == "upright_sprite") {
841 scene::IMesh *mesh = m_meshnode->getMesh();
842 for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
843 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
844 video::SMaterial &material = buf->getMaterial();
845 material.EmissiveColor = color;
848 for (u32 i = 0; i < node->getMaterialCount(); ++i) {
849 video::SMaterial &material = node->getMaterial(i);
850 material.EmissiveColor = color;
855 setMeshColor(m_meshnode->getMesh(), color);
856 } else if (m_animated_meshnode) {
857 setAnimatedMeshColor(m_animated_meshnode, color);
858 } else if (m_spritenode) {
859 m_spritenode->setColor(color);
864 v3s16 GenericCAO::getLightPosition()
867 return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
869 return floatToInt(m_position, BS);
872 void GenericCAO::updateNodePos()
874 if (getParent() != NULL)
877 scene::ISceneNode *node = getSceneNode();
880 v3s16 camera_offset = m_env->getCameraOffset();
881 v3f pos = pos_translator.val_current -
882 intToFloat(camera_offset, BS);
883 getPosRotMatrix().setTranslation(pos);
884 if (node != m_spritenode) { // rotate if not a sprite
885 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
886 setPitchYawRoll(getPosRotMatrix(), rot);
891 void GenericCAO::step(float dtime, ClientEnvironment *env)
893 // Handle model animations and update positions instantly to prevent lags
894 if (m_is_local_player) {
895 LocalPlayer *player = m_env->getLocalPlayer();
896 m_position = player->getPosition();
897 pos_translator.val_current = m_position;
898 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
899 rot_translator.val_current = m_rotation;
902 int old_anim = player->last_animation;
903 float old_anim_speed = player->last_animation_speed;
904 m_velocity = v3f(0,0,0);
905 m_acceleration = v3f(0,0,0);
906 const PlayerControl &controls = player->getPlayerControl();
908 bool walking = false;
909 if (controls.up || controls.down || controls.left || controls.right ||
910 controls.forw_move_joystick_axis != 0.f ||
911 controls.sidew_move_joystick_axis != 0.f)
914 f32 new_speed = player->local_animation_speed;
915 v2s32 new_anim = v2s32(0,0);
916 bool allow_update = false;
918 // increase speed if using fast or flying fast
919 if((g_settings->getBool("fast_move") &&
920 m_client->checkLocalPrivilege("fast")) &&
922 (!player->touching_ground &&
923 g_settings->getBool("free_move") &&
924 m_client->checkLocalPrivilege("fly"))))
926 // slowdown speed if sneeking
927 if (controls.sneak && walking)
930 if (walking && (controls.LMB || controls.RMB)) {
931 new_anim = player->local_animations[3];
932 player->last_animation = WD_ANIM;
934 new_anim = player->local_animations[1];
935 player->last_animation = WALK_ANIM;
936 } else if(controls.LMB || controls.RMB) {
937 new_anim = player->local_animations[2];
938 player->last_animation = DIG_ANIM;
941 // Apply animations if input detected and not attached
942 // or set idle animation
943 if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
945 m_animation_range = new_anim;
946 m_animation_speed = new_speed;
947 player->last_animation_speed = m_animation_speed;
949 player->last_animation = NO_ANIM;
951 if (old_anim != NO_ANIM) {
952 m_animation_range = player->local_animations[0];
957 // Update local player animations
958 if ((player->last_animation != old_anim ||
959 m_animation_speed != old_anim_speed) &&
960 player->last_animation != NO_ANIM && allow_update)
966 if (m_visuals_expired && m_smgr) {
967 m_visuals_expired = false;
969 // Attachments, part 1: All attached objects must be unparented first,
970 // or Irrlicht causes a segmentation fault
971 for (u16 cao_id : m_attachment_child_ids) {
972 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
974 scene::ISceneNode *child_node = obj->getSceneNode();
975 // The node's parent is always an IDummyTraformationSceneNode,
976 // so we need to reparent that one instead.
978 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
982 removeFromScene(false);
983 addToScene(m_client->tsrc());
985 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
986 for (u16 cao_id : m_attachment_child_ids) {
987 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
989 obj->updateAttachments();
993 // Make sure m_is_visible is always applied
994 scene::ISceneNode *node = getSceneNode();
996 node->setVisible(m_is_visible);
998 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1000 // Set these for later
1001 m_position = getPosition();
1002 m_velocity = v3f(0,0,0);
1003 m_acceleration = v3f(0,0,0);
1004 pos_translator.val_current = m_position;
1005 pos_translator.val_target = m_position;
1007 rot_translator.translate(dtime);
1008 v3f lastpos = pos_translator.val_current;
1012 aabb3f box = m_prop.collisionbox;
1015 collisionMoveResult moveresult;
1016 f32 pos_max_d = BS*0.125; // Distance per iteration
1017 v3f p_pos = m_position;
1018 v3f p_velocity = m_velocity;
1019 moveresult = collisionMoveSimple(env,env->getGameDef(),
1020 pos_max_d, box, m_prop.stepheight, dtime,
1021 &p_pos, &p_velocity, m_acceleration,
1022 this, m_prop.collideWithObjects);
1025 m_velocity = p_velocity;
1027 bool is_end_position = moveresult.collides;
1028 pos_translator.update(m_position, is_end_position, dtime);
1030 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1031 m_velocity += dtime * m_acceleration;
1032 pos_translator.update(m_position, pos_translator.aim_is_end,
1033 pos_translator.anim_time);
1035 pos_translator.translate(dtime);
1038 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1039 m_step_distance_counter += moved;
1040 if (m_step_distance_counter > 1.5f * BS) {
1041 m_step_distance_counter = 0.0f;
1042 if (!m_is_local_player && m_prop.makes_footstep_sound) {
1043 const NodeDefManager *ndef = m_client->ndef();
1044 v3s16 p = floatToInt(getPosition() +
1045 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1046 MapNode n = m_env->getMap().getNode(p);
1047 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1048 // Reduce footstep gain, as non-local-player footsteps are
1051 m_client->sound()->playSoundAt(spec, false, getPosition());
1056 m_anim_timer += dtime;
1057 if(m_anim_timer >= m_anim_framelength)
1059 m_anim_timer -= m_anim_framelength;
1061 if(m_anim_frame >= m_anim_num_frames)
1067 if(m_reset_textures_timer >= 0)
1069 m_reset_textures_timer -= dtime;
1070 if(m_reset_textures_timer <= 0) {
1071 m_reset_textures_timer = -1;
1072 updateTextures(m_previous_texture_modifier);
1075 if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
1076 m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
1077 rot_translator.val_current = m_rotation;
1081 if (!getParent() && m_prop.automatic_face_movement_dir &&
1082 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
1083 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1084 + m_prop.automatic_face_movement_dir_offset;
1085 float max_rotation_per_sec =
1086 m_prop.automatic_face_movement_max_rotation_per_sec;
1088 if (max_rotation_per_sec > 0) {
1089 wrappedApproachShortest(m_rotation.Y, target_yaw,
1090 dtime * max_rotation_per_sec, 360.f);
1092 // Negative values of max_rotation_per_sec mean disabled.
1093 m_rotation.Y = target_yaw;
1096 rot_translator.val_current = m_rotation;
1101 void GenericCAO::updateTexturePos()
1105 scene::ICameraSceneNode* camera =
1106 m_spritenode->getSceneManager()->getActiveCamera();
1109 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1110 - camera->getAbsolutePosition();
1111 cam_to_entity.normalize();
1113 int row = m_tx_basepos.Y;
1114 int col = m_tx_basepos.X;
1116 if (m_tx_select_horiz_by_yawpitch) {
1117 if (cam_to_entity.Y > 0.75)
1119 else if (cam_to_entity.Y < -0.75)
1123 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1124 float dir = mob_dir - m_rotation.Y;
1125 dir = wrapDegrees_180(dir);
1126 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1128 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1130 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1132 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1139 // Animation goes downwards
1140 row += m_anim_frame;
1142 float txs = m_tx_size.X;
1143 float tys = m_tx_size.Y;
1144 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1148 // Do not pass by reference, see header.
1149 void GenericCAO::updateTextures(std::string mod)
1151 ITextureSource *tsrc = m_client->tsrc();
1153 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1154 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1155 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1157 m_previous_texture_modifier = m_current_texture_modifier;
1158 m_current_texture_modifier = mod;
1159 m_glow = m_prop.glow;
1162 if (m_prop.visual == "sprite") {
1163 std::string texturestring = "unknown_node.png";
1164 if (!m_prop.textures.empty())
1165 texturestring = m_prop.textures[0];
1166 texturestring += mod;
1167 m_spritenode->getMaterial(0).MaterialType = m_material_type;
1168 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1169 m_spritenode->setMaterialTexture(0,
1170 tsrc->getTextureForMesh(texturestring));
1172 // This allows setting per-material colors. However, until a real lighting
1173 // system is added, the code below will have no effect. Once MineTest
1174 // has directional lighting, it should work automatically.
1175 if (!m_prop.colors.empty()) {
1176 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1177 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1178 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1181 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1182 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1183 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1187 if (m_animated_meshnode) {
1188 if (m_prop.visual == "mesh") {
1189 for (u32 i = 0; i < m_prop.textures.size() &&
1190 i < m_animated_meshnode->getMaterialCount(); ++i) {
1191 std::string texturestring = m_prop.textures[i];
1192 if (texturestring.empty())
1193 continue; // Empty texture string means don't modify that material
1194 texturestring += mod;
1195 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1197 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1201 // Set material flags and texture
1202 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1203 material.MaterialType = m_material_type;
1204 material.MaterialTypeParam = 0.5f;
1205 material.TextureLayer[0].Texture = texture;
1206 material.setFlag(video::EMF_LIGHTING, true);
1207 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1208 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1210 // don't filter low-res textures, makes them look blurry
1211 // player models have a res of 64
1212 const core::dimension2d<u32> &size = texture->getOriginalSize();
1213 const u32 res = std::min(size.Height, size.Width);
1214 use_trilinear_filter &= res > 64;
1215 use_bilinear_filter &= res > 64;
1217 m_animated_meshnode->getMaterial(i)
1218 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1219 m_animated_meshnode->getMaterial(i)
1220 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1221 m_animated_meshnode->getMaterial(i)
1222 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1224 for (u32 i = 0; i < m_prop.colors.size() &&
1225 i < m_animated_meshnode->getMaterialCount(); ++i)
1227 // This allows setting per-material colors. However, until a real lighting
1228 // system is added, the code below will have no effect. Once MineTest
1229 // has directional lighting, it should work automatically.
1230 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1231 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1232 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1238 if(m_prop.visual == "cube")
1240 for (u32 i = 0; i < 6; ++i)
1242 std::string texturestring = "unknown_node.png";
1243 if(m_prop.textures.size() > i)
1244 texturestring = m_prop.textures[i];
1245 texturestring += mod;
1248 // Set material flags and texture
1249 video::SMaterial& material = m_meshnode->getMaterial(i);
1250 material.MaterialType = m_material_type;
1251 material.MaterialTypeParam = 0.5f;
1252 material.setFlag(video::EMF_LIGHTING, false);
1253 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1254 material.setTexture(0,
1255 tsrc->getTextureForMesh(texturestring));
1256 material.getTextureMatrix(0).makeIdentity();
1258 // This allows setting per-material colors. However, until a real lighting
1259 // system is added, the code below will have no effect. Once MineTest
1260 // has directional lighting, it should work automatically.
1261 if(m_prop.colors.size() > i)
1263 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1264 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1265 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1268 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1269 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1270 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1272 } else if (m_prop.visual == "upright_sprite") {
1273 scene::IMesh *mesh = m_meshnode->getMesh();
1275 std::string tname = "unknown_object.png";
1276 if (!m_prop.textures.empty())
1277 tname = m_prop.textures[0];
1279 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1280 buf->getMaterial().setTexture(0,
1281 tsrc->getTextureForMesh(tname));
1283 // This allows setting per-material colors. However, until a real lighting
1284 // system is added, the code below will have no effect. Once MineTest
1285 // has directional lighting, it should work automatically.
1286 if(!m_prop.colors.empty()) {
1287 buf->getMaterial().AmbientColor = m_prop.colors[0];
1288 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1289 buf->getMaterial().SpecularColor = m_prop.colors[0];
1292 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1293 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1294 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1297 std::string tname = "unknown_object.png";
1298 if (m_prop.textures.size() >= 2)
1299 tname = m_prop.textures[1];
1300 else if (!m_prop.textures.empty())
1301 tname = m_prop.textures[0];
1303 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1304 buf->getMaterial().setTexture(0,
1305 tsrc->getTextureForMesh(tname));
1307 // This allows setting per-material colors. However, until a real lighting
1308 // system is added, the code below will have no effect. Once MineTest
1309 // has directional lighting, it should work automatically.
1310 if (m_prop.colors.size() >= 2) {
1311 buf->getMaterial().AmbientColor = m_prop.colors[1];
1312 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1313 buf->getMaterial().SpecularColor = m_prop.colors[1];
1314 } else if (!m_prop.colors.empty()) {
1315 buf->getMaterial().AmbientColor = m_prop.colors[0];
1316 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1317 buf->getMaterial().SpecularColor = m_prop.colors[0];
1320 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1321 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1322 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1324 // Set mesh color (only if lighting is disabled)
1325 if (!m_prop.colors.empty() && m_glow < 0)
1326 setMeshColor(mesh, m_prop.colors[0]);
1331 void GenericCAO::updateAnimation()
1333 if (!m_animated_meshnode)
1336 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1337 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1338 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1339 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1340 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1341 m_animated_meshnode->setTransitionTime(m_animation_blend);
1342 // Requires Irrlicht 1.8 or greater
1343 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1344 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1345 m_animated_meshnode->setLoopMode(m_animation_loop);
1349 void GenericCAO::updateAnimationSpeed()
1351 if (!m_animated_meshnode)
1354 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1357 void GenericCAO::updateBonePosition()
1359 if (m_bone_position.empty() || !m_animated_meshnode)
1362 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1363 for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1364 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1365 std::string bone_name = (*ii).first;
1366 v3f bone_pos = (*ii).second.X;
1367 v3f bone_rot = (*ii).second.Y;
1368 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1371 bone->setPosition(bone_pos);
1372 bone->setRotation(bone_rot);
1377 void GenericCAO::updateAttachments()
1379 ClientActiveObject *parent = getParent();
1381 m_attached_to_local = parent && parent->isLocalPlayer();
1384 Following cases exist:
1385 m_attachment_parent_id == 0 && !parent
1386 This object is not attached
1387 m_attachment_parent_id != 0 && parent
1388 This object is attached
1389 m_attachment_parent_id != 0 && !parent
1390 This object will be attached as soon the parent is known
1391 m_attachment_parent_id == 0 && parent
1395 if (!parent) { // Detach or don't attach
1397 v3f old_pos = getPosition();
1399 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1400 getPosRotMatrix().setTranslation(old_pos);
1401 m_matrixnode->updateAbsolutePosition();
1406 scene::ISceneNode *parent_node = parent->getSceneNode();
1407 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1408 parent->getAnimatedMeshSceneNode();
1409 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1410 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1413 if (m_matrixnode && parent_node) {
1414 m_matrixnode->setParent(parent_node);
1415 getPosRotMatrix().setTranslation(m_attachment_position);
1416 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1417 // use Irrlicht eulers instead
1418 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1419 m_matrixnode->updateAbsolutePosition();
1424 void GenericCAO::processMessage(const std::string &data)
1426 //infostream<<"GenericCAO: Got message"<<std::endl;
1427 std::istringstream is(data, std::ios::binary);
1429 u8 cmd = readU8(is);
1430 if (cmd == GENERIC_CMD_SET_PROPERTIES) {
1431 m_prop = gob_read_set_properties(is);
1433 m_selection_box = m_prop.selectionbox;
1434 m_selection_box.MinEdge *= BS;
1435 m_selection_box.MaxEdge *= BS;
1437 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1438 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1440 if(!m_initial_tx_basepos_set){
1441 m_initial_tx_basepos_set = true;
1442 m_tx_basepos = m_prop.initial_sprite_basepos;
1444 if (m_is_local_player) {
1445 LocalPlayer *player = m_env->getLocalPlayer();
1446 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1447 aabb3f collision_box = m_prop.collisionbox;
1448 collision_box.MinEdge *= BS;
1449 collision_box.MaxEdge *= BS;
1450 player->setCollisionbox(collision_box);
1451 player->setEyeHeight(m_prop.eye_height);
1452 player->setZoomFOV(m_prop.zoom_fov);
1455 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1456 m_prop.nametag = m_name;
1459 } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
1460 // Not sent by the server if this object is an attachment.
1461 // We might however get here if the server notices the object being detached before the client.
1462 m_position = readV3F32(is);
1463 m_velocity = readV3F32(is);
1464 m_acceleration = readV3F32(is);
1466 if (std::fabs(m_prop.automatic_rotate) < 0.001f)
1467 m_rotation = readV3F32(is);
1471 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1472 bool do_interpolate = readU8(is);
1473 bool is_end_position = readU8(is);
1474 float update_interval = readF32(is);
1476 // Place us a bit higher if we're physical, to not sink into
1477 // the ground due to sucky collision detection...
1479 m_position += v3f(0,0.002,0);
1481 if(getParent() != NULL) // Just in case
1486 if(!m_prop.physical)
1487 pos_translator.update(m_position, is_end_position, update_interval);
1489 pos_translator.init(m_position);
1491 rot_translator.update(m_rotation, false, update_interval);
1493 } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1494 std::string mod = deSerializeString(is);
1496 // immediatly reset a engine issued texture modifier if a mod sends a different one
1497 if (m_reset_textures_timer > 0) {
1498 m_reset_textures_timer = -1;
1499 updateTextures(m_previous_texture_modifier);
1501 updateTextures(mod);
1502 } else if (cmd == GENERIC_CMD_SET_SPRITE) {
1503 v2s16 p = readV2S16(is);
1504 int num_frames = readU16(is);
1505 float framelength = readF32(is);
1506 bool select_horiz_by_yawpitch = readU8(is);
1509 m_anim_num_frames = num_frames;
1510 m_anim_framelength = framelength;
1511 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1514 } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1515 float override_speed = readF32(is);
1516 float override_jump = readF32(is);
1517 float override_gravity = readF32(is);
1518 // these are sent inverted so we get true when the server sends nothing
1519 bool sneak = !readU8(is);
1520 bool sneak_glitch = !readU8(is);
1521 bool new_move = !readU8(is);
1524 if(m_is_local_player)
1526 LocalPlayer *player = m_env->getLocalPlayer();
1527 player->physics_override_speed = override_speed;
1528 player->physics_override_jump = override_jump;
1529 player->physics_override_gravity = override_gravity;
1530 player->physics_override_sneak = sneak;
1531 player->physics_override_sneak_glitch = sneak_glitch;
1532 player->physics_override_new_move = new_move;
1534 } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
1535 // TODO: change frames send as v2s32 value
1536 v2f range = readV2F32(is);
1537 if (!m_is_local_player) {
1538 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1539 m_animation_speed = readF32(is);
1540 m_animation_blend = readF32(is);
1541 // these are sent inverted so we get true when the server sends nothing
1542 m_animation_loop = !readU8(is);
1545 LocalPlayer *player = m_env->getLocalPlayer();
1546 if(player->last_animation == NO_ANIM)
1548 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1549 m_animation_speed = readF32(is);
1550 m_animation_blend = readF32(is);
1551 // these are sent inverted so we get true when the server sends nothing
1552 m_animation_loop = !readU8(is);
1554 // update animation only if local animations present
1555 // and received animation is unknown (except idle animation)
1556 bool is_known = false;
1557 for (int i = 1;i<4;i++)
1559 if(m_animation_range.Y == player->local_animations[i].Y)
1563 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1568 } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
1569 m_animation_speed = readF32(is);
1570 updateAnimationSpeed();
1571 } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
1572 std::string bone = deSerializeString(is);
1573 v3f position = readV3F32(is);
1574 v3f rotation = readV3F32(is);
1575 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1577 updateBonePosition();
1578 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1579 u16 parent_id = readS16(is);
1580 std::string bone = deSerializeString(is);
1581 v3f position = readV3F32(is);
1582 v3f rotation = readV3F32(is);
1584 setAttachment(parent_id, bone, position, rotation);
1586 // localplayer itself can't be attached to localplayer
1587 if (!m_is_local_player)
1588 m_is_visible = !m_attached_to_local;
1589 } else if (cmd == GENERIC_CMD_PUNCHED) {
1590 u16 result_hp = readU16(is);
1592 // Use this instead of the send damage to not interfere with prediction
1593 s32 damage = (s32)m_hp - (s32)result_hp;
1597 if (m_is_local_player)
1598 m_env->getLocalPlayer()->hp = m_hp;
1604 // TODO: Execute defined fast response
1605 // As there is no definition, make a smoke puff
1606 ClientSimpleObject *simple = createSmokePuff(
1607 m_smgr, m_env, m_position,
1608 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1609 m_env->addSimpleObject(simple);
1610 } else if (m_reset_textures_timer < 0) {
1611 // TODO: Execute defined fast response
1612 // Flashing shall suffice as there is no definition
1613 m_reset_textures_timer = 0.05;
1615 m_reset_textures_timer += 0.05 * damage;
1616 updateTextures(m_current_texture_modifier + "^[brighten");
1621 // Same as 'Server::DiePlayer'
1622 clearParentAttachment();
1623 // Same as 'ObjectRef::l_remove'
1625 clearChildAttachments();
1627 } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1628 m_armor_groups.clear();
1629 int armor_groups_size = readU16(is);
1630 for(int i=0; i<armor_groups_size; i++)
1632 std::string name = deSerializeString(is);
1633 int rating = readS16(is);
1634 m_armor_groups[name] = rating;
1636 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1637 // Deprecated, for backwards compatibility only.
1638 readU8(is); // version
1639 m_prop.nametag_color = readARGB8(is);
1640 if (m_nametag != NULL) {
1641 m_nametag->nametag_color = m_prop.nametag_color;
1643 pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
1644 m_nametag->nametag_pos = pos;
1646 } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
1647 u16 child_id = readU16(is);
1648 u8 type = readU8(is); // maybe this will be useful later
1651 addAttachmentChild(child_id);
1653 warningstream << FUNCTION_NAME
1654 << ": unknown command or outdated client \""
1655 << +cmd << "\"" << std::endl;
1659 /* \pre punchitem != NULL
1661 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1662 float time_from_last_punch)
1664 assert(punchitem); // pre-condition
1665 const ToolCapabilities *toolcap =
1666 &punchitem->getToolCapabilities(m_client->idef());
1667 PunchDamageResult result = getPunchDamage(
1671 time_from_last_punch);
1673 if(result.did_punch && result.damage != 0)
1675 if(result.damage < m_hp)
1677 m_hp -= result.damage;
1680 // TODO: Execute defined fast response
1681 // As there is no definition, make a smoke puff
1682 ClientSimpleObject *simple = createSmokePuff(
1683 m_smgr, m_env, m_position,
1684 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1685 m_env->addSimpleObject(simple);
1687 // TODO: Execute defined fast response
1688 // Flashing shall suffice as there is no definition
1689 if (m_reset_textures_timer < 0) {
1690 m_reset_textures_timer = 0.05;
1691 if (result.damage >= 2)
1692 m_reset_textures_timer += 0.05 * result.damage;
1693 updateTextures(m_current_texture_modifier + "^[brighten");
1700 std::string GenericCAO::debugInfoText()
1702 std::ostringstream os(std::ios::binary);
1703 os<<"GenericCAO hp="<<m_hp<<"\n";
1705 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1706 i != m_armor_groups.end(); ++i)
1708 os<<i->first<<"="<<i->second<<", ";
1715 GenericCAO proto_GenericCAO(NULL, NULL);