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->m_force_visible ? true : toset);
468 void GenericCAO::setAttachment(int parent_id, const std::string &bone,
469 v3f position, v3f rotation, bool force_visible)
471 int old_parent = m_attachment_parent_id;
472 m_attachment_parent_id = parent_id;
473 m_attachment_bone = bone;
474 m_attachment_position = position;
475 m_attachment_rotation = rotation;
476 m_force_visible = force_visible;
478 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
480 if (parent_id != old_parent) {
481 if (auto *o = m_env->getActiveObject(old_parent))
482 o->removeAttachmentChild(m_id);
484 parent->addAttachmentChild(m_id);
488 // Forcibly show attachments if required by set_attach
489 if (m_force_visible) {
491 } else if (!m_is_local_player) {
492 // Objects attached to the local player should be hidden in first person
493 m_is_visible = !m_attached_to_local ||
494 m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
495 m_force_visible = false;
497 // Local players need to have this set,
498 // otherwise first person attachments fail.
503 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
504 v3f *rotation, bool *force_visible) const
506 *parent_id = m_attachment_parent_id;
507 *bone = m_attachment_bone;
508 *position = m_attachment_position;
509 *rotation = m_attachment_rotation;
510 *force_visible = m_force_visible;
513 void GenericCAO::clearChildAttachments()
515 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
516 while (!m_attachment_child_ids.empty()) {
517 int child_id = *m_attachment_child_ids.begin();
519 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
520 child->setAttachment(0, "", v3f(), v3f(), false);
522 removeAttachmentChild(child_id);
526 void GenericCAO::clearParentAttachment()
528 if (m_attachment_parent_id)
529 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
531 setAttachment(0, "", v3f(), v3f(), false);
534 void GenericCAO::addAttachmentChild(int child_id)
536 m_attachment_child_ids.insert(child_id);
539 void GenericCAO::removeAttachmentChild(int child_id)
541 m_attachment_child_ids.erase(child_id);
544 ClientActiveObject* GenericCAO::getParent() const
546 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
550 void GenericCAO::removeFromScene(bool permanent)
552 // Should be true when removing the object permanently
553 // and false when refreshing (eg: updating visuals)
554 if (m_env && permanent) {
555 // The client does not know whether this object does re-appear to
556 // a later time, thus do not clear child attachments.
558 clearParentAttachment();
562 m_meshnode->remove();
564 m_meshnode = nullptr;
565 } else if (m_animated_meshnode) {
566 m_animated_meshnode->remove();
567 m_animated_meshnode->drop();
568 m_animated_meshnode = nullptr;
569 } else if (m_wield_meshnode) {
570 m_wield_meshnode->remove();
571 m_wield_meshnode->drop();
572 m_wield_meshnode = nullptr;
573 } else if (m_spritenode) {
574 m_spritenode->remove();
575 m_spritenode->drop();
576 m_spritenode = nullptr;
580 m_matrixnode->remove();
581 m_matrixnode->drop();
582 m_matrixnode = nullptr;
586 m_client->getCamera()->removeNametag(m_nametag);
590 if (m_marker && m_client->getMinimap())
591 m_client->getMinimap()->removeMarker(&m_marker);
594 void GenericCAO::addToScene(ITextureSource *tsrc)
596 m_smgr = RenderingEngine::get_scene_manager();
598 if (getSceneNode() != NULL) {
602 m_visuals_expired = false;
604 if (!m_prop.is_visible)
607 infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
609 if (m_enable_shaders) {
610 IShaderSource *shader_source = m_client->getShaderSource();
611 MaterialType material_type;
613 if (m_prop.shaded && m_prop.glow == 0)
614 material_type = (m_prop.use_texture_alpha) ?
615 TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
617 material_type = (m_prop.use_texture_alpha) ?
618 TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
620 u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
621 m_material_type = shader_source->getShaderInfo(shader_id).material;
623 m_material_type = (m_prop.use_texture_alpha) ?
624 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
627 auto grabMatrixNode = [this] {
628 m_matrixnode = RenderingEngine::get_scene_manager()->
629 addDummyTransformationSceneNode();
630 m_matrixnode->grab();
633 auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
634 node->setMaterialFlag(video::EMF_LIGHTING, false);
635 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
636 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
637 node->setMaterialType(m_material_type);
639 if (m_enable_shaders) {
640 node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
641 node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
645 if (m_prop.visual == "sprite") {
647 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
648 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
649 m_spritenode->grab();
650 m_spritenode->setMaterialTexture(0,
651 tsrc->getTextureForMesh("unknown_node.png"));
653 setSceneNodeMaterial(m_spritenode);
655 m_spritenode->setSize(v2f(m_prop.visual_size.X,
656 m_prop.visual_size.Y) * BS);
658 const float txs = 1.0 / 1;
659 const float tys = 1.0 / 1;
660 setBillboardTextureMatrix(m_spritenode,
663 } else if (m_prop.visual == "upright_sprite") {
665 scene::SMesh *mesh = new scene::SMesh();
666 double dx = BS * m_prop.visual_size.X / 2;
667 double dy = BS * m_prop.visual_size.Y / 2;
668 video::SColor c(0xFFFFFFFF);
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);
702 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
703 video::S3DVertex vertices[4] = {
704 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
705 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
706 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
707 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
710 // Move minimal Y position to 0 (feet position)
711 for (video::S3DVertex &vertex : vertices)
714 u16 indices[] = {0,1,2,2,3,0};
715 buf->append(vertices, 4, indices, 6);
717 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
718 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
719 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
720 buf->getMaterial().MaterialType = m_material_type;
722 if (m_enable_shaders) {
723 buf->getMaterial().EmissiveColor = c;
724 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
725 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
729 mesh->addMeshBuffer(buf);
732 m_meshnode = RenderingEngine::get_scene_manager()->
733 addMeshSceneNode(mesh, m_matrixnode);
736 // Set it to use the materials of the meshbuffers directly.
737 // This is needed for changing the texture in the future
738 m_meshnode->setReadOnlyMaterials(true);
739 } else if (m_prop.visual == "cube") {
741 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
742 m_meshnode = RenderingEngine::get_scene_manager()->
743 addMeshSceneNode(mesh, m_matrixnode);
747 m_meshnode->setScale(m_prop.visual_size);
748 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
749 m_prop.backface_culling);
751 setSceneNodeMaterial(m_meshnode);
752 } else if (m_prop.visual == "mesh") {
754 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
756 m_animated_meshnode = RenderingEngine::get_scene_manager()->
757 addAnimatedMeshSceneNode(mesh, m_matrixnode);
758 m_animated_meshnode->grab();
759 mesh->drop(); // The scene node took hold of it
761 if (!checkMeshNormals(mesh)) {
762 infostream << "GenericCAO: recalculating normals for mesh "
763 << m_prop.mesh << std::endl;
764 m_smgr->getMeshManipulator()->
765 recalculateNormals(mesh, true, false);
768 m_animated_meshnode->animateJoints(); // Needed for some animations
769 m_animated_meshnode->setScale(m_prop.visual_size);
771 // set vertex colors to ensure alpha is set
772 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
774 setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
776 setSceneNodeMaterial(m_animated_meshnode);
778 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
779 m_prop.backface_culling);
781 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
782 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
785 if (m_prop.wield_item.empty()) {
786 // Old format, only textures are specified.
787 infostream << "textures: " << m_prop.textures.size() << std::endl;
788 if (!m_prop.textures.empty()) {
789 infostream << "textures[0]: " << m_prop.textures[0]
791 IItemDefManager *idef = m_client->idef();
792 item = ItemStack(m_prop.textures[0], 1, 0, idef);
795 infostream << "serialized form: " << m_prop.wield_item << std::endl;
796 item.deSerialize(m_prop.wield_item, m_client->idef());
798 m_wield_meshnode = new WieldMeshSceneNode(
799 RenderingEngine::get_scene_manager(), -1);
800 m_wield_meshnode->setItem(item, m_client,
801 (m_prop.visual == "wielditem"));
803 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
804 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
806 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
807 <<"\" not supported"<<std::endl;
810 /* don't update while punch texture modifier is active */
811 if (m_reset_textures_timer < 0)
812 updateTextures(m_current_texture_modifier);
814 scene::ISceneNode *node = getSceneNode();
816 if (node && m_matrixnode)
817 node->setParent(m_matrixnode);
823 updateBonePosition();
825 setNodeLight(m_last_light);
829 void GenericCAO::updateLight(u32 day_night_ratio)
838 u16 npos = getLightPosition(pos);
839 for (u16 i = 0; i < npos; i++) {
841 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
843 u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
844 light_at_pos = MYMAX(light_at_pos, this_light);
849 light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
851 u8 light = decode_light(light_at_pos + m_glow);
852 if (light != m_last_light) {
853 m_last_light = light;
858 void GenericCAO::setNodeLight(u8 light)
860 video::SColor color(255, light, light, light);
862 if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
863 if (m_wield_meshnode)
864 m_wield_meshnode->setNodeLightColor(color);
868 if (m_enable_shaders) {
869 if (m_prop.visual == "upright_sprite") {
873 scene::IMesh *mesh = m_meshnode->getMesh();
874 for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
875 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
876 buf->getMaterial().EmissiveColor = color;
879 scene::ISceneNode *node = getSceneNode();
883 for (u32 i = 0; i < node->getMaterialCount(); ++i) {
884 video::SMaterial &material = node->getMaterial(i);
885 material.EmissiveColor = color;
890 setMeshColor(m_meshnode->getMesh(), color);
891 } else if (m_animated_meshnode) {
892 setAnimatedMeshColor(m_animated_meshnode, color);
893 } else if (m_spritenode) {
894 m_spritenode->setColor(color);
899 u16 GenericCAO::getLightPosition(v3s16 *pos)
901 const auto &box = m_prop.collisionbox;
902 pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
903 pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
905 // Skip center pos if it falls into the same node as Min or MaxEdge
906 if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
908 pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
912 void GenericCAO::updateMarker()
914 if (!m_client->getMinimap())
917 if (!m_prop.show_on_minimap) {
919 m_client->getMinimap()->removeMarker(&m_marker);
926 scene::ISceneNode *node = getSceneNode();
929 m_marker = m_client->getMinimap()->addMarker(node);
932 void GenericCAO::updateNametag()
934 if (m_is_local_player) // No nametag for local player
937 if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
940 m_client->getCamera()->removeNametag(m_nametag);
946 scene::ISceneNode *node = getSceneNode();
951 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
954 m_nametag = m_client->getCamera()->addNametag(node,
955 m_prop.nametag, m_prop.nametag_color,
956 m_prop.nametag_bgcolor, pos);
959 m_nametag->text = m_prop.nametag;
960 m_nametag->textcolor = m_prop.nametag_color;
961 m_nametag->bgcolor = m_prop.nametag_bgcolor;
962 m_nametag->pos = pos;
966 void GenericCAO::updateNodePos()
968 if (getParent() != NULL)
971 scene::ISceneNode *node = getSceneNode();
974 v3s16 camera_offset = m_env->getCameraOffset();
975 v3f pos = pos_translator.val_current -
976 intToFloat(camera_offset, BS);
977 getPosRotMatrix().setTranslation(pos);
978 if (node != m_spritenode) { // rotate if not a sprite
979 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
980 setPitchYawRoll(getPosRotMatrix(), rot);
985 void GenericCAO::step(float dtime, ClientEnvironment *env)
987 // Handle model animations and update positions instantly to prevent lags
988 if (m_is_local_player) {
989 LocalPlayer *player = m_env->getLocalPlayer();
990 m_position = player->getPosition();
991 pos_translator.val_current = m_position;
992 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
993 rot_translator.val_current = m_rotation;
996 int old_anim = player->last_animation;
997 float old_anim_speed = player->last_animation_speed;
998 m_velocity = v3f(0,0,0);
999 m_acceleration = v3f(0,0,0);
1000 const PlayerControl &controls = player->getPlayerControl();
1002 bool walking = false;
1003 if (controls.up || controls.down || controls.left || controls.right ||
1004 controls.forw_move_joystick_axis != 0.f ||
1005 controls.sidew_move_joystick_axis != 0.f)
1008 f32 new_speed = player->local_animation_speed;
1009 v2s32 new_anim = v2s32(0,0);
1010 bool allow_update = false;
1012 // increase speed if using fast or flying fast
1013 if((g_settings->getBool("fast_move") &&
1014 m_client->checkLocalPrivilege("fast")) &&
1016 (!player->touching_ground &&
1017 g_settings->getBool("free_move") &&
1018 m_client->checkLocalPrivilege("fly"))))
1020 // slowdown speed if sneeking
1021 if (controls.sneak && walking)
1024 if (walking && (controls.dig || controls.place)) {
1025 new_anim = player->local_animations[3];
1026 player->last_animation = WD_ANIM;
1027 } else if (walking) {
1028 new_anim = player->local_animations[1];
1029 player->last_animation = WALK_ANIM;
1030 } else if (controls.dig || controls.place) {
1031 new_anim = player->local_animations[2];
1032 player->last_animation = DIG_ANIM;
1035 // Apply animations if input detected and not attached
1036 // or set idle animation
1037 if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1038 allow_update = true;
1039 m_animation_range = new_anim;
1040 m_animation_speed = new_speed;
1041 player->last_animation_speed = m_animation_speed;
1043 player->last_animation = NO_ANIM;
1045 if (old_anim != NO_ANIM) {
1046 m_animation_range = player->local_animations[0];
1051 // Update local player animations
1052 if ((player->last_animation != old_anim ||
1053 m_animation_speed != old_anim_speed) &&
1054 player->last_animation != NO_ANIM && allow_update)
1060 if (m_visuals_expired && m_smgr) {
1061 m_visuals_expired = false;
1063 // Attachments, part 1: All attached objects must be unparented first,
1064 // or Irrlicht causes a segmentation fault
1065 for (u16 cao_id : m_attachment_child_ids) {
1066 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1068 scene::ISceneNode *child_node = obj->getSceneNode();
1069 // The node's parent is always an IDummyTraformationSceneNode,
1070 // so we need to reparent that one instead.
1072 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1076 removeFromScene(false);
1077 addToScene(m_client->tsrc());
1079 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1080 for (u16 cao_id : m_attachment_child_ids) {
1081 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1083 obj->updateAttachments();
1087 // Make sure m_is_visible is always applied
1088 scene::ISceneNode *node = getSceneNode();
1090 node->setVisible(m_is_visible);
1092 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1094 // Set these for later
1095 m_position = getPosition();
1096 m_velocity = v3f(0,0,0);
1097 m_acceleration = v3f(0,0,0);
1098 pos_translator.val_current = m_position;
1099 pos_translator.val_target = m_position;
1101 rot_translator.translate(dtime);
1102 v3f lastpos = pos_translator.val_current;
1106 aabb3f box = m_prop.collisionbox;
1109 collisionMoveResult moveresult;
1110 f32 pos_max_d = BS*0.125; // Distance per iteration
1111 v3f p_pos = m_position;
1112 v3f p_velocity = m_velocity;
1113 moveresult = collisionMoveSimple(env,env->getGameDef(),
1114 pos_max_d, box, m_prop.stepheight, dtime,
1115 &p_pos, &p_velocity, m_acceleration,
1116 this, m_prop.collideWithObjects);
1119 m_velocity = p_velocity;
1121 bool is_end_position = moveresult.collides;
1122 pos_translator.update(m_position, is_end_position, dtime);
1124 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1125 m_velocity += dtime * m_acceleration;
1126 pos_translator.update(m_position, pos_translator.aim_is_end,
1127 pos_translator.anim_time);
1129 pos_translator.translate(dtime);
1132 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1133 m_step_distance_counter += moved;
1134 if (m_step_distance_counter > 1.5f * BS) {
1135 m_step_distance_counter = 0.0f;
1136 if (!m_is_local_player && m_prop.makes_footstep_sound) {
1137 const NodeDefManager *ndef = m_client->ndef();
1138 v3s16 p = floatToInt(getPosition() +
1139 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1140 MapNode n = m_env->getMap().getNode(p);
1141 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1142 // Reduce footstep gain, as non-local-player footsteps are
1145 m_client->sound()->playSoundAt(spec, false, getPosition());
1150 m_anim_timer += dtime;
1151 if(m_anim_timer >= m_anim_framelength)
1153 m_anim_timer -= m_anim_framelength;
1155 if(m_anim_frame >= m_anim_num_frames)
1161 if(m_reset_textures_timer >= 0)
1163 m_reset_textures_timer -= dtime;
1164 if(m_reset_textures_timer <= 0) {
1165 m_reset_textures_timer = -1;
1166 updateTextures(m_previous_texture_modifier);
1170 if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
1171 // This is the child node's rotation. It is only used for automatic_rotate.
1172 v3f local_rot = node->getRotation();
1173 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1174 m_prop.automatic_rotate);
1175 node->setRotation(local_rot);
1178 if (!getParent() && m_prop.automatic_face_movement_dir &&
1179 (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
1180 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1181 + m_prop.automatic_face_movement_dir_offset;
1182 float max_rotation_per_sec =
1183 m_prop.automatic_face_movement_max_rotation_per_sec;
1185 if (max_rotation_per_sec > 0) {
1186 wrappedApproachShortest(m_rotation.Y, target_yaw,
1187 dtime * max_rotation_per_sec, 360.f);
1189 // Negative values of max_rotation_per_sec mean disabled.
1190 m_rotation.Y = target_yaw;
1193 rot_translator.val_current = m_rotation;
1197 if (m_animated_meshnode) {
1198 // Everything must be updated; the whole transform
1199 // chain as well as the animated mesh node.
1200 // Otherwise, bone attachments would be relative to
1201 // a position that's one frame old.
1203 updatePositionRecursive(m_matrixnode);
1204 m_animated_meshnode->updateAbsolutePosition();
1205 m_animated_meshnode->animateJoints();
1206 updateBonePosition();
1210 void GenericCAO::updateTexturePos()
1214 scene::ICameraSceneNode* camera =
1215 m_spritenode->getSceneManager()->getActiveCamera();
1218 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1219 - camera->getAbsolutePosition();
1220 cam_to_entity.normalize();
1222 int row = m_tx_basepos.Y;
1223 int col = m_tx_basepos.X;
1225 // Yawpitch goes rightwards
1226 if (m_tx_select_horiz_by_yawpitch) {
1227 if (cam_to_entity.Y > 0.75)
1229 else if (cam_to_entity.Y < -0.75)
1233 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1234 float dir = mob_dir - m_rotation.Y;
1235 dir = wrapDegrees_180(dir);
1236 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1238 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1240 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1242 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1249 // Animation goes downwards
1250 row += m_anim_frame;
1252 float txs = m_tx_size.X;
1253 float tys = m_tx_size.Y;
1254 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1257 else if (m_meshnode) {
1258 if (m_prop.visual == "upright_sprite") {
1259 int row = m_tx_basepos.Y;
1260 int col = m_tx_basepos.X;
1262 // Animation goes downwards
1263 row += m_anim_frame;
1265 const auto &tx = m_tx_size;
1266 v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1267 tx * v2f(col+1, row+1),
1268 tx * v2f(col, row+1),
1270 tx * v2f(col+1, row),
1272 auto mesh = m_meshnode->getMesh();
1273 setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1274 setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1279 // Do not pass by reference, see header.
1280 void GenericCAO::updateTextures(std::string mod)
1282 ITextureSource *tsrc = m_client->tsrc();
1284 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1285 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1286 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1288 m_previous_texture_modifier = m_current_texture_modifier;
1289 m_current_texture_modifier = mod;
1290 m_glow = m_prop.glow;
1293 if (m_prop.visual == "sprite") {
1294 std::string texturestring = "unknown_node.png";
1295 if (!m_prop.textures.empty())
1296 texturestring = m_prop.textures[0];
1297 texturestring += mod;
1298 m_spritenode->getMaterial(0).MaterialType = m_material_type;
1299 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1300 m_spritenode->setMaterialTexture(0,
1301 tsrc->getTextureForMesh(texturestring));
1303 // This allows setting per-material colors. However, until a real lighting
1304 // system is added, the code below will have no effect. Once MineTest
1305 // has directional lighting, it should work automatically.
1306 if (!m_prop.colors.empty()) {
1307 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1308 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1309 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1312 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1313 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1314 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1318 else if (m_animated_meshnode) {
1319 if (m_prop.visual == "mesh") {
1320 for (u32 i = 0; i < m_prop.textures.size() &&
1321 i < m_animated_meshnode->getMaterialCount(); ++i) {
1322 std::string texturestring = m_prop.textures[i];
1323 if (texturestring.empty())
1324 continue; // Empty texture string means don't modify that material
1325 texturestring += mod;
1326 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1328 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1332 // Set material flags and texture
1333 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1334 material.MaterialType = m_material_type;
1335 material.MaterialTypeParam = 0.5f;
1336 material.TextureLayer[0].Texture = texture;
1337 material.setFlag(video::EMF_LIGHTING, true);
1338 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1339 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1341 // don't filter low-res textures, makes them look blurry
1342 // player models have a res of 64
1343 const core::dimension2d<u32> &size = texture->getOriginalSize();
1344 const u32 res = std::min(size.Height, size.Width);
1345 use_trilinear_filter &= res > 64;
1346 use_bilinear_filter &= res > 64;
1348 m_animated_meshnode->getMaterial(i)
1349 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1350 m_animated_meshnode->getMaterial(i)
1351 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1352 m_animated_meshnode->getMaterial(i)
1353 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1355 for (u32 i = 0; i < m_prop.colors.size() &&
1356 i < m_animated_meshnode->getMaterialCount(); ++i)
1358 // This allows setting per-material colors. However, until a real lighting
1359 // system is added, the code below will have no effect. Once MineTest
1360 // has directional lighting, it should work automatically.
1361 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1362 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1363 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1368 else if (m_meshnode) {
1369 if(m_prop.visual == "cube")
1371 for (u32 i = 0; i < 6; ++i)
1373 std::string texturestring = "unknown_node.png";
1374 if(m_prop.textures.size() > i)
1375 texturestring = m_prop.textures[i];
1376 texturestring += mod;
1379 // Set material flags and texture
1380 video::SMaterial& material = m_meshnode->getMaterial(i);
1381 material.MaterialType = m_material_type;
1382 material.MaterialTypeParam = 0.5f;
1383 material.setFlag(video::EMF_LIGHTING, false);
1384 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1385 material.setTexture(0,
1386 tsrc->getTextureForMesh(texturestring));
1387 material.getTextureMatrix(0).makeIdentity();
1389 // This allows setting per-material colors. However, until a real lighting
1390 // system is added, the code below will have no effect. Once MineTest
1391 // has directional lighting, it should work automatically.
1392 if(m_prop.colors.size() > i)
1394 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1395 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1396 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1399 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1400 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1401 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1403 } else if (m_prop.visual == "upright_sprite") {
1404 scene::IMesh *mesh = m_meshnode->getMesh();
1406 std::string tname = "unknown_object.png";
1407 if (!m_prop.textures.empty())
1408 tname = m_prop.textures[0];
1410 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1411 buf->getMaterial().setTexture(0,
1412 tsrc->getTextureForMesh(tname));
1414 // This allows setting per-material colors. However, until a real lighting
1415 // system is added, the code below will have no effect. Once MineTest
1416 // has directional lighting, it should work automatically.
1417 if(!m_prop.colors.empty()) {
1418 buf->getMaterial().AmbientColor = m_prop.colors[0];
1419 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1420 buf->getMaterial().SpecularColor = m_prop.colors[0];
1423 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1424 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1425 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1428 std::string tname = "unknown_object.png";
1429 if (m_prop.textures.size() >= 2)
1430 tname = m_prop.textures[1];
1431 else if (!m_prop.textures.empty())
1432 tname = m_prop.textures[0];
1434 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1435 buf->getMaterial().setTexture(0,
1436 tsrc->getTextureForMesh(tname));
1438 // This allows setting per-material colors. However, until a real lighting
1439 // system is added, the code below will have no effect. Once MineTest
1440 // has directional lighting, it should work automatically.
1441 if (m_prop.colors.size() >= 2) {
1442 buf->getMaterial().AmbientColor = m_prop.colors[1];
1443 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1444 buf->getMaterial().SpecularColor = m_prop.colors[1];
1445 } else if (!m_prop.colors.empty()) {
1446 buf->getMaterial().AmbientColor = m_prop.colors[0];
1447 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1448 buf->getMaterial().SpecularColor = m_prop.colors[0];
1451 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1452 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1453 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1455 // Set mesh color (only if lighting is disabled)
1456 if (!m_prop.colors.empty() && m_glow < 0)
1457 setMeshColor(mesh, m_prop.colors[0]);
1460 // Prevent showing the player after changing texture
1461 if (m_is_local_player)
1462 updateMeshCulling();
1465 void GenericCAO::updateAnimation()
1467 if (!m_animated_meshnode)
1470 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1471 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1472 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1473 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1474 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1475 m_animated_meshnode->setTransitionTime(m_animation_blend);
1476 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1477 m_animated_meshnode->setLoopMode(m_animation_loop);
1480 void GenericCAO::updateAnimationSpeed()
1482 if (!m_animated_meshnode)
1485 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1488 void GenericCAO::updateBonePosition()
1490 if (m_bone_position.empty() || !m_animated_meshnode)
1493 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1494 for (auto &it : m_bone_position) {
1495 std::string bone_name = it.first;
1496 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1498 bone->setPosition(it.second.X);
1499 bone->setRotation(it.second.Y);
1503 // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1504 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1505 irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1509 //If bone is manually positioned there is no need to perform the bug check
1511 for (auto &it : m_bone_position) {
1512 if (it.first == bone->getName()) {
1520 // Workaround for Irrlicht bug
1521 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1522 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1523 // and update the bones transformation.
1524 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1525 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1526 if (offset > 179.9f && offset < 180.1f) {
1527 bone->setRotation(bone_rot);
1528 bone->updateAbsolutePosition();
1531 // The following is needed for set_bone_pos to propagate to
1532 // attached objects correctly.
1533 // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1534 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1535 auto bone = m_animated_meshnode->getJointNode(i);
1536 // Look for the root bone.
1537 if (bone && bone->getParent() == m_animated_meshnode) {
1538 // Update entire skeleton.
1539 bone->updateAbsolutePositionOfAllChildren();
1545 void GenericCAO::updateAttachments()
1547 ClientActiveObject *parent = getParent();
1549 m_attached_to_local = parent && parent->isLocalPlayer();
1552 Following cases exist:
1553 m_attachment_parent_id == 0 && !parent
1554 This object is not attached
1555 m_attachment_parent_id != 0 && parent
1556 This object is attached
1557 m_attachment_parent_id != 0 && !parent
1558 This object will be attached as soon the parent is known
1559 m_attachment_parent_id == 0 && parent
1563 if (!parent) { // Detach or don't attach
1565 v3s16 camera_offset = m_env->getCameraOffset();
1566 v3f old_pos = getPosition();
1568 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1569 getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1570 m_matrixnode->updateAbsolutePosition();
1575 parent->updateAttachments();
1576 scene::ISceneNode *parent_node = parent->getSceneNode();
1577 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1578 parent->getAnimatedMeshSceneNode();
1579 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1580 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1583 if (m_matrixnode && parent_node) {
1584 m_matrixnode->setParent(parent_node);
1585 parent_node->updateAbsolutePosition();
1586 getPosRotMatrix().setTranslation(m_attachment_position);
1587 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1588 // use Irrlicht eulers instead
1589 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1590 m_matrixnode->updateAbsolutePosition();
1595 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1597 const ObjectProperties &old = m_prop;
1598 /* Visuals do not need to be expired for:
1599 * - nametag props: handled by updateNametag()
1600 * - textures: handled by updateTextures()
1601 * - sprite props: handled by updateTexturePos()
1602 * - glow: handled by updateLight()
1603 * - any other properties that do not change appearance
1606 bool uses_legacy_texture = new_.wield_item.empty() &&
1607 (new_.visual == "wielditem" || new_.visual == "item");
1608 // Ordered to compare primitive types before std::vectors
1609 return old.backface_culling != new_.backface_culling ||
1610 old.is_visible != new_.is_visible ||
1611 old.mesh != new_.mesh ||
1612 old.shaded != new_.shaded ||
1613 old.use_texture_alpha != new_.use_texture_alpha ||
1614 old.visual != new_.visual ||
1615 old.visual_size != new_.visual_size ||
1616 old.wield_item != new_.wield_item ||
1617 old.colors != new_.colors ||
1618 (uses_legacy_texture && old.textures != new_.textures);
1621 void GenericCAO::processMessage(const std::string &data)
1623 //infostream<<"GenericCAO: Got message"<<std::endl;
1624 std::istringstream is(data, std::ios::binary);
1626 u8 cmd = readU8(is);
1627 if (cmd == AO_CMD_SET_PROPERTIES) {
1628 ObjectProperties newprops;
1629 newprops.show_on_minimap = m_is_player; // default
1631 newprops.deSerialize(is);
1633 // Check what exactly changed
1634 bool expire_visuals = visualExpiryRequired(newprops);
1635 bool textures_changed = m_prop.textures != newprops.textures;
1638 m_prop = std::move(newprops);
1640 m_selection_box = m_prop.selectionbox;
1641 m_selection_box.MinEdge *= BS;
1642 m_selection_box.MaxEdge *= BS;
1644 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1645 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1647 if(!m_initial_tx_basepos_set){
1648 m_initial_tx_basepos_set = true;
1649 m_tx_basepos = m_prop.initial_sprite_basepos;
1651 if (m_is_local_player) {
1652 LocalPlayer *player = m_env->getLocalPlayer();
1653 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1654 aabb3f collision_box = m_prop.collisionbox;
1655 collision_box.MinEdge *= BS;
1656 collision_box.MaxEdge *= BS;
1657 player->setCollisionbox(collision_box);
1658 player->setEyeHeight(m_prop.eye_height);
1659 player->setZoomFOV(m_prop.zoom_fov);
1662 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1663 m_prop.nametag = m_name;
1664 if (m_is_local_player)
1665 m_prop.show_on_minimap = false;
1667 if (expire_visuals) {
1670 infostream << "GenericCAO: properties updated but expiring visuals"
1671 << " not necessary" << std::endl;
1672 if (textures_changed) {
1673 // don't update while punch texture modifier is active
1674 if (m_reset_textures_timer < 0)
1675 updateTextures(m_current_texture_modifier);
1680 } else if (cmd == AO_CMD_UPDATE_POSITION) {
1681 // Not sent by the server if this object is an attachment.
1682 // We might however get here if the server notices the object being detached before the client.
1683 m_position = readV3F32(is);
1684 m_velocity = readV3F32(is);
1685 m_acceleration = readV3F32(is);
1686 m_rotation = readV3F32(is);
1688 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1689 bool do_interpolate = readU8(is);
1690 bool is_end_position = readU8(is);
1691 float update_interval = readF32(is);
1693 // Place us a bit higher if we're physical, to not sink into
1694 // the ground due to sucky collision detection...
1696 m_position += v3f(0,0.002,0);
1698 if(getParent() != NULL) // Just in case
1703 if(!m_prop.physical)
1704 pos_translator.update(m_position, is_end_position, update_interval);
1706 pos_translator.init(m_position);
1708 rot_translator.update(m_rotation, false, update_interval);
1710 } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1711 std::string mod = deSerializeString16(is);
1713 // immediately reset a engine issued texture modifier if a mod sends a different one
1714 if (m_reset_textures_timer > 0) {
1715 m_reset_textures_timer = -1;
1716 updateTextures(m_previous_texture_modifier);
1718 updateTextures(mod);
1719 } else if (cmd == AO_CMD_SET_SPRITE) {
1720 v2s16 p = readV2S16(is);
1721 int num_frames = readU16(is);
1722 float framelength = readF32(is);
1723 bool select_horiz_by_yawpitch = readU8(is);
1726 m_anim_num_frames = num_frames;
1727 m_anim_framelength = framelength;
1728 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1731 } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1732 float override_speed = readF32(is);
1733 float override_jump = readF32(is);
1734 float override_gravity = readF32(is);
1735 // these are sent inverted so we get true when the server sends nothing
1736 bool sneak = !readU8(is);
1737 bool sneak_glitch = !readU8(is);
1738 bool new_move = !readU8(is);
1741 if(m_is_local_player)
1743 LocalPlayer *player = m_env->getLocalPlayer();
1744 player->physics_override_speed = override_speed;
1745 player->physics_override_jump = override_jump;
1746 player->physics_override_gravity = override_gravity;
1747 player->physics_override_sneak = sneak;
1748 player->physics_override_sneak_glitch = sneak_glitch;
1749 player->physics_override_new_move = new_move;
1751 } else if (cmd == AO_CMD_SET_ANIMATION) {
1752 // TODO: change frames send as v2s32 value
1753 v2f range = readV2F32(is);
1754 if (!m_is_local_player) {
1755 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1756 m_animation_speed = readF32(is);
1757 m_animation_blend = readF32(is);
1758 // these are sent inverted so we get true when the server sends nothing
1759 m_animation_loop = !readU8(is);
1762 LocalPlayer *player = m_env->getLocalPlayer();
1763 if(player->last_animation == NO_ANIM)
1765 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1766 m_animation_speed = readF32(is);
1767 m_animation_blend = readF32(is);
1768 // these are sent inverted so we get true when the server sends nothing
1769 m_animation_loop = !readU8(is);
1771 // update animation only if local animations present
1772 // and received animation is unknown (except idle animation)
1773 bool is_known = false;
1774 for (int i = 1;i<4;i++)
1776 if(m_animation_range.Y == player->local_animations[i].Y)
1780 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1785 } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1786 m_animation_speed = readF32(is);
1787 updateAnimationSpeed();
1788 } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1789 std::string bone = deSerializeString16(is);
1790 v3f position = readV3F32(is);
1791 v3f rotation = readV3F32(is);
1792 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1794 // updateBonePosition(); now called every step
1795 } else if (cmd == AO_CMD_ATTACH_TO) {
1796 u16 parent_id = readS16(is);
1797 std::string bone = deSerializeString16(is);
1798 v3f position = readV3F32(is);
1799 v3f rotation = readV3F32(is);
1800 bool force_visible = readU8(is); // Returns false for EOF
1802 setAttachment(parent_id, bone, position, rotation, force_visible);
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 const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
1923 if (m_meshnode && m_prop.visual == "upright_sprite") {
1924 u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
1925 for (u32 i = 0; i < buffers; i++) {
1926 video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
1927 // upright sprite has no backface culling
1928 mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
1933 irr::scene::ISceneNode *node = getSceneNode();
1938 // Hide the mesh by culling both front and
1939 // back faces. Serious hackyness but it works for our
1940 // purposes. This also preserves the skeletal armature.
1941 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1943 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1946 // Restore mesh visibility.
1947 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1948 m_prop.backface_culling);
1949 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1955 GenericCAO proto_GenericCAO(NULL, NULL);