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"
51 struct ToolCapabilities;
53 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
56 void SmoothTranslator<T>::init(T current)
59 val_current = current;
62 anim_time_counter = 0;
67 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
69 aim_is_end = is_end_position;
70 val_old = val_current;
71 val_target = new_target;
72 if (update_interval > 0) {
73 anim_time = update_interval;
75 if (anim_time < 0.001 || anim_time > 1.0)
76 anim_time = anim_time_counter;
78 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
80 anim_time_counter = 0;
84 void SmoothTranslator<T>::translate(f32 dtime)
86 anim_time_counter = anim_time_counter + dtime;
87 T val_diff = val_target - val_old;
89 if (anim_time > 0.001)
90 moveratio = anim_time_counter / anim_time;
91 f32 move_end = aim_is_end ? 1.0 : 1.5;
93 // Move a bit less than should, to avoid oscillation
94 moveratio = std::min(moveratio * 0.8f, move_end);
95 val_current = val_old + val_diff * moveratio;
98 void SmoothTranslatorWrapped::translate(f32 dtime)
100 anim_time_counter = anim_time_counter + dtime;
101 f32 val_diff = std::abs(val_target - val_old);
102 if (val_diff > 180.f)
103 val_diff = 360.f - val_diff;
106 if (anim_time > 0.001)
107 moveratio = anim_time_counter / anim_time;
108 f32 move_end = aim_is_end ? 1.0 : 1.5;
110 // Move a bit less than should, to avoid oscillation
111 moveratio = std::min(moveratio * 0.8f, move_end);
112 wrappedApproachShortest(val_current, val_target,
113 val_diff * moveratio, 360.f);
116 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
118 anim_time_counter = anim_time_counter + dtime;
121 val_diff_v3f.X = std::abs(val_target.X - val_old.X);
122 val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
123 val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
125 if (val_diff_v3f.X > 180.f)
126 val_diff_v3f.X = 360.f - val_diff_v3f.X;
128 if (val_diff_v3f.Y > 180.f)
129 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
131 if (val_diff_v3f.Z > 180.f)
132 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
135 if (anim_time > 0.001)
136 moveratio = anim_time_counter / anim_time;
137 f32 move_end = aim_is_end ? 1.0 : 1.5;
139 // Move a bit less than should, to avoid oscillation
140 moveratio = std::min(moveratio * 0.8f, move_end);
141 wrappedApproachShortest(val_current.X, val_target.X,
142 val_diff_v3f.X * moveratio, 360.f);
144 wrappedApproachShortest(val_current.Y, val_target.Y,
145 val_diff_v3f.Y * moveratio, 360.f);
147 wrappedApproachShortest(val_current.Z, val_target.Z,
148 val_diff_v3f.Z * moveratio, 360.f);
155 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
156 float txs, float tys, int col, int row)
158 video::SMaterial& material = bill->getMaterial(0);
159 core::matrix4& matrix = material.getTextureMatrix(0);
160 matrix.setTextureTranslate(txs*col, tys*row);
161 matrix.setTextureScale(txs, tys);
168 class TestCAO : public ClientActiveObject
171 TestCAO(Client *client, ClientEnvironment *env);
172 virtual ~TestCAO() = default;
174 ActiveObjectType getType() const
176 return ACTIVEOBJECT_TYPE_TEST;
179 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
181 void addToScene(ITextureSource *tsrc);
182 void removeFromScene(bool permanent);
183 void updateLight(u8 light_at_pos);
184 v3s16 getLightPosition();
185 void updateNodePos();
187 void step(float dtime, ClientEnvironment *env);
189 void processMessage(const std::string &data);
191 bool getCollisionBox(aabb3f *toset) const { return false; }
193 scene::IMeshSceneNode *m_node;
198 TestCAO proto_TestCAO(NULL, NULL);
200 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
201 ClientActiveObject(0, client, env),
203 m_position(v3f(0,10*BS,0))
205 ClientActiveObject::registerType(getType(), create);
208 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
210 return new TestCAO(client, env);
213 void TestCAO::addToScene(ITextureSource *tsrc)
218 //video::IVideoDriver* driver = smgr->getVideoDriver();
220 scene::SMesh *mesh = new scene::SMesh();
221 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
222 video::SColor c(255,255,255,255);
223 video::S3DVertex vertices[4] =
225 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
226 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
227 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
228 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
230 u16 indices[] = {0,1,2,2,3,0};
231 buf->append(vertices, 4, indices, 6);
233 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
234 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
235 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
236 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
237 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
238 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
240 mesh->addMeshBuffer(buf);
242 m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
247 void TestCAO::removeFromScene(bool permanent)
256 void TestCAO::updateLight(u8 light_at_pos)
260 v3s16 TestCAO::getLightPosition()
262 return floatToInt(m_position, BS);
265 void TestCAO::updateNodePos()
270 m_node->setPosition(m_position);
271 //m_node->setRotation(v3f(0, 45, 0));
274 void TestCAO::step(float dtime, ClientEnvironment *env)
278 v3f rot = m_node->getRotation();
279 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
280 rot.Y += dtime * 180;
281 m_node->setRotation(rot);
285 void TestCAO::processMessage(const std::string &data)
287 infostream<<"TestCAO: Got data: "<<data<<std::endl;
288 std::istringstream is(data, std::ios::binary);
306 #include "genericobject.h"
307 #include "clientobject.h"
309 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
310 ClientActiveObject(0, client, env)
312 if (client == NULL) {
313 ClientActiveObject::registerType(getType(), create);
319 bool GenericCAO::getCollisionBox(aabb3f *toset) const
323 //update collision box
324 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
325 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
327 toset->MinEdge += m_position;
328 toset->MaxEdge += m_position;
336 bool GenericCAO::collideWithObjects() const
338 return m_prop.collideWithObjects;
341 void GenericCAO::initialize(const std::string &data)
343 infostream<<"GenericCAO: Got init data"<<std::endl;
344 processInitData(data);
347 // Check if it's the current player
348 LocalPlayer *player = m_env->getLocalPlayer();
349 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
350 m_is_local_player = true;
351 m_is_visible = false;
352 player->setCAO(this);
357 void GenericCAO::processInitData(const std::string &data)
359 std::istringstream is(data, std::ios::binary);
360 const u8 version = readU8(is);
363 errorstream << "GenericCAO: Unsupported init data version"
368 // PROTOCOL_VERSION >= 37
369 m_name = deSerializeString(is);
370 m_is_player = readU8(is);
372 m_position = readV3F32(is);
373 m_rotation = readV3F32(is);
376 const u8 num_messages = readU8(is);
378 for (int i = 0; i < num_messages; i++) {
379 std::string message = deSerializeLongString(is);
380 processMessage(message);
383 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
384 pos_translator.init(m_position);
385 rot_translator.init(m_rotation);
389 GenericCAO::~GenericCAO()
391 removeFromScene(true);
394 bool GenericCAO::getSelectionBox(aabb3f *toset) const
396 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
397 || !m_prop.pointable) {
400 *toset = m_selection_box;
404 v3f GenericCAO::getPosition()
406 if (getParent() != nullptr) {
408 return m_matrixnode->getAbsolutePosition();
412 return pos_translator.val_current;
415 const bool GenericCAO::isImmortal()
417 return itemgroup_get(getGroups(), "immortal");
420 scene::ISceneNode* GenericCAO::getSceneNode()
426 if (m_animated_meshnode) {
427 return m_animated_meshnode;
430 if (m_wield_meshnode) {
431 return m_wield_meshnode;
440 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
442 return m_animated_meshnode;
445 void GenericCAO::setChildrenVisible(bool toset)
447 for (u16 cao_id : m_attachment_child_ids) {
448 GenericCAO *obj = m_env->getGenericCAO(cao_id);
450 obj->setVisible(toset);
455 void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
457 int old_parent = m_attachment_parent_id;
458 m_attachment_parent_id = parent_id;
459 m_attachment_bone = bone;
460 m_attachment_position = position;
461 m_attachment_rotation = rotation;
463 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
465 if (parent_id != old_parent) {
466 if (auto *o = m_env->getActiveObject(old_parent))
467 o->removeAttachmentChild(m_id);
469 parent->addAttachmentChild(m_id);
475 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
478 *parent_id = m_attachment_parent_id;
479 *bone = m_attachment_bone;
480 *position = m_attachment_position;
481 *rotation = m_attachment_rotation;
484 void GenericCAO::clearChildAttachments()
486 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
487 while (!m_attachment_child_ids.empty()) {
488 int child_id = *m_attachment_child_ids.begin();
490 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
491 child->setAttachment(0, "", v3f(), v3f());
493 removeAttachmentChild(child_id);
497 void GenericCAO::clearParentAttachment()
499 if (m_attachment_parent_id)
500 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
502 setAttachment(0, "", v3f(), v3f());
505 void GenericCAO::addAttachmentChild(int child_id)
507 m_attachment_child_ids.insert(child_id);
510 void GenericCAO::removeAttachmentChild(int child_id)
512 m_attachment_child_ids.erase(child_id);
515 ClientActiveObject* GenericCAO::getParent() const
517 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
521 void GenericCAO::removeFromScene(bool permanent)
523 // Should be true when removing the object permanently
524 // and false when refreshing (eg: updating visuals)
525 if (m_env && permanent) {
526 clearChildAttachments();
527 clearParentAttachment();
531 m_meshnode->remove();
533 m_meshnode = nullptr;
534 } else if (m_animated_meshnode) {
535 m_animated_meshnode->remove();
536 m_animated_meshnode->drop();
537 m_animated_meshnode = nullptr;
538 } else if (m_wield_meshnode) {
539 m_wield_meshnode->remove();
540 m_wield_meshnode->drop();
541 m_wield_meshnode = nullptr;
542 } else if (m_spritenode) {
543 m_spritenode->remove();
544 m_spritenode->drop();
545 m_spritenode = nullptr;
549 m_matrixnode->remove();
550 m_matrixnode->drop();
551 m_matrixnode = nullptr;
555 m_client->getCamera()->removeNametag(m_nametag);
560 void GenericCAO::addToScene(ITextureSource *tsrc)
562 m_smgr = RenderingEngine::get_scene_manager();
564 if (getSceneNode() != NULL) {
568 m_visuals_expired = false;
570 if (!m_prop.is_visible) {
574 video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
575 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
577 if (m_prop.visual == "sprite") {
578 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
579 m_matrixnode = RenderingEngine::get_scene_manager()->
580 addDummyTransformationSceneNode();
581 m_matrixnode->grab();
582 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
583 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
584 m_spritenode->grab();
585 m_spritenode->setMaterialTexture(0,
586 tsrc->getTextureForMesh("unknown_node.png"));
587 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
588 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
589 m_spritenode->setMaterialType(material_type);
590 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
591 u8 li = m_last_light;
592 m_spritenode->setColor(video::SColor(255,li,li,li));
593 m_spritenode->setSize(v2f(m_prop.visual_size.X,
594 m_prop.visual_size.Y) * BS);
596 const float txs = 1.0 / 1;
597 const float tys = 1.0 / 1;
598 setBillboardTextureMatrix(m_spritenode,
601 } else if (m_prop.visual == "upright_sprite") {
602 scene::SMesh *mesh = new scene::SMesh();
603 double dx = BS * m_prop.visual_size.X / 2;
604 double dy = BS * m_prop.visual_size.Y / 2;
605 u8 li = m_last_light;
606 video::SColor c(255, li, li, li);
609 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
610 video::S3DVertex vertices[4] = {
611 video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
612 video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
613 video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
614 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
617 // Move minimal Y position to 0 (feet position)
618 for (video::S3DVertex &vertex : vertices)
621 u16 indices[] = {0,1,2,2,3,0};
622 buf->append(vertices, 4, indices, 6);
624 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
625 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
626 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
627 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
629 mesh->addMeshBuffer(buf);
633 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
634 video::S3DVertex vertices[4] = {
635 video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
636 video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
637 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
638 video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
641 // Move minimal Y position to 0 (feet position)
642 for (video::S3DVertex &vertex : vertices)
645 u16 indices[] = {0,1,2,2,3,0};
646 buf->append(vertices, 4, indices, 6);
648 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
649 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
650 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
651 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
653 mesh->addMeshBuffer(buf);
656 m_matrixnode = RenderingEngine::get_scene_manager()->
657 addDummyTransformationSceneNode();
658 m_matrixnode->grab();
659 m_meshnode = RenderingEngine::get_scene_manager()->
660 addMeshSceneNode(mesh, m_matrixnode);
663 // Set it to use the materials of the meshbuffers directly.
664 // This is needed for changing the texture in the future
665 m_meshnode->setReadOnlyMaterials(true);
666 } else if (m_prop.visual == "cube") {
667 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
668 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
669 m_matrixnode = RenderingEngine::get_scene_manager()->
670 addDummyTransformationSceneNode(nullptr);
671 m_matrixnode->grab();
672 m_meshnode = RenderingEngine::get_scene_manager()->
673 addMeshSceneNode(mesh, m_matrixnode);
677 m_meshnode->setScale(m_prop.visual_size);
678 u8 li = m_last_light;
679 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
681 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
682 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
683 m_meshnode->setMaterialType(material_type);
684 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
685 } else if (m_prop.visual == "mesh") {
686 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
687 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
689 m_matrixnode = RenderingEngine::get_scene_manager()->
690 addDummyTransformationSceneNode(nullptr);
691 m_matrixnode->grab();
692 m_animated_meshnode = RenderingEngine::get_scene_manager()->
693 addAnimatedMeshSceneNode(mesh, m_matrixnode);
694 m_animated_meshnode->grab();
695 mesh->drop(); // The scene node took hold of it
696 m_animated_meshnode->animateJoints(); // Needed for some animations
697 m_animated_meshnode->setScale(m_prop.visual_size);
698 u8 li = m_last_light;
700 // set vertex colors to ensure alpha is set
701 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
703 setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
705 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
706 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
707 m_animated_meshnode->setMaterialType(material_type);
708 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
709 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
710 m_prop.backface_culling);
712 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
713 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
715 infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
716 if (m_prop.wield_item.empty()) {
717 // Old format, only textures are specified.
718 infostream << "textures: " << m_prop.textures.size() << std::endl;
719 if (!m_prop.textures.empty()) {
720 infostream << "textures[0]: " << m_prop.textures[0]
722 IItemDefManager *idef = m_client->idef();
723 item = ItemStack(m_prop.textures[0], 1, 0, idef);
726 infostream << "serialized form: " << m_prop.wield_item << std::endl;
727 item.deSerialize(m_prop.wield_item, m_client->idef());
729 m_matrixnode = RenderingEngine::get_scene_manager()->
730 addDummyTransformationSceneNode(nullptr);
731 m_matrixnode->grab();
732 m_wield_meshnode = new WieldMeshSceneNode(
733 RenderingEngine::get_scene_manager(), -1);
734 m_wield_meshnode->setParent(m_matrixnode);
735 m_wield_meshnode->setItem(item, m_client,
736 (m_prop.visual == "wielditem"));
738 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
739 u8 li = m_last_light;
740 m_wield_meshnode->setColor(video::SColor(255, li, li, li));
742 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
743 <<"\" not supported"<<std::endl;
746 /* don't update while punch texture modifier is active */
747 if (m_reset_textures_timer < 0)
748 updateTextures(m_current_texture_modifier);
750 scene::ISceneNode *node = getSceneNode();
752 if (node && !m_prop.nametag.empty() && !m_is_local_player) {
755 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
756 m_nametag = m_client->getCamera()->addNametag(node,
757 m_prop.nametag, m_prop.nametag_color,
763 updateBonePosition();
767 void GenericCAO::updateLight(u8 light_at_pos)
769 // Don't update light of attached one
770 if (getParent() != NULL) {
774 updateLightNoCheck(light_at_pos);
776 // Update light of all children
777 for (u16 i : m_attachment_child_ids) {
778 ClientActiveObject *obj = m_env->getActiveObject(i);
780 obj->updateLightNoCheck(light_at_pos);
785 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
790 u8 li = decode_light(light_at_pos + m_glow);
791 if (li != m_last_light) {
793 video::SColor color(255,li,li,li);
795 setMeshColor(m_meshnode->getMesh(), color);
796 } else if (m_animated_meshnode) {
797 setAnimatedMeshColor(m_animated_meshnode, color);
798 } else if (m_wield_meshnode) {
799 m_wield_meshnode->setColor(color);
800 } else if (m_spritenode) {
801 m_spritenode->setColor(color);
806 v3s16 GenericCAO::getLightPosition()
809 return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
811 return floatToInt(m_position, BS);
814 void GenericCAO::updateNodePos()
816 if (getParent() != NULL)
819 scene::ISceneNode *node = getSceneNode();
822 v3s16 camera_offset = m_env->getCameraOffset();
823 v3f pos = pos_translator.val_current -
824 intToFloat(camera_offset, BS);
825 getPosRotMatrix().setTranslation(pos);
826 if (node != m_spritenode) { // rotate if not a sprite
827 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
828 setPitchYawRoll(getPosRotMatrix(), rot);
833 void GenericCAO::step(float dtime, ClientEnvironment *env)
835 // Handel model of local player instantly to prevent lags
836 if (m_is_local_player) {
837 LocalPlayer *player = m_env->getLocalPlayer();
839 int old_anim = player->last_animation;
840 float old_anim_speed = player->last_animation_speed;
841 m_position = player->getPosition();
842 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
843 m_velocity = v3f(0,0,0);
844 m_acceleration = v3f(0,0,0);
845 pos_translator.val_current = m_position;
846 rot_translator.val_current = m_rotation;
847 const PlayerControl &controls = player->getPlayerControl();
849 bool walking = false;
850 if (controls.up || controls.down || controls.left || controls.right ||
851 controls.forw_move_joystick_axis != 0.f ||
852 controls.sidew_move_joystick_axis != 0.f)
855 f32 new_speed = player->local_animation_speed;
856 v2s32 new_anim = v2s32(0,0);
857 bool allow_update = false;
859 // increase speed if using fast or flying fast
860 if((g_settings->getBool("fast_move") &&
861 m_client->checkLocalPrivilege("fast")) &&
863 (!player->touching_ground &&
864 g_settings->getBool("free_move") &&
865 m_client->checkLocalPrivilege("fly"))))
867 // slowdown speed if sneeking
868 if (controls.sneak && walking)
871 if (walking && (controls.LMB || controls.RMB)) {
872 new_anim = player->local_animations[3];
873 player->last_animation = WD_ANIM;
875 new_anim = player->local_animations[1];
876 player->last_animation = WALK_ANIM;
877 } else if(controls.LMB || controls.RMB) {
878 new_anim = player->local_animations[2];
879 player->last_animation = DIG_ANIM;
882 // Apply animations if input detected and not attached
883 // or set idle animation
884 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
886 m_animation_range = new_anim;
887 m_animation_speed = new_speed;
888 player->last_animation_speed = m_animation_speed;
890 player->last_animation = NO_ANIM;
892 if (old_anim != NO_ANIM) {
893 m_animation_range = player->local_animations[0];
898 // Update local player animations
899 if ((player->last_animation != old_anim ||
900 m_animation_speed != old_anim_speed) &&
901 player->last_animation != NO_ANIM && allow_update)
907 if (m_visuals_expired && m_smgr) {
908 m_visuals_expired = false;
910 // Attachments, part 1: All attached objects must be unparented first,
911 // or Irrlicht causes a segmentation fault
912 for (u16 cao_id : m_attachment_child_ids) {
913 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
915 scene::ISceneNode *child_node = obj->getSceneNode();
916 // The node's parent is always an IDummyTraformationSceneNode,
917 // so we need to reparent that one instead.
919 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
923 removeFromScene(false);
924 addToScene(m_client->tsrc());
926 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
927 for (u16 cao_id : m_attachment_child_ids) {
928 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
930 obj->updateAttachments();
934 // Make sure m_is_visible is always applied
935 scene::ISceneNode *node = getSceneNode();
937 node->setVisible(m_is_visible);
939 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
941 // Set these for later
942 m_position = getPosition();
943 m_velocity = v3f(0,0,0);
944 m_acceleration = v3f(0,0,0);
945 pos_translator.val_current = m_position;
947 if(m_is_local_player) // Update local player attachment position
949 LocalPlayer *player = m_env->getLocalPlayer();
950 player->overridePosition = getParent()->getPosition();
953 rot_translator.translate(dtime);
954 v3f lastpos = pos_translator.val_current;
958 aabb3f box = m_prop.collisionbox;
961 collisionMoveResult moveresult;
962 f32 pos_max_d = BS*0.125; // Distance per iteration
963 v3f p_pos = m_position;
964 v3f p_velocity = m_velocity;
965 moveresult = collisionMoveSimple(env,env->getGameDef(),
966 pos_max_d, box, m_prop.stepheight, dtime,
967 &p_pos, &p_velocity, m_acceleration,
968 this, m_prop.collideWithObjects);
971 m_velocity = p_velocity;
973 bool is_end_position = moveresult.collides;
974 pos_translator.update(m_position, is_end_position, dtime);
975 pos_translator.translate(dtime);
978 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
979 m_velocity += dtime * m_acceleration;
980 pos_translator.update(m_position, pos_translator.aim_is_end,
981 pos_translator.anim_time);
982 pos_translator.translate(dtime);
986 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
987 m_step_distance_counter += moved;
988 if (m_step_distance_counter > 1.5f * BS) {
989 m_step_distance_counter = 0.0f;
990 if (!m_is_local_player && m_prop.makes_footstep_sound) {
991 const NodeDefManager *ndef = m_client->ndef();
992 v3s16 p = floatToInt(getPosition() +
993 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
994 MapNode n = m_env->getMap().getNode(p);
995 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
996 // Reduce footstep gain, as non-local-player footsteps are
999 m_client->sound()->playSoundAt(spec, false, getPosition());
1004 m_anim_timer += dtime;
1005 if(m_anim_timer >= m_anim_framelength)
1007 m_anim_timer -= m_anim_framelength;
1009 if(m_anim_frame >= m_anim_num_frames)
1015 if(m_reset_textures_timer >= 0)
1017 m_reset_textures_timer -= dtime;
1018 if(m_reset_textures_timer <= 0) {
1019 m_reset_textures_timer = -1;
1020 updateTextures(m_previous_texture_modifier);
1023 if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
1024 m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
1025 rot_translator.val_current = m_rotation;
1029 if (!getParent() && m_prop.automatic_face_movement_dir &&
1030 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
1031 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1032 + m_prop.automatic_face_movement_dir_offset;
1033 float max_rotation_per_sec =
1034 m_prop.automatic_face_movement_max_rotation_per_sec;
1036 if (max_rotation_per_sec > 0) {
1037 wrappedApproachShortest(m_rotation.Y, target_yaw,
1038 dtime * max_rotation_per_sec, 360.f);
1040 // Negative values of max_rotation_per_sec mean disabled.
1041 m_rotation.Y = target_yaw;
1044 rot_translator.val_current = m_rotation;
1049 void GenericCAO::updateTexturePos()
1053 scene::ICameraSceneNode* camera =
1054 m_spritenode->getSceneManager()->getActiveCamera();
1057 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1058 - camera->getAbsolutePosition();
1059 cam_to_entity.normalize();
1061 int row = m_tx_basepos.Y;
1062 int col = m_tx_basepos.X;
1064 if (m_tx_select_horiz_by_yawpitch) {
1065 if (cam_to_entity.Y > 0.75)
1067 else if (cam_to_entity.Y < -0.75)
1071 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1072 float dir = mob_dir - m_rotation.Y;
1073 dir = wrapDegrees_180(dir);
1074 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1076 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1078 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1080 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1087 // Animation goes downwards
1088 row += m_anim_frame;
1090 float txs = m_tx_size.X;
1091 float tys = m_tx_size.Y;
1092 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1096 // Do not pass by reference, see header.
1097 void GenericCAO::updateTextures(std::string mod)
1099 ITextureSource *tsrc = m_client->tsrc();
1101 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1102 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1103 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1105 m_previous_texture_modifier = m_current_texture_modifier;
1106 m_current_texture_modifier = mod;
1107 m_glow = m_prop.glow;
1109 video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
1110 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1113 if (m_prop.visual == "sprite") {
1114 std::string texturestring = "unknown_node.png";
1115 if (!m_prop.textures.empty())
1116 texturestring = m_prop.textures[0];
1117 texturestring += mod;
1118 m_spritenode->getMaterial(0).MaterialType = material_type;
1119 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1120 m_spritenode->setMaterialTexture(0,
1121 tsrc->getTextureForMesh(texturestring));
1123 // This allows setting per-material colors. However, until a real lighting
1124 // system is added, the code below will have no effect. Once MineTest
1125 // has directional lighting, it should work automatically.
1126 if (!m_prop.colors.empty()) {
1127 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1128 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1129 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1132 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1133 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1134 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1138 if (m_animated_meshnode) {
1139 if (m_prop.visual == "mesh") {
1140 for (u32 i = 0; i < m_prop.textures.size() &&
1141 i < m_animated_meshnode->getMaterialCount(); ++i) {
1142 std::string texturestring = m_prop.textures[i];
1143 if (texturestring.empty())
1144 continue; // Empty texture string means don't modify that material
1145 texturestring += mod;
1146 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1148 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1152 // Set material flags and texture
1153 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1154 material.MaterialType = material_type;
1155 material.MaterialTypeParam = 0.5f;
1156 material.TextureLayer[0].Texture = texture;
1157 material.setFlag(video::EMF_LIGHTING, true);
1158 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1159 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1161 // don't filter low-res textures, makes them look blurry
1162 // player models have a res of 64
1163 const core::dimension2d<u32> &size = texture->getOriginalSize();
1164 const u32 res = std::min(size.Height, size.Width);
1165 use_trilinear_filter &= res > 64;
1166 use_bilinear_filter &= res > 64;
1168 m_animated_meshnode->getMaterial(i)
1169 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1170 m_animated_meshnode->getMaterial(i)
1171 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1172 m_animated_meshnode->getMaterial(i)
1173 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1175 for (u32 i = 0; i < m_prop.colors.size() &&
1176 i < m_animated_meshnode->getMaterialCount(); ++i)
1178 // This allows setting per-material colors. However, until a real lighting
1179 // system is added, the code below will have no effect. Once MineTest
1180 // has directional lighting, it should work automatically.
1181 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1182 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1183 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1189 if(m_prop.visual == "cube")
1191 for (u32 i = 0; i < 6; ++i)
1193 std::string texturestring = "unknown_node.png";
1194 if(m_prop.textures.size() > i)
1195 texturestring = m_prop.textures[i];
1196 texturestring += mod;
1199 // Set material flags and texture
1200 video::SMaterial& material = m_meshnode->getMaterial(i);
1201 material.MaterialType = material_type;
1202 material.MaterialTypeParam = 0.5f;
1203 material.setFlag(video::EMF_LIGHTING, false);
1204 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1205 material.setTexture(0,
1206 tsrc->getTextureForMesh(texturestring));
1207 material.getTextureMatrix(0).makeIdentity();
1209 // This allows setting per-material colors. However, until a real lighting
1210 // system is added, the code below will have no effect. Once MineTest
1211 // has directional lighting, it should work automatically.
1212 if(m_prop.colors.size() > i)
1214 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1215 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1216 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1219 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1220 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1221 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1223 } else if (m_prop.visual == "upright_sprite") {
1224 scene::IMesh *mesh = m_meshnode->getMesh();
1226 std::string tname = "unknown_object.png";
1227 if (!m_prop.textures.empty())
1228 tname = m_prop.textures[0];
1230 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1231 buf->getMaterial().setTexture(0,
1232 tsrc->getTextureForMesh(tname));
1234 // This allows setting per-material colors. However, until a real lighting
1235 // system is added, the code below will have no effect. Once MineTest
1236 // has directional lighting, it should work automatically.
1237 if(!m_prop.colors.empty()) {
1238 buf->getMaterial().AmbientColor = m_prop.colors[0];
1239 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1240 buf->getMaterial().SpecularColor = m_prop.colors[0];
1243 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1244 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1245 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1248 std::string tname = "unknown_object.png";
1249 if (m_prop.textures.size() >= 2)
1250 tname = m_prop.textures[1];
1251 else if (!m_prop.textures.empty())
1252 tname = m_prop.textures[0];
1254 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1255 buf->getMaterial().setTexture(0,
1256 tsrc->getTextureForMesh(tname));
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() >= 2) {
1262 buf->getMaterial().AmbientColor = m_prop.colors[1];
1263 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1264 buf->getMaterial().SpecularColor = m_prop.colors[1];
1265 setMeshColor(mesh, m_prop.colors[1]);
1266 } else if (!m_prop.colors.empty()) {
1267 buf->getMaterial().AmbientColor = m_prop.colors[0];
1268 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1269 buf->getMaterial().SpecularColor = m_prop.colors[0];
1270 setMeshColor(mesh, m_prop.colors[0]);
1273 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1274 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1275 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1281 void GenericCAO::updateAnimation()
1283 if (!m_animated_meshnode)
1286 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1287 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1288 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1289 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1290 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1291 m_animated_meshnode->setTransitionTime(m_animation_blend);
1292 // Requires Irrlicht 1.8 or greater
1293 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1294 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1295 m_animated_meshnode->setLoopMode(m_animation_loop);
1299 void GenericCAO::updateAnimationSpeed()
1301 if (!m_animated_meshnode)
1304 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1307 void GenericCAO::updateBonePosition()
1309 if (m_bone_position.empty() || !m_animated_meshnode)
1312 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1313 for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1314 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1315 std::string bone_name = (*ii).first;
1316 v3f bone_pos = (*ii).second.X;
1317 v3f bone_rot = (*ii).second.Y;
1318 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1321 bone->setPosition(bone_pos);
1322 bone->setRotation(bone_rot);
1327 void GenericCAO::updateAttachments()
1329 ClientActiveObject *parent = getParent();
1331 m_attached_to_local = parent && parent->isLocalPlayer();
1333 if (!parent && m_attachment_parent_id) {
1334 //m_is_visible = false; maybe later. needs better handling
1338 if (!parent) { // Detach or don't attach
1340 v3f old_pos = m_matrixnode->getAbsolutePosition();
1341 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1342 getPosRotMatrix().setTranslation(old_pos);
1343 m_matrixnode->updateAbsolutePosition();
1348 scene::ISceneNode *parent_node = parent->getSceneNode();
1349 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1350 parent->getAnimatedMeshSceneNode();
1351 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1352 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1355 if (m_matrixnode && parent_node) {
1356 m_matrixnode->setParent(parent_node);
1357 getPosRotMatrix().setTranslation(m_attachment_position);
1358 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1359 // use Irrlicht eulers instead
1360 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1361 m_matrixnode->updateAbsolutePosition();
1364 if (m_is_local_player) {
1365 LocalPlayer *player = m_env->getLocalPlayer();
1366 player->isAttached = parent;
1367 player->parent = parent;
1371 void GenericCAO::processMessage(const std::string &data)
1373 //infostream<<"GenericCAO: Got message"<<std::endl;
1374 std::istringstream is(data, std::ios::binary);
1376 u8 cmd = readU8(is);
1377 if (cmd == GENERIC_CMD_SET_PROPERTIES) {
1378 m_prop = gob_read_set_properties(is);
1380 m_selection_box = m_prop.selectionbox;
1381 m_selection_box.MinEdge *= BS;
1382 m_selection_box.MaxEdge *= BS;
1384 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1385 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1387 if(!m_initial_tx_basepos_set){
1388 m_initial_tx_basepos_set = true;
1389 m_tx_basepos = m_prop.initial_sprite_basepos;
1391 if (m_is_local_player) {
1392 LocalPlayer *player = m_env->getLocalPlayer();
1393 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1394 aabb3f collision_box = m_prop.collisionbox;
1395 collision_box.MinEdge *= BS;
1396 collision_box.MaxEdge *= BS;
1397 player->setCollisionbox(collision_box);
1398 player->setEyeHeight(m_prop.eye_height);
1399 player->setZoomFOV(m_prop.zoom_fov);
1402 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1403 m_prop.nametag = m_name;
1406 } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
1407 // Not sent by the server if this object is an attachment.
1408 // We might however get here if the server notices the object being detached before the client.
1409 m_position = readV3F32(is);
1410 m_velocity = readV3F32(is);
1411 m_acceleration = readV3F32(is);
1413 if (std::fabs(m_prop.automatic_rotate) < 0.001f)
1414 m_rotation = readV3F32(is);
1418 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1419 bool do_interpolate = readU8(is);
1420 bool is_end_position = readU8(is);
1421 float update_interval = readF32(is);
1423 // Place us a bit higher if we're physical, to not sink into
1424 // the ground due to sucky collision detection...
1426 m_position += v3f(0,0.002,0);
1428 if(getParent() != NULL) // Just in case
1433 if(!m_prop.physical)
1434 pos_translator.update(m_position, is_end_position, update_interval);
1436 pos_translator.init(m_position);
1438 rot_translator.update(m_rotation, false, update_interval);
1440 } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1441 std::string mod = deSerializeString(is);
1443 // immediatly reset a engine issued texture modifier if a mod sends a different one
1444 if (m_reset_textures_timer > 0) {
1445 m_reset_textures_timer = -1;
1446 updateTextures(m_previous_texture_modifier);
1448 updateTextures(mod);
1449 } else if (cmd == GENERIC_CMD_SET_SPRITE) {
1450 v2s16 p = readV2S16(is);
1451 int num_frames = readU16(is);
1452 float framelength = readF32(is);
1453 bool select_horiz_by_yawpitch = readU8(is);
1456 m_anim_num_frames = num_frames;
1457 m_anim_framelength = framelength;
1458 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1461 } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1462 float override_speed = readF32(is);
1463 float override_jump = readF32(is);
1464 float override_gravity = readF32(is);
1465 // these are sent inverted so we get true when the server sends nothing
1466 bool sneak = !readU8(is);
1467 bool sneak_glitch = !readU8(is);
1468 bool new_move = !readU8(is);
1471 if(m_is_local_player)
1473 LocalPlayer *player = m_env->getLocalPlayer();
1474 player->physics_override_speed = override_speed;
1475 player->physics_override_jump = override_jump;
1476 player->physics_override_gravity = override_gravity;
1477 player->physics_override_sneak = sneak;
1478 player->physics_override_sneak_glitch = sneak_glitch;
1479 player->physics_override_new_move = new_move;
1481 } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
1482 // TODO: change frames send as v2s32 value
1483 v2f range = readV2F32(is);
1484 if (!m_is_local_player) {
1485 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1486 m_animation_speed = readF32(is);
1487 m_animation_blend = readF32(is);
1488 // these are sent inverted so we get true when the server sends nothing
1489 m_animation_loop = !readU8(is);
1492 LocalPlayer *player = m_env->getLocalPlayer();
1493 if(player->last_animation == NO_ANIM)
1495 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1496 m_animation_speed = readF32(is);
1497 m_animation_blend = readF32(is);
1498 // these are sent inverted so we get true when the server sends nothing
1499 m_animation_loop = !readU8(is);
1501 // update animation only if local animations present
1502 // and received animation is unknown (except idle animation)
1503 bool is_known = false;
1504 for (int i = 1;i<4;i++)
1506 if(m_animation_range.Y == player->local_animations[i].Y)
1510 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1515 } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
1516 m_animation_speed = readF32(is);
1517 updateAnimationSpeed();
1518 } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
1519 std::string bone = deSerializeString(is);
1520 v3f position = readV3F32(is);
1521 v3f rotation = readV3F32(is);
1522 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1524 updateBonePosition();
1525 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1526 u16 parent_id = readS16(is);
1527 std::string bone = deSerializeString(is);
1528 v3f position = readV3F32(is);
1529 v3f rotation = readV3F32(is);
1531 setAttachment(parent_id, bone, position, rotation);
1533 // localplayer itself can't be attached to localplayer
1534 if (!m_is_local_player)
1535 m_is_visible = !m_attached_to_local;
1536 } else if (cmd == GENERIC_CMD_PUNCHED) {
1537 u16 result_hp = readU16(is);
1539 // Use this instead of the send damage to not interfere with prediction
1540 s32 damage = (s32)m_hp - (s32)result_hp;
1544 if (m_is_local_player)
1545 m_env->getLocalPlayer()->hp = m_hp;
1551 // TODO: Execute defined fast response
1552 // As there is no definition, make a smoke puff
1553 ClientSimpleObject *simple = createSmokePuff(
1554 m_smgr, m_env, m_position,
1555 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1556 m_env->addSimpleObject(simple);
1557 } else if (m_reset_textures_timer < 0) {
1558 // TODO: Execute defined fast response
1559 // Flashing shall suffice as there is no definition
1560 m_reset_textures_timer = 0.05;
1562 m_reset_textures_timer += 0.05 * damage;
1563 updateTextures(m_current_texture_modifier + "^[brighten");
1566 // Same as 'Server::DiePlayer'
1567 clearParentAttachment();
1568 // Same as 'ObjectRef::l_remove'
1570 clearChildAttachments();
1572 } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1573 m_armor_groups.clear();
1574 int armor_groups_size = readU16(is);
1575 for(int i=0; i<armor_groups_size; i++)
1577 std::string name = deSerializeString(is);
1578 int rating = readS16(is);
1579 m_armor_groups[name] = rating;
1581 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1582 // Deprecated, for backwards compatibility only.
1583 readU8(is); // version
1584 m_prop.nametag_color = readARGB8(is);
1585 if (m_nametag != NULL) {
1586 m_nametag->nametag_color = m_prop.nametag_color;
1588 pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
1589 m_nametag->nametag_pos = pos;
1591 } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
1592 u16 child_id = readU16(is);
1593 u8 type = readU8(is); // maybe this will be useful later
1596 addAttachmentChild(child_id);
1598 warningstream << FUNCTION_NAME
1599 << ": unknown command or outdated client \""
1600 << +cmd << "\"" << std::endl;
1604 /* \pre punchitem != NULL
1606 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1607 float time_from_last_punch)
1609 assert(punchitem); // pre-condition
1610 const ToolCapabilities *toolcap =
1611 &punchitem->getToolCapabilities(m_client->idef());
1612 PunchDamageResult result = getPunchDamage(
1616 time_from_last_punch);
1618 if(result.did_punch && result.damage != 0)
1620 if(result.damage < m_hp)
1622 m_hp -= result.damage;
1625 // TODO: Execute defined fast response
1626 // As there is no definition, make a smoke puff
1627 ClientSimpleObject *simple = createSmokePuff(
1628 m_smgr, m_env, m_position,
1629 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1630 m_env->addSimpleObject(simple);
1632 // TODO: Execute defined fast response
1633 // Flashing shall suffice as there is no definition
1634 if (m_reset_textures_timer < 0) {
1635 m_reset_textures_timer = 0.05;
1636 if (result.damage >= 2)
1637 m_reset_textures_timer += 0.05 * result.damage;
1638 updateTextures(m_current_texture_modifier + "^[brighten");
1645 std::string GenericCAO::debugInfoText()
1647 std::ostringstream os(std::ios::binary);
1648 os<<"GenericCAO hp="<<m_hp<<"\n";
1650 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1651 i != m_armor_groups.end(); ++i)
1653 os<<i->first<<"="<<i->second<<", ";
1660 GenericCAO proto_GenericCAO(NULL, NULL);