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/sound.h"
28 #include "client/tile.h"
29 #include "util/basic_macros.h"
30 #include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
31 #include "util/serialize.h"
32 #include "camera.h" // CameraModes
33 #include "collision.h"
34 #include "content_cso.h"
35 #include "environment.h"
37 #include "localplayer.h"
41 #include "serialization.h" // For decompressZlib
45 #include "wieldmesh.h"
48 #include "client/shader.h"
49 #include "client/minimap.h"
52 struct ToolCapabilities;
54 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
57 void SmoothTranslator<T>::init(T current)
60 val_current = current;
63 anim_time_counter = 0;
68 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
70 aim_is_end = is_end_position;
71 val_old = val_current;
72 val_target = new_target;
73 if (update_interval > 0) {
74 anim_time = update_interval;
76 if (anim_time < 0.001 || anim_time > 1.0)
77 anim_time = anim_time_counter;
79 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
81 anim_time_counter = 0;
85 void SmoothTranslator<T>::translate(f32 dtime)
87 anim_time_counter = anim_time_counter + dtime;
88 T val_diff = val_target - val_old;
90 if (anim_time > 0.001)
91 moveratio = anim_time_counter / anim_time;
92 f32 move_end = aim_is_end ? 1.0 : 1.5;
94 // Move a bit less than should, to avoid oscillation
95 moveratio = std::min(moveratio * 0.8f, move_end);
96 val_current = val_old + val_diff * moveratio;
99 void SmoothTranslatorWrapped::translate(f32 dtime)
101 anim_time_counter = anim_time_counter + dtime;
102 f32 val_diff = std::abs(val_target - val_old);
103 if (val_diff > 180.f)
104 val_diff = 360.f - val_diff;
107 if (anim_time > 0.001)
108 moveratio = anim_time_counter / anim_time;
109 f32 move_end = aim_is_end ? 1.0 : 1.5;
111 // Move a bit less than should, to avoid oscillation
112 moveratio = std::min(moveratio * 0.8f, move_end);
113 wrappedApproachShortest(val_current, val_target,
114 val_diff * moveratio, 360.f);
117 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
119 anim_time_counter = anim_time_counter + dtime;
122 val_diff_v3f.X = std::abs(val_target.X - val_old.X);
123 val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
124 val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
126 if (val_diff_v3f.X > 180.f)
127 val_diff_v3f.X = 360.f - val_diff_v3f.X;
129 if (val_diff_v3f.Y > 180.f)
130 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
132 if (val_diff_v3f.Z > 180.f)
133 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
136 if (anim_time > 0.001)
137 moveratio = anim_time_counter / anim_time;
138 f32 move_end = aim_is_end ? 1.0 : 1.5;
140 // Move a bit less than should, to avoid oscillation
141 moveratio = std::min(moveratio * 0.8f, move_end);
142 wrappedApproachShortest(val_current.X, val_target.X,
143 val_diff_v3f.X * moveratio, 360.f);
145 wrappedApproachShortest(val_current.Y, val_target.Y,
146 val_diff_v3f.Y * moveratio, 360.f);
148 wrappedApproachShortest(val_current.Z, val_target.Z,
149 val_diff_v3f.Z * moveratio, 360.f);
156 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
157 float txs, float tys, int col, int row)
159 video::SMaterial& material = bill->getMaterial(0);
160 core::matrix4& matrix = material.getTextureMatrix(0);
161 matrix.setTextureTranslate(txs*col, tys*row);
162 matrix.setTextureScale(txs, tys);
165 // Evaluate transform chain recursively; irrlicht does not do this for us
166 static void updatePositionRecursive(scene::ISceneNode *node)
168 scene::ISceneNode *parent = node->getParent();
170 updatePositionRecursive(parent);
171 node->updateAbsolutePosition();
178 class TestCAO : public ClientActiveObject
181 TestCAO(Client *client, ClientEnvironment *env);
182 virtual ~TestCAO() = default;
184 ActiveObjectType getType() const
186 return ACTIVEOBJECT_TYPE_TEST;
189 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
191 void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
192 void removeFromScene(bool permanent);
193 void updateLight(u32 day_night_ratio);
194 void updateNodePos();
196 void step(float dtime, ClientEnvironment *env);
198 void processMessage(const std::string &data);
200 bool getCollisionBox(aabb3f *toset) const { return false; }
202 scene::IMeshSceneNode *m_node;
207 TestCAO proto_TestCAO(NULL, NULL);
209 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
210 ClientActiveObject(0, client, env),
212 m_position(v3f(0,10*BS,0))
214 ClientActiveObject::registerType(getType(), create);
217 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
219 return new TestCAO(client, env);
222 void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
227 //video::IVideoDriver* driver = smgr->getVideoDriver();
229 scene::SMesh *mesh = new scene::SMesh();
230 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
231 video::SColor c(255,255,255,255);
232 video::S3DVertex vertices[4] =
234 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
235 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
236 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
237 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
239 u16 indices[] = {0,1,2,2,3,0};
240 buf->append(vertices, 4, indices, 6);
242 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
243 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
244 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
245 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
246 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
247 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
249 mesh->addMeshBuffer(buf);
251 m_node = smgr->addMeshSceneNode(mesh, NULL);
256 void TestCAO::removeFromScene(bool permanent)
265 void TestCAO::updateLight(u32 day_night_ratio)
269 void TestCAO::updateNodePos()
274 m_node->setPosition(m_position);
275 //m_node->setRotation(v3f(0, 45, 0));
278 void TestCAO::step(float dtime, ClientEnvironment *env)
282 v3f rot = m_node->getRotation();
283 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
284 rot.Y += dtime * 180;
285 m_node->setRotation(rot);
289 void TestCAO::processMessage(const std::string &data)
291 infostream<<"TestCAO: Got data: "<<data<<std::endl;
292 std::istringstream is(data, std::ios::binary);
310 #include "clientobject.h"
312 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
313 ClientActiveObject(0, client, env)
315 if (client == NULL) {
316 ClientActiveObject::registerType(getType(), create);
322 bool GenericCAO::getCollisionBox(aabb3f *toset) const
326 //update collision box
327 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
328 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
330 toset->MinEdge += m_position;
331 toset->MaxEdge += m_position;
339 bool GenericCAO::collideWithObjects() const
341 return m_prop.collideWithObjects;
344 void GenericCAO::initialize(const std::string &data)
346 infostream<<"GenericCAO: Got init data"<<std::endl;
347 processInitData(data);
350 // Check if it's the current player
351 LocalPlayer *player = m_env->getLocalPlayer();
352 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
353 m_is_local_player = true;
354 m_is_visible = false;
355 player->setCAO(this);
357 m_prop.show_on_minimap = false;
361 m_enable_shaders = g_settings->getBool("enable_shaders");
364 void GenericCAO::processInitData(const std::string &data)
366 std::istringstream is(data, std::ios::binary);
367 const u8 version = readU8(is);
370 errorstream << "GenericCAO: Unsupported init data version"
375 // PROTOCOL_VERSION >= 37
376 m_name = deSerializeString16(is);
377 m_is_player = readU8(is);
379 m_position = readV3F32(is);
380 m_rotation = readV3F32(is);
383 const u8 num_messages = readU8(is);
385 for (int i = 0; i < num_messages; i++) {
386 std::string message = deSerializeString32(is);
387 processMessage(message);
390 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
391 pos_translator.init(m_position);
392 rot_translator.init(m_rotation);
396 GenericCAO::~GenericCAO()
398 removeFromScene(true);
401 bool GenericCAO::getSelectionBox(aabb3f *toset) const
403 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
404 || !m_prop.pointable) {
407 *toset = m_selection_box;
411 const v3f GenericCAO::getPosition() const
414 return pos_translator.val_current;
416 // Calculate real position in world based on MatrixNode
418 v3s16 camera_offset = m_env->getCameraOffset();
419 return m_matrixnode->getAbsolutePosition() +
420 intToFloat(camera_offset, BS);
426 const bool GenericCAO::isImmortal()
428 return itemgroup_get(getGroups(), "immortal");
431 scene::ISceneNode *GenericCAO::getSceneNode() const
437 if (m_animated_meshnode) {
438 return m_animated_meshnode;
441 if (m_wield_meshnode) {
442 return m_wield_meshnode;
451 scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
453 return m_animated_meshnode;
456 void GenericCAO::setChildrenVisible(bool toset)
458 for (u16 cao_id : m_attachment_child_ids) {
459 GenericCAO *obj = m_env->getGenericCAO(cao_id);
461 // Check if the entity is forced to appear in first person.
462 obj->setVisible(obj->m_force_visible ? true : toset);
467 void GenericCAO::setAttachment(int parent_id, const std::string &bone,
468 v3f position, v3f rotation, bool force_visible)
470 int old_parent = m_attachment_parent_id;
471 m_attachment_parent_id = parent_id;
472 m_attachment_bone = bone;
473 m_attachment_position = position;
474 m_attachment_rotation = rotation;
475 m_force_visible = force_visible;
477 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
479 if (parent_id != old_parent) {
480 if (auto *o = m_env->getActiveObject(old_parent))
481 o->removeAttachmentChild(m_id);
483 parent->addAttachmentChild(m_id);
487 // Forcibly show attachments if required by set_attach
488 if (m_force_visible) {
490 } else if (!m_is_local_player) {
491 // Objects attached to the local player should be hidden in first person
492 m_is_visible = !m_attached_to_local ||
493 m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
494 m_force_visible = false;
496 // Local players need to have this set,
497 // otherwise first person attachments fail.
502 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
503 v3f *rotation, bool *force_visible) const
505 *parent_id = m_attachment_parent_id;
506 *bone = m_attachment_bone;
507 *position = m_attachment_position;
508 *rotation = m_attachment_rotation;
509 *force_visible = m_force_visible;
512 void GenericCAO::clearChildAttachments()
514 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
515 while (!m_attachment_child_ids.empty()) {
516 int child_id = *m_attachment_child_ids.begin();
518 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
519 child->setAttachment(0, "", v3f(), v3f(), false);
521 removeAttachmentChild(child_id);
525 void GenericCAO::clearParentAttachment()
527 if (m_attachment_parent_id)
528 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
530 setAttachment(0, "", v3f(), v3f(), false);
533 void GenericCAO::addAttachmentChild(int child_id)
535 m_attachment_child_ids.insert(child_id);
538 void GenericCAO::removeAttachmentChild(int child_id)
540 m_attachment_child_ids.erase(child_id);
543 ClientActiveObject* GenericCAO::getParent() const
545 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
549 void GenericCAO::removeFromScene(bool permanent)
551 // Should be true when removing the object permanently
552 // and false when refreshing (eg: updating visuals)
553 if (m_env && permanent) {
554 // The client does not know whether this object does re-appear to
555 // a later time, thus do not clear child attachments.
557 clearParentAttachment();
561 m_meshnode->remove();
563 m_meshnode = nullptr;
564 } else if (m_animated_meshnode) {
565 m_animated_meshnode->remove();
566 m_animated_meshnode->drop();
567 m_animated_meshnode = nullptr;
568 } else if (m_wield_meshnode) {
569 m_wield_meshnode->remove();
570 m_wield_meshnode->drop();
571 m_wield_meshnode = nullptr;
572 } else if (m_spritenode) {
573 m_spritenode->remove();
574 m_spritenode->drop();
575 m_spritenode = nullptr;
579 m_matrixnode->remove();
580 m_matrixnode->drop();
581 m_matrixnode = nullptr;
585 m_client->getCamera()->removeNametag(m_nametag);
589 if (m_marker && m_client->getMinimap())
590 m_client->getMinimap()->removeMarker(&m_marker);
593 void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
597 if (getSceneNode() != NULL) {
601 m_visuals_expired = false;
603 if (!m_prop.is_visible)
606 infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
608 if (m_enable_shaders) {
609 IShaderSource *shader_source = m_client->getShaderSource();
610 MaterialType material_type;
612 if (m_prop.shaded && m_prop.glow == 0)
613 material_type = (m_prop.use_texture_alpha) ?
614 TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
616 material_type = (m_prop.use_texture_alpha) ?
617 TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
619 u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
620 m_material_type = shader_source->getShaderInfo(shader_id).material;
622 m_material_type = (m_prop.use_texture_alpha) ?
623 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
626 auto grabMatrixNode = [this] {
627 m_matrixnode = m_smgr->addDummyTransformationSceneNode();
628 m_matrixnode->grab();
631 auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
632 node->setMaterialFlag(video::EMF_LIGHTING, false);
633 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
634 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
635 node->setMaterialType(m_material_type);
637 if (m_enable_shaders) {
638 node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
639 node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
643 if (m_prop.visual == "sprite") {
645 m_spritenode = m_smgr->addBillboardSceneNode(
646 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
647 m_spritenode->grab();
648 m_spritenode->setMaterialTexture(0,
649 tsrc->getTextureForMesh("unknown_node.png"));
651 setSceneNodeMaterial(m_spritenode);
653 m_spritenode->setSize(v2f(m_prop.visual_size.X,
654 m_prop.visual_size.Y) * BS);
656 const float txs = 1.0 / 1;
657 const float tys = 1.0 / 1;
658 setBillboardTextureMatrix(m_spritenode,
661 } else if (m_prop.visual == "upright_sprite") {
663 scene::SMesh *mesh = new scene::SMesh();
664 double dx = BS * m_prop.visual_size.X / 2;
665 double dy = BS * m_prop.visual_size.Y / 2;
666 video::SColor c(0xFFFFFFFF);
669 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
670 video::S3DVertex vertices[4] = {
671 video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
672 video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
673 video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
674 video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
677 // Move minimal Y position to 0 (feet position)
678 for (video::S3DVertex &vertex : vertices)
681 u16 indices[] = {0,1,2,2,3,0};
682 buf->append(vertices, 4, indices, 6);
684 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
685 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
686 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
687 buf->getMaterial().MaterialType = m_material_type;
689 if (m_enable_shaders) {
690 buf->getMaterial().EmissiveColor = c;
691 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
692 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
696 mesh->addMeshBuffer(buf);
700 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
701 video::S3DVertex vertices[4] = {
702 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
703 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
704 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
705 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
708 // Move minimal Y position to 0 (feet position)
709 for (video::S3DVertex &vertex : vertices)
712 u16 indices[] = {0,1,2,2,3,0};
713 buf->append(vertices, 4, indices, 6);
715 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
716 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
717 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
718 buf->getMaterial().MaterialType = m_material_type;
720 if (m_enable_shaders) {
721 buf->getMaterial().EmissiveColor = c;
722 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
723 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
727 mesh->addMeshBuffer(buf);
730 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
733 // Set it to use the materials of the meshbuffers directly.
734 // This is needed for changing the texture in the future
735 m_meshnode->setReadOnlyMaterials(true);
736 } else if (m_prop.visual == "cube") {
738 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
739 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
743 m_meshnode->setScale(m_prop.visual_size);
744 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
745 m_prop.backface_culling);
747 setSceneNodeMaterial(m_meshnode);
748 } else if (m_prop.visual == "mesh") {
750 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
752 m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
753 m_animated_meshnode->grab();
754 mesh->drop(); // The scene node took hold of it
756 if (!checkMeshNormals(mesh)) {
757 infostream << "GenericCAO: recalculating normals for mesh "
758 << m_prop.mesh << std::endl;
759 m_smgr->getMeshManipulator()->
760 recalculateNormals(mesh, true, false);
763 m_animated_meshnode->animateJoints(); // Needed for some animations
764 m_animated_meshnode->setScale(m_prop.visual_size);
766 // set vertex colors to ensure alpha is set
767 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
769 setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
771 setSceneNodeMaterial(m_animated_meshnode);
773 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
774 m_prop.backface_culling);
776 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
777 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
780 if (m_prop.wield_item.empty()) {
781 // Old format, only textures are specified.
782 infostream << "textures: " << m_prop.textures.size() << std::endl;
783 if (!m_prop.textures.empty()) {
784 infostream << "textures[0]: " << m_prop.textures[0]
786 IItemDefManager *idef = m_client->idef();
787 item = ItemStack(m_prop.textures[0], 1, 0, idef);
790 infostream << "serialized form: " << m_prop.wield_item << std::endl;
791 item.deSerialize(m_prop.wield_item, m_client->idef());
793 m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
794 m_wield_meshnode->setItem(item, m_client,
795 (m_prop.visual == "wielditem"));
797 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
798 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
800 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
801 <<"\" not supported"<<std::endl;
804 /* don't update while punch texture modifier is active */
805 if (m_reset_textures_timer < 0)
806 updateTextures(m_current_texture_modifier);
808 scene::ISceneNode *node = getSceneNode();
810 if (node && m_matrixnode)
811 node->setParent(m_matrixnode);
817 updateBonePosition();
819 setNodeLight(m_last_light);
823 void GenericCAO::updateLight(u32 day_night_ratio)
832 u16 npos = getLightPosition(pos);
833 for (u16 i = 0; i < npos; i++) {
835 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
837 u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
838 light_at_pos = MYMAX(light_at_pos, this_light);
843 light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
845 u8 light = decode_light(light_at_pos + m_glow);
846 if (light != m_last_light) {
847 m_last_light = light;
852 void GenericCAO::setNodeLight(u8 light)
854 video::SColor color(255, light, light, light);
856 if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
857 if (m_wield_meshnode)
858 m_wield_meshnode->setNodeLightColor(color);
862 if (m_enable_shaders) {
863 if (m_prop.visual == "upright_sprite") {
867 scene::IMesh *mesh = m_meshnode->getMesh();
868 for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
869 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
870 buf->getMaterial().EmissiveColor = color;
873 scene::ISceneNode *node = getSceneNode();
877 for (u32 i = 0; i < node->getMaterialCount(); ++i) {
878 video::SMaterial &material = node->getMaterial(i);
879 material.EmissiveColor = color;
884 setMeshColor(m_meshnode->getMesh(), color);
885 } else if (m_animated_meshnode) {
886 setAnimatedMeshColor(m_animated_meshnode, color);
887 } else if (m_spritenode) {
888 m_spritenode->setColor(color);
893 u16 GenericCAO::getLightPosition(v3s16 *pos)
895 const auto &box = m_prop.collisionbox;
896 pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
897 pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
899 // Skip center pos if it falls into the same node as Min or MaxEdge
900 if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
902 pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
906 void GenericCAO::updateMarker()
908 if (!m_client->getMinimap())
911 if (!m_prop.show_on_minimap) {
913 m_client->getMinimap()->removeMarker(&m_marker);
920 scene::ISceneNode *node = getSceneNode();
923 m_marker = m_client->getMinimap()->addMarker(node);
926 void GenericCAO::updateNametag()
928 if (m_is_local_player) // No nametag for local player
931 if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
934 m_client->getCamera()->removeNametag(m_nametag);
940 scene::ISceneNode *node = getSceneNode();
945 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
948 m_nametag = m_client->getCamera()->addNametag(node,
949 m_prop.nametag, m_prop.nametag_color,
950 m_prop.nametag_bgcolor, pos);
953 m_nametag->text = m_prop.nametag;
954 m_nametag->textcolor = m_prop.nametag_color;
955 m_nametag->bgcolor = m_prop.nametag_bgcolor;
956 m_nametag->pos = pos;
960 void GenericCAO::updateNodePos()
962 if (getParent() != NULL)
965 scene::ISceneNode *node = getSceneNode();
968 v3s16 camera_offset = m_env->getCameraOffset();
969 v3f pos = pos_translator.val_current -
970 intToFloat(camera_offset, BS);
971 getPosRotMatrix().setTranslation(pos);
972 if (node != m_spritenode) { // rotate if not a sprite
973 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
974 setPitchYawRoll(getPosRotMatrix(), rot);
979 void GenericCAO::step(float dtime, ClientEnvironment *env)
981 // Handle model animations and update positions instantly to prevent lags
982 if (m_is_local_player) {
983 LocalPlayer *player = m_env->getLocalPlayer();
984 m_position = player->getPosition();
985 pos_translator.val_current = m_position;
986 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
987 rot_translator.val_current = m_rotation;
990 int old_anim = player->last_animation;
991 float old_anim_speed = player->last_animation_speed;
992 m_velocity = v3f(0,0,0);
993 m_acceleration = v3f(0,0,0);
994 const PlayerControl &controls = player->getPlayerControl();
996 bool walking = false;
997 if (controls.up || controls.down || controls.left || controls.right ||
998 controls.forw_move_joystick_axis != 0.f ||
999 controls.sidew_move_joystick_axis != 0.f)
1002 f32 new_speed = player->local_animation_speed;
1003 v2s32 new_anim = v2s32(0,0);
1004 bool allow_update = false;
1006 // increase speed if using fast or flying fast
1007 if((g_settings->getBool("fast_move") &&
1008 m_client->checkLocalPrivilege("fast")) &&
1010 (!player->touching_ground &&
1011 g_settings->getBool("free_move") &&
1012 m_client->checkLocalPrivilege("fly"))))
1014 // slowdown speed if sneeking
1015 if (controls.sneak && walking)
1018 if (walking && (controls.dig || controls.place)) {
1019 new_anim = player->local_animations[3];
1020 player->last_animation = WD_ANIM;
1021 } else if (walking) {
1022 new_anim = player->local_animations[1];
1023 player->last_animation = WALK_ANIM;
1024 } else if (controls.dig || controls.place) {
1025 new_anim = player->local_animations[2];
1026 player->last_animation = DIG_ANIM;
1029 // Apply animations if input detected and not attached
1030 // or set idle animation
1031 if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1032 allow_update = true;
1033 m_animation_range = new_anim;
1034 m_animation_speed = new_speed;
1035 player->last_animation_speed = m_animation_speed;
1037 player->last_animation = NO_ANIM;
1039 if (old_anim != NO_ANIM) {
1040 m_animation_range = player->local_animations[0];
1045 // Update local player animations
1046 if ((player->last_animation != old_anim ||
1047 m_animation_speed != old_anim_speed) &&
1048 player->last_animation != NO_ANIM && allow_update)
1054 if (m_visuals_expired && m_smgr) {
1055 m_visuals_expired = false;
1057 // Attachments, part 1: All attached objects must be unparented first,
1058 // or Irrlicht causes a segmentation fault
1059 for (u16 cao_id : m_attachment_child_ids) {
1060 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1062 scene::ISceneNode *child_node = obj->getSceneNode();
1063 // The node's parent is always an IDummyTraformationSceneNode,
1064 // so we need to reparent that one instead.
1066 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1070 removeFromScene(false);
1071 addToScene(m_client->tsrc(), m_smgr);
1073 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1074 for (u16 cao_id : m_attachment_child_ids) {
1075 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1077 obj->updateAttachments();
1081 // Make sure m_is_visible is always applied
1082 scene::ISceneNode *node = getSceneNode();
1084 node->setVisible(m_is_visible);
1086 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1088 // Set these for later
1089 m_position = getPosition();
1090 m_velocity = v3f(0,0,0);
1091 m_acceleration = v3f(0,0,0);
1092 pos_translator.val_current = m_position;
1093 pos_translator.val_target = m_position;
1095 rot_translator.translate(dtime);
1096 v3f lastpos = pos_translator.val_current;
1100 aabb3f box = m_prop.collisionbox;
1103 collisionMoveResult moveresult;
1104 f32 pos_max_d = BS*0.125; // Distance per iteration
1105 v3f p_pos = m_position;
1106 v3f p_velocity = m_velocity;
1107 moveresult = collisionMoveSimple(env,env->getGameDef(),
1108 pos_max_d, box, m_prop.stepheight, dtime,
1109 &p_pos, &p_velocity, m_acceleration,
1110 this, m_prop.collideWithObjects);
1113 m_velocity = p_velocity;
1115 bool is_end_position = moveresult.collides;
1116 pos_translator.update(m_position, is_end_position, dtime);
1118 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1119 m_velocity += dtime * m_acceleration;
1120 pos_translator.update(m_position, pos_translator.aim_is_end,
1121 pos_translator.anim_time);
1123 pos_translator.translate(dtime);
1126 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1127 m_step_distance_counter += moved;
1128 if (m_step_distance_counter > 1.5f * BS) {
1129 m_step_distance_counter = 0.0f;
1130 if (!m_is_local_player && m_prop.makes_footstep_sound) {
1131 const NodeDefManager *ndef = m_client->ndef();
1132 v3s16 p = floatToInt(getPosition() +
1133 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1134 MapNode n = m_env->getMap().getNode(p);
1135 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1136 // Reduce footstep gain, as non-local-player footsteps are
1139 m_client->sound()->playSoundAt(spec, false, getPosition());
1144 m_anim_timer += dtime;
1145 if(m_anim_timer >= m_anim_framelength)
1147 m_anim_timer -= m_anim_framelength;
1149 if(m_anim_frame >= m_anim_num_frames)
1155 if(m_reset_textures_timer >= 0)
1157 m_reset_textures_timer -= dtime;
1158 if(m_reset_textures_timer <= 0) {
1159 m_reset_textures_timer = -1;
1160 updateTextures(m_previous_texture_modifier);
1164 if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
1165 // This is the child node's rotation. It is only used for automatic_rotate.
1166 v3f local_rot = node->getRotation();
1167 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1168 m_prop.automatic_rotate);
1169 node->setRotation(local_rot);
1172 if (!getParent() && m_prop.automatic_face_movement_dir &&
1173 (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
1174 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1175 + m_prop.automatic_face_movement_dir_offset;
1176 float max_rotation_per_sec =
1177 m_prop.automatic_face_movement_max_rotation_per_sec;
1179 if (max_rotation_per_sec > 0) {
1180 wrappedApproachShortest(m_rotation.Y, target_yaw,
1181 dtime * max_rotation_per_sec, 360.f);
1183 // Negative values of max_rotation_per_sec mean disabled.
1184 m_rotation.Y = target_yaw;
1187 rot_translator.val_current = m_rotation;
1191 if (m_animated_meshnode) {
1192 // Everything must be updated; the whole transform
1193 // chain as well as the animated mesh node.
1194 // Otherwise, bone attachments would be relative to
1195 // a position that's one frame old.
1197 updatePositionRecursive(m_matrixnode);
1198 m_animated_meshnode->updateAbsolutePosition();
1199 m_animated_meshnode->animateJoints();
1200 updateBonePosition();
1204 void GenericCAO::updateTexturePos()
1208 scene::ICameraSceneNode* camera =
1209 m_spritenode->getSceneManager()->getActiveCamera();
1212 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1213 - camera->getAbsolutePosition();
1214 cam_to_entity.normalize();
1216 int row = m_tx_basepos.Y;
1217 int col = m_tx_basepos.X;
1219 // Yawpitch goes rightwards
1220 if (m_tx_select_horiz_by_yawpitch) {
1221 if (cam_to_entity.Y > 0.75)
1223 else if (cam_to_entity.Y < -0.75)
1227 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1228 float dir = mob_dir - m_rotation.Y;
1229 dir = wrapDegrees_180(dir);
1230 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1232 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1234 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1236 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1243 // Animation goes downwards
1244 row += m_anim_frame;
1246 float txs = m_tx_size.X;
1247 float tys = m_tx_size.Y;
1248 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1251 else if (m_meshnode) {
1252 if (m_prop.visual == "upright_sprite") {
1253 int row = m_tx_basepos.Y;
1254 int col = m_tx_basepos.X;
1256 // Animation goes downwards
1257 row += m_anim_frame;
1259 const auto &tx = m_tx_size;
1260 v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1261 tx * v2f(col+1, row+1),
1262 tx * v2f(col, row+1),
1264 tx * v2f(col+1, row),
1266 auto mesh = m_meshnode->getMesh();
1267 setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1268 setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1273 // Do not pass by reference, see header.
1274 void GenericCAO::updateTextures(std::string mod)
1276 ITextureSource *tsrc = m_client->tsrc();
1278 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1279 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1280 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1282 m_previous_texture_modifier = m_current_texture_modifier;
1283 m_current_texture_modifier = mod;
1284 m_glow = m_prop.glow;
1287 if (m_prop.visual == "sprite") {
1288 std::string texturestring = "unknown_node.png";
1289 if (!m_prop.textures.empty())
1290 texturestring = m_prop.textures[0];
1291 texturestring += mod;
1292 m_spritenode->getMaterial(0).MaterialType = m_material_type;
1293 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1294 m_spritenode->setMaterialTexture(0,
1295 tsrc->getTextureForMesh(texturestring));
1297 // This allows setting per-material colors. However, until a real lighting
1298 // system is added, the code below will have no effect. Once MineTest
1299 // has directional lighting, it should work automatically.
1300 if (!m_prop.colors.empty()) {
1301 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1302 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1303 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1306 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1307 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1308 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1312 else if (m_animated_meshnode) {
1313 if (m_prop.visual == "mesh") {
1314 for (u32 i = 0; i < m_prop.textures.size() &&
1315 i < m_animated_meshnode->getMaterialCount(); ++i) {
1316 std::string texturestring = m_prop.textures[i];
1317 if (texturestring.empty())
1318 continue; // Empty texture string means don't modify that material
1319 texturestring += mod;
1320 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1322 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1326 // Set material flags and texture
1327 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1328 material.MaterialType = m_material_type;
1329 material.MaterialTypeParam = 0.5f;
1330 material.TextureLayer[0].Texture = texture;
1331 material.setFlag(video::EMF_LIGHTING, true);
1332 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1333 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1335 // don't filter low-res textures, makes them look blurry
1336 // player models have a res of 64
1337 const core::dimension2d<u32> &size = texture->getOriginalSize();
1338 const u32 res = std::min(size.Height, size.Width);
1339 use_trilinear_filter &= res > 64;
1340 use_bilinear_filter &= res > 64;
1342 m_animated_meshnode->getMaterial(i)
1343 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1344 m_animated_meshnode->getMaterial(i)
1345 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1346 m_animated_meshnode->getMaterial(i)
1347 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1349 for (u32 i = 0; i < m_prop.colors.size() &&
1350 i < m_animated_meshnode->getMaterialCount(); ++i)
1352 // This allows setting per-material colors. However, until a real lighting
1353 // system is added, the code below will have no effect. Once MineTest
1354 // has directional lighting, it should work automatically.
1355 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1356 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1357 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1362 else if (m_meshnode) {
1363 if(m_prop.visual == "cube")
1365 for (u32 i = 0; i < 6; ++i)
1367 std::string texturestring = "unknown_node.png";
1368 if(m_prop.textures.size() > i)
1369 texturestring = m_prop.textures[i];
1370 texturestring += mod;
1373 // Set material flags and texture
1374 video::SMaterial& material = m_meshnode->getMaterial(i);
1375 material.MaterialType = m_material_type;
1376 material.MaterialTypeParam = 0.5f;
1377 material.setFlag(video::EMF_LIGHTING, false);
1378 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1379 material.setTexture(0,
1380 tsrc->getTextureForMesh(texturestring));
1381 material.getTextureMatrix(0).makeIdentity();
1383 // This allows setting per-material colors. However, until a real lighting
1384 // system is added, the code below will have no effect. Once MineTest
1385 // has directional lighting, it should work automatically.
1386 if(m_prop.colors.size() > i)
1388 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1389 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1390 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1393 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1394 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1395 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1397 } else if (m_prop.visual == "upright_sprite") {
1398 scene::IMesh *mesh = m_meshnode->getMesh();
1400 std::string tname = "unknown_object.png";
1401 if (!m_prop.textures.empty())
1402 tname = m_prop.textures[0];
1404 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1405 buf->getMaterial().setTexture(0,
1406 tsrc->getTextureForMesh(tname));
1408 // This allows setting per-material colors. However, until a real lighting
1409 // system is added, the code below will have no effect. Once MineTest
1410 // has directional lighting, it should work automatically.
1411 if(!m_prop.colors.empty()) {
1412 buf->getMaterial().AmbientColor = m_prop.colors[0];
1413 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1414 buf->getMaterial().SpecularColor = m_prop.colors[0];
1417 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1418 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1419 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1422 std::string tname = "unknown_object.png";
1423 if (m_prop.textures.size() >= 2)
1424 tname = m_prop.textures[1];
1425 else if (!m_prop.textures.empty())
1426 tname = m_prop.textures[0];
1428 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1429 buf->getMaterial().setTexture(0,
1430 tsrc->getTextureForMesh(tname));
1432 // This allows setting per-material colors. However, until a real lighting
1433 // system is added, the code below will have no effect. Once MineTest
1434 // has directional lighting, it should work automatically.
1435 if (m_prop.colors.size() >= 2) {
1436 buf->getMaterial().AmbientColor = m_prop.colors[1];
1437 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1438 buf->getMaterial().SpecularColor = m_prop.colors[1];
1439 } else if (!m_prop.colors.empty()) {
1440 buf->getMaterial().AmbientColor = m_prop.colors[0];
1441 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1442 buf->getMaterial().SpecularColor = m_prop.colors[0];
1445 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1446 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1447 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1449 // Set mesh color (only if lighting is disabled)
1450 if (!m_prop.colors.empty() && m_glow < 0)
1451 setMeshColor(mesh, m_prop.colors[0]);
1454 // Prevent showing the player after changing texture
1455 if (m_is_local_player)
1456 updateMeshCulling();
1459 void GenericCAO::updateAnimation()
1461 if (!m_animated_meshnode)
1464 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1465 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1466 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1467 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1468 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1469 m_animated_meshnode->setTransitionTime(m_animation_blend);
1470 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1471 m_animated_meshnode->setLoopMode(m_animation_loop);
1474 void GenericCAO::updateAnimationSpeed()
1476 if (!m_animated_meshnode)
1479 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1482 void GenericCAO::updateBonePosition()
1484 if (m_bone_position.empty() || !m_animated_meshnode)
1487 m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
1488 for (auto &it : m_bone_position) {
1489 std::string bone_name = it.first;
1490 scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1492 bone->setPosition(it.second.X);
1493 bone->setRotation(it.second.Y);
1497 // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1498 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1499 scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1503 //If bone is manually positioned there is no need to perform the bug check
1505 for (auto &it : m_bone_position) {
1506 if (it.first == bone->getName()) {
1514 // Workaround for Irrlicht bug
1515 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1516 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1517 // and update the bones transformation.
1518 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1519 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1520 if (offset > 179.9f && offset < 180.1f) {
1521 bone->setRotation(bone_rot);
1522 bone->updateAbsolutePosition();
1525 // The following is needed for set_bone_pos to propagate to
1526 // attached objects correctly.
1527 // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1528 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1529 auto bone = m_animated_meshnode->getJointNode(i);
1530 // Look for the root bone.
1531 if (bone && bone->getParent() == m_animated_meshnode) {
1532 // Update entire skeleton.
1533 bone->updateAbsolutePositionOfAllChildren();
1539 void GenericCAO::updateAttachments()
1541 ClientActiveObject *parent = getParent();
1543 m_attached_to_local = parent && parent->isLocalPlayer();
1546 Following cases exist:
1547 m_attachment_parent_id == 0 && !parent
1548 This object is not attached
1549 m_attachment_parent_id != 0 && parent
1550 This object is attached
1551 m_attachment_parent_id != 0 && !parent
1552 This object will be attached as soon the parent is known
1553 m_attachment_parent_id == 0 && parent
1557 if (!parent) { // Detach or don't attach
1559 v3s16 camera_offset = m_env->getCameraOffset();
1560 v3f old_pos = getPosition();
1562 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1563 getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1564 m_matrixnode->updateAbsolutePosition();
1569 parent->updateAttachments();
1570 scene::ISceneNode *parent_node = parent->getSceneNode();
1571 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1572 parent->getAnimatedMeshSceneNode();
1573 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1574 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1577 if (m_matrixnode && parent_node) {
1578 m_matrixnode->setParent(parent_node);
1579 parent_node->updateAbsolutePosition();
1580 getPosRotMatrix().setTranslation(m_attachment_position);
1581 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1582 // use Irrlicht eulers instead
1583 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1584 m_matrixnode->updateAbsolutePosition();
1589 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1591 const ObjectProperties &old = m_prop;
1592 /* Visuals do not need to be expired for:
1593 * - nametag props: handled by updateNametag()
1594 * - textures: handled by updateTextures()
1595 * - sprite props: handled by updateTexturePos()
1596 * - glow: handled by updateLight()
1597 * - any other properties that do not change appearance
1600 bool uses_legacy_texture = new_.wield_item.empty() &&
1601 (new_.visual == "wielditem" || new_.visual == "item");
1602 // Ordered to compare primitive types before std::vectors
1603 return old.backface_culling != new_.backface_culling ||
1604 old.is_visible != new_.is_visible ||
1605 old.mesh != new_.mesh ||
1606 old.shaded != new_.shaded ||
1607 old.use_texture_alpha != new_.use_texture_alpha ||
1608 old.visual != new_.visual ||
1609 old.visual_size != new_.visual_size ||
1610 old.wield_item != new_.wield_item ||
1611 old.colors != new_.colors ||
1612 (uses_legacy_texture && old.textures != new_.textures);
1615 void GenericCAO::processMessage(const std::string &data)
1617 //infostream<<"GenericCAO: Got message"<<std::endl;
1618 std::istringstream is(data, std::ios::binary);
1620 u8 cmd = readU8(is);
1621 if (cmd == AO_CMD_SET_PROPERTIES) {
1622 ObjectProperties newprops;
1623 newprops.show_on_minimap = m_is_player; // default
1625 newprops.deSerialize(is);
1627 // Check what exactly changed
1628 bool expire_visuals = visualExpiryRequired(newprops);
1629 bool textures_changed = m_prop.textures != newprops.textures;
1632 m_prop = std::move(newprops);
1634 m_selection_box = m_prop.selectionbox;
1635 m_selection_box.MinEdge *= BS;
1636 m_selection_box.MaxEdge *= BS;
1638 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1639 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1641 if(!m_initial_tx_basepos_set){
1642 m_initial_tx_basepos_set = true;
1643 m_tx_basepos = m_prop.initial_sprite_basepos;
1645 if (m_is_local_player) {
1646 LocalPlayer *player = m_env->getLocalPlayer();
1647 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1648 aabb3f collision_box = m_prop.collisionbox;
1649 collision_box.MinEdge *= BS;
1650 collision_box.MaxEdge *= BS;
1651 player->setCollisionbox(collision_box);
1652 player->setEyeHeight(m_prop.eye_height);
1653 player->setZoomFOV(m_prop.zoom_fov);
1656 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1657 m_prop.nametag = m_name;
1658 if (m_is_local_player)
1659 m_prop.show_on_minimap = false;
1661 if (expire_visuals) {
1664 infostream << "GenericCAO: properties updated but expiring visuals"
1665 << " not necessary" << std::endl;
1666 if (textures_changed) {
1667 // don't update while punch texture modifier is active
1668 if (m_reset_textures_timer < 0)
1669 updateTextures(m_current_texture_modifier);
1674 } else if (cmd == AO_CMD_UPDATE_POSITION) {
1675 // Not sent by the server if this object is an attachment.
1676 // We might however get here if the server notices the object being detached before the client.
1677 m_position = readV3F32(is);
1678 m_velocity = readV3F32(is);
1679 m_acceleration = readV3F32(is);
1680 m_rotation = readV3F32(is);
1682 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1683 bool do_interpolate = readU8(is);
1684 bool is_end_position = readU8(is);
1685 float update_interval = readF32(is);
1687 // Place us a bit higher if we're physical, to not sink into
1688 // the ground due to sucky collision detection...
1690 m_position += v3f(0,0.002,0);
1692 if(getParent() != NULL) // Just in case
1697 if(!m_prop.physical)
1698 pos_translator.update(m_position, is_end_position, update_interval);
1700 pos_translator.init(m_position);
1702 rot_translator.update(m_rotation, false, update_interval);
1704 } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1705 std::string mod = deSerializeString16(is);
1707 // immediately reset a engine issued texture modifier if a mod sends a different one
1708 if (m_reset_textures_timer > 0) {
1709 m_reset_textures_timer = -1;
1710 updateTextures(m_previous_texture_modifier);
1712 updateTextures(mod);
1713 } else if (cmd == AO_CMD_SET_SPRITE) {
1714 v2s16 p = readV2S16(is);
1715 int num_frames = readU16(is);
1716 float framelength = readF32(is);
1717 bool select_horiz_by_yawpitch = readU8(is);
1720 m_anim_num_frames = num_frames;
1721 m_anim_framelength = framelength;
1722 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1725 } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1726 float override_speed = readF32(is);
1727 float override_jump = readF32(is);
1728 float override_gravity = readF32(is);
1729 // these are sent inverted so we get true when the server sends nothing
1730 bool sneak = !readU8(is);
1731 bool sneak_glitch = !readU8(is);
1732 bool new_move = !readU8(is);
1735 if(m_is_local_player)
1737 LocalPlayer *player = m_env->getLocalPlayer();
1738 player->physics_override_speed = override_speed;
1739 player->physics_override_jump = override_jump;
1740 player->physics_override_gravity = override_gravity;
1741 player->physics_override_sneak = sneak;
1742 player->physics_override_sneak_glitch = sneak_glitch;
1743 player->physics_override_new_move = new_move;
1745 } else if (cmd == AO_CMD_SET_ANIMATION) {
1746 // TODO: change frames send as v2s32 value
1747 v2f range = readV2F32(is);
1748 if (!m_is_local_player) {
1749 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1750 m_animation_speed = readF32(is);
1751 m_animation_blend = readF32(is);
1752 // these are sent inverted so we get true when the server sends nothing
1753 m_animation_loop = !readU8(is);
1756 LocalPlayer *player = m_env->getLocalPlayer();
1757 if(player->last_animation == NO_ANIM)
1759 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1760 m_animation_speed = readF32(is);
1761 m_animation_blend = readF32(is);
1762 // these are sent inverted so we get true when the server sends nothing
1763 m_animation_loop = !readU8(is);
1765 // update animation only if local animations present
1766 // and received animation is unknown (except idle animation)
1767 bool is_known = false;
1768 for (int i = 1;i<4;i++)
1770 if(m_animation_range.Y == player->local_animations[i].Y)
1774 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1779 } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1780 m_animation_speed = readF32(is);
1781 updateAnimationSpeed();
1782 } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1783 std::string bone = deSerializeString16(is);
1784 v3f position = readV3F32(is);
1785 v3f rotation = readV3F32(is);
1786 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1788 // updateBonePosition(); now called every step
1789 } else if (cmd == AO_CMD_ATTACH_TO) {
1790 u16 parent_id = readS16(is);
1791 std::string bone = deSerializeString16(is);
1792 v3f position = readV3F32(is);
1793 v3f rotation = readV3F32(is);
1794 bool force_visible = readU8(is); // Returns false for EOF
1796 setAttachment(parent_id, bone, position, rotation, force_visible);
1797 } else if (cmd == AO_CMD_PUNCHED) {
1798 u16 result_hp = readU16(is);
1800 // Use this instead of the send damage to not interfere with prediction
1801 s32 damage = (s32)m_hp - (s32)result_hp;
1805 if (m_is_local_player)
1806 m_env->getLocalPlayer()->hp = m_hp;
1812 // TODO: Execute defined fast response
1813 // As there is no definition, make a smoke puff
1814 ClientSimpleObject *simple = createSmokePuff(
1815 m_smgr, m_env, m_position,
1816 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1817 m_env->addSimpleObject(simple);
1818 } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1819 m_reset_textures_timer = 0.05;
1821 m_reset_textures_timer += 0.05 * damage;
1822 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1827 // Same as 'Server::DiePlayer'
1828 clearParentAttachment();
1829 // Same as 'ObjectRef::l_remove'
1831 clearChildAttachments();
1833 } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
1834 m_armor_groups.clear();
1835 int armor_groups_size = readU16(is);
1836 for(int i=0; i<armor_groups_size; i++)
1838 std::string name = deSerializeString16(is);
1839 int rating = readS16(is);
1840 m_armor_groups[name] = rating;
1842 } else if (cmd == AO_CMD_SPAWN_INFANT) {
1843 u16 child_id = readU16(is);
1844 u8 type = readU8(is); // maybe this will be useful later
1847 addAttachmentChild(child_id);
1848 } else if (cmd == AO_CMD_OBSOLETE1) {
1849 // Don't do anything and also don't log a warning
1851 warningstream << FUNCTION_NAME
1852 << ": unknown command or outdated client \""
1853 << +cmd << "\"" << std::endl;
1857 /* \pre punchitem != NULL
1859 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1860 float time_from_last_punch)
1862 assert(punchitem); // pre-condition
1863 const ToolCapabilities *toolcap =
1864 &punchitem->getToolCapabilities(m_client->idef());
1865 PunchDamageResult result = getPunchDamage(
1869 time_from_last_punch);
1871 if(result.did_punch && result.damage != 0)
1873 if(result.damage < m_hp)
1875 m_hp -= result.damage;
1878 // TODO: Execute defined fast response
1879 // As there is no definition, make a smoke puff
1880 ClientSimpleObject *simple = createSmokePuff(
1881 m_smgr, m_env, m_position,
1882 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1883 m_env->addSimpleObject(simple);
1885 if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1886 m_reset_textures_timer = 0.05;
1887 if (result.damage >= 2)
1888 m_reset_textures_timer += 0.05 * result.damage;
1889 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1896 std::string GenericCAO::debugInfoText()
1898 std::ostringstream os(std::ios::binary);
1899 os<<"GenericCAO hp="<<m_hp<<"\n";
1901 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1902 i != m_armor_groups.end(); ++i)
1904 os<<i->first<<"="<<i->second<<", ";
1910 void GenericCAO::updateMeshCulling()
1912 if (!m_is_local_player)
1915 const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
1917 if (m_meshnode && m_prop.visual == "upright_sprite") {
1918 u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
1919 for (u32 i = 0; i < buffers; i++) {
1920 video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
1921 // upright sprite has no backface culling
1922 mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
1927 scene::ISceneNode *node = getSceneNode();
1932 // Hide the mesh by culling both front and
1933 // back faces. Serious hackyness but it works for our
1934 // purposes. This also preserves the skeletal armature.
1935 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1937 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1940 // Restore mesh visibility.
1941 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1942 m_prop.backface_culling);
1943 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1949 GenericCAO proto_GenericCAO(NULL, NULL);