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 <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include "client/client.h"
26 #include "client/renderingengine.h"
27 #include "client/sound.h"
28 #include "client/tile.h"
29 #include "util/basic_macros.h"
30 #include "util/numeric.h"
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();
174 static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
176 thread_local std::vector<u64> logged;
178 std::string message = from.str();
179 u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
181 if (std::find(logged.begin(), logged.end(), hash) != logged.end())
183 logged.push_back(hash);
184 log_to << message << std::endl;
192 class TestCAO : public ClientActiveObject
195 TestCAO(Client *client, ClientEnvironment *env);
196 virtual ~TestCAO() = default;
198 ActiveObjectType getType() const
200 return ACTIVEOBJECT_TYPE_TEST;
203 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
205 void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
206 void removeFromScene(bool permanent);
207 void updateLight(u32 day_night_ratio);
208 void updateNodePos();
210 void step(float dtime, ClientEnvironment *env);
212 void processMessage(const std::string &data);
214 bool getCollisionBox(aabb3f *toset) const { return false; }
216 scene::IMeshSceneNode *m_node;
221 TestCAO proto_TestCAO(NULL, NULL);
223 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
224 ClientActiveObject(0, client, env),
226 m_position(v3f(0,10*BS,0))
228 ClientActiveObject::registerType(getType(), create);
231 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
233 return new TestCAO(client, env);
236 void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
241 //video::IVideoDriver* driver = smgr->getVideoDriver();
243 scene::SMesh *mesh = new scene::SMesh();
244 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
245 video::SColor c(255,255,255,255);
246 video::S3DVertex vertices[4] =
248 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
249 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
250 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
251 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
253 u16 indices[] = {0,1,2,2,3,0};
254 buf->append(vertices, 4, indices, 6);
256 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
257 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
258 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
259 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
260 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
261 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
263 mesh->addMeshBuffer(buf);
265 m_node = smgr->addMeshSceneNode(mesh, NULL);
270 void TestCAO::removeFromScene(bool permanent)
279 void TestCAO::updateLight(u32 day_night_ratio)
283 void TestCAO::updateNodePos()
288 m_node->setPosition(m_position);
289 //m_node->setRotation(v3f(0, 45, 0));
292 void TestCAO::step(float dtime, ClientEnvironment *env)
296 v3f rot = m_node->getRotation();
297 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
298 rot.Y += dtime * 180;
299 m_node->setRotation(rot);
303 void TestCAO::processMessage(const std::string &data)
305 infostream<<"TestCAO: Got data: "<<data<<std::endl;
306 std::istringstream is(data, std::ios::binary);
324 #include "clientobject.h"
326 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
327 ClientActiveObject(0, client, env)
329 if (client == NULL) {
330 ClientActiveObject::registerType(getType(), create);
336 bool GenericCAO::getCollisionBox(aabb3f *toset) const
340 //update collision box
341 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
342 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
344 toset->MinEdge += m_position;
345 toset->MaxEdge += m_position;
353 bool GenericCAO::collideWithObjects() const
355 return m_prop.collideWithObjects;
358 void GenericCAO::initialize(const std::string &data)
360 infostream<<"GenericCAO: Got init data"<<std::endl;
361 processInitData(data);
363 m_enable_shaders = g_settings->getBool("enable_shaders");
366 void GenericCAO::processInitData(const std::string &data)
368 std::istringstream is(data, std::ios::binary);
369 const u8 version = readU8(is);
372 errorstream << "GenericCAO: Unsupported init data version"
377 // PROTOCOL_VERSION >= 37
378 m_name = deSerializeString16(is);
379 m_is_player = readU8(is);
381 m_position = readV3F32(is);
382 m_rotation = readV3F32(is);
386 // Check if it's the current player
387 LocalPlayer *player = m_env->getLocalPlayer();
388 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
389 m_is_local_player = true;
390 m_is_visible = false;
391 player->setCAO(this);
395 const u8 num_messages = readU8(is);
397 for (int i = 0; i < num_messages; i++) {
398 std::string message = deSerializeString32(is);
399 processMessage(message);
402 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
403 pos_translator.init(m_position);
404 rot_translator.init(m_rotation);
408 GenericCAO::~GenericCAO()
410 removeFromScene(true);
413 bool GenericCAO::getSelectionBox(aabb3f *toset) const
415 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
416 || !m_prop.pointable) {
419 *toset = m_selection_box;
423 const v3f GenericCAO::getPosition() const
426 return pos_translator.val_current;
428 // Calculate real position in world based on MatrixNode
430 v3s16 camera_offset = m_env->getCameraOffset();
431 return m_matrixnode->getAbsolutePosition() +
432 intToFloat(camera_offset, BS);
438 const bool GenericCAO::isImmortal()
440 return itemgroup_get(getGroups(), "immortal");
443 scene::ISceneNode *GenericCAO::getSceneNode() const
449 if (m_animated_meshnode) {
450 return m_animated_meshnode;
453 if (m_wield_meshnode) {
454 return m_wield_meshnode;
463 scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
465 return m_animated_meshnode;
468 void GenericCAO::setChildrenVisible(bool toset)
470 for (u16 cao_id : m_attachment_child_ids) {
471 GenericCAO *obj = m_env->getGenericCAO(cao_id);
473 // Check if the entity is forced to appear in first person.
474 obj->setVisible(obj->m_force_visible ? true : toset);
479 void GenericCAO::setAttachment(int parent_id, const std::string &bone,
480 v3f position, v3f rotation, bool force_visible)
482 int old_parent = m_attachment_parent_id;
483 m_attachment_parent_id = parent_id;
484 m_attachment_bone = bone;
485 m_attachment_position = position;
486 m_attachment_rotation = rotation;
487 m_force_visible = force_visible;
489 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
491 if (parent_id != old_parent) {
492 if (auto *o = m_env->getActiveObject(old_parent))
493 o->removeAttachmentChild(m_id);
495 parent->addAttachmentChild(m_id);
499 // Forcibly show attachments if required by set_attach
500 if (m_force_visible) {
502 } else if (!m_is_local_player) {
503 // Objects attached to the local player should be hidden in first person
504 m_is_visible = !m_attached_to_local ||
505 m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
506 m_force_visible = false;
508 // Local players need to have this set,
509 // otherwise first person attachments fail.
514 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
515 v3f *rotation, bool *force_visible) const
517 *parent_id = m_attachment_parent_id;
518 *bone = m_attachment_bone;
519 *position = m_attachment_position;
520 *rotation = m_attachment_rotation;
521 *force_visible = m_force_visible;
524 void GenericCAO::clearChildAttachments()
526 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
527 while (!m_attachment_child_ids.empty()) {
528 int child_id = *m_attachment_child_ids.begin();
530 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
531 child->setAttachment(0, "", v3f(), v3f(), false);
533 removeAttachmentChild(child_id);
537 void GenericCAO::clearParentAttachment()
539 if (m_attachment_parent_id)
540 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
542 setAttachment(0, "", v3f(), v3f(), false);
545 void GenericCAO::addAttachmentChild(int child_id)
547 m_attachment_child_ids.insert(child_id);
550 void GenericCAO::removeAttachmentChild(int child_id)
552 m_attachment_child_ids.erase(child_id);
555 ClientActiveObject* GenericCAO::getParent() const
557 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
561 void GenericCAO::removeFromScene(bool permanent)
563 // Should be true when removing the object permanently
564 // and false when refreshing (eg: updating visuals)
565 if (m_env && permanent) {
566 // The client does not know whether this object does re-appear to
567 // a later time, thus do not clear child attachments.
569 clearParentAttachment();
572 if (auto shadow = RenderingEngine::get_shadow_renderer())
573 shadow->removeNodeFromShadowList(getSceneNode());
576 m_meshnode->remove();
578 m_meshnode = nullptr;
579 } else if (m_animated_meshnode) {
580 m_animated_meshnode->remove();
581 m_animated_meshnode->drop();
582 m_animated_meshnode = nullptr;
583 } else if (m_wield_meshnode) {
584 m_wield_meshnode->remove();
585 m_wield_meshnode->drop();
586 m_wield_meshnode = nullptr;
587 } else if (m_spritenode) {
588 m_spritenode->remove();
589 m_spritenode->drop();
590 m_spritenode = nullptr;
594 m_matrixnode->remove();
595 m_matrixnode->drop();
596 m_matrixnode = nullptr;
600 m_client->getCamera()->removeNametag(m_nametag);
604 if (m_marker && m_client->getMinimap())
605 m_client->getMinimap()->removeMarker(&m_marker);
608 void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
612 if (getSceneNode() != NULL) {
616 m_visuals_expired = false;
618 if (!m_prop.is_visible)
621 infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
623 if (m_enable_shaders) {
624 IShaderSource *shader_source = m_client->getShaderSource();
625 MaterialType material_type;
627 if (m_prop.shaded && m_prop.glow == 0)
628 material_type = (m_prop.use_texture_alpha) ?
629 TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
631 material_type = (m_prop.use_texture_alpha) ?
632 TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
634 u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
635 m_material_type = shader_source->getShaderInfo(shader_id).material;
637 m_material_type = (m_prop.use_texture_alpha) ?
638 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
641 auto grabMatrixNode = [this] {
642 m_matrixnode = m_smgr->addDummyTransformationSceneNode();
643 m_matrixnode->grab();
646 auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
647 node->setMaterialFlag(video::EMF_LIGHTING, false);
648 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
649 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
650 node->setMaterialType(m_material_type);
652 if (m_enable_shaders) {
653 node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
654 node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
658 if (m_prop.visual == "sprite") {
660 m_spritenode = m_smgr->addBillboardSceneNode(
661 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
662 m_spritenode->grab();
663 m_spritenode->setMaterialTexture(0,
664 tsrc->getTextureForMesh("no_texture.png"));
666 setSceneNodeMaterial(m_spritenode);
668 m_spritenode->setSize(v2f(m_prop.visual_size.X,
669 m_prop.visual_size.Y) * BS);
671 const float txs = 1.0 / 1;
672 const float tys = 1.0 / 1;
673 setBillboardTextureMatrix(m_spritenode,
676 } else if (m_prop.visual == "upright_sprite") {
678 scene::SMesh *mesh = new scene::SMesh();
679 double dx = BS * m_prop.visual_size.X / 2;
680 double dy = BS * m_prop.visual_size.Y / 2;
681 video::SColor c(0xFFFFFFFF);
684 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
685 video::S3DVertex vertices[4] = {
686 video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
687 video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
688 video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
689 video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
692 // Move minimal Y position to 0 (feet position)
693 for (video::S3DVertex &vertex : vertices)
696 u16 indices[] = {0,1,2,2,3,0};
697 buf->append(vertices, 4, indices, 6);
699 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
700 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
701 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
702 buf->getMaterial().MaterialType = m_material_type;
704 if (m_enable_shaders) {
705 buf->getMaterial().EmissiveColor = c;
706 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
707 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
711 mesh->addMeshBuffer(buf);
715 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
716 video::S3DVertex vertices[4] = {
717 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
718 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
719 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
720 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
723 // Move minimal Y position to 0 (feet position)
724 for (video::S3DVertex &vertex : vertices)
727 u16 indices[] = {0,1,2,2,3,0};
728 buf->append(vertices, 4, indices, 6);
730 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
731 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
732 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
733 buf->getMaterial().MaterialType = m_material_type;
735 if (m_enable_shaders) {
736 buf->getMaterial().EmissiveColor = c;
737 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
738 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
742 mesh->addMeshBuffer(buf);
745 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
748 // Set it to use the materials of the meshbuffers directly.
749 // This is needed for changing the texture in the future
750 m_meshnode->setReadOnlyMaterials(true);
751 } else if (m_prop.visual == "cube") {
753 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
754 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
758 m_meshnode->setScale(m_prop.visual_size);
759 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
760 m_prop.backface_culling);
762 setSceneNodeMaterial(m_meshnode);
763 } else if (m_prop.visual == "mesh") {
765 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
767 if (!checkMeshNormals(mesh)) {
768 infostream << "GenericCAO: recalculating normals for mesh "
769 << m_prop.mesh << std::endl;
770 m_smgr->getMeshManipulator()->
771 recalculateNormals(mesh, true, false);
774 m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
775 m_animated_meshnode->grab();
776 mesh->drop(); // The scene node took hold of it
777 m_animated_meshnode->animateJoints(); // Needed for some animations
778 m_animated_meshnode->setScale(m_prop.visual_size);
780 // set vertex colors to ensure alpha is set
781 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
783 setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
785 setSceneNodeMaterial(m_animated_meshnode);
787 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
788 m_prop.backface_culling);
790 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
791 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
794 if (m_prop.wield_item.empty()) {
795 // Old format, only textures are specified.
796 infostream << "textures: " << m_prop.textures.size() << std::endl;
797 if (!m_prop.textures.empty()) {
798 infostream << "textures[0]: " << m_prop.textures[0]
800 IItemDefManager *idef = m_client->idef();
801 item = ItemStack(m_prop.textures[0], 1, 0, idef);
804 infostream << "serialized form: " << m_prop.wield_item << std::endl;
805 item.deSerialize(m_prop.wield_item, m_client->idef());
807 m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
808 m_wield_meshnode->setItem(item, m_client,
809 (m_prop.visual == "wielditem"));
811 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
812 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
814 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
815 <<"\" not supported"<<std::endl;
818 /* don't update while punch texture modifier is active */
819 if (m_reset_textures_timer < 0)
820 updateTextures(m_current_texture_modifier);
822 if (scene::ISceneNode *node = getSceneNode()) {
824 node->setParent(m_matrixnode);
826 if (auto shadow = RenderingEngine::get_shadow_renderer())
827 shadow->addNodeToShadowList(node);
834 updateBonePosition();
836 setNodeLight(m_last_light);
839 if (m_animated_meshnode) {
840 u32 mat_count = m_animated_meshnode->getMaterialCount();
841 if (mat_count == 0 || m_prop.textures.empty()) {
843 } else if (mat_count > m_prop.textures.size()) {
844 std::ostringstream oss;
845 oss << "GenericCAO::addToScene(): Model "
846 << m_prop.mesh << " loaded with " << mat_count
847 << " mesh buffers but only " << m_prop.textures.size()
848 << " texture(s) specifed, this is deprecated.";
849 logOnce(oss, warningstream);
851 video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
852 for (u32 i = 1; i < mat_count; i++) {
853 auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
855 layer.Texture = last;
856 last = layer.Texture;
862 void GenericCAO::updateLight(u32 day_night_ratio)
871 u16 npos = getLightPosition(pos);
872 for (u16 i = 0; i < npos; i++) {
874 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
876 u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
877 light_at_pos = MYMAX(light_at_pos, this_light);
882 light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
884 u8 light = decode_light(light_at_pos + m_glow);
885 if (light != m_last_light) {
886 m_last_light = light;
891 void GenericCAO::setNodeLight(u8 light)
893 video::SColor color(255, light, light, light);
895 if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
896 if (m_wield_meshnode)
897 m_wield_meshnode->setNodeLightColor(color);
901 if (m_enable_shaders) {
902 if (m_prop.visual == "upright_sprite") {
906 scene::IMesh *mesh = m_meshnode->getMesh();
907 for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
908 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
909 buf->getMaterial().EmissiveColor = color;
912 scene::ISceneNode *node = getSceneNode();
916 for (u32 i = 0; i < node->getMaterialCount(); ++i) {
917 video::SMaterial &material = node->getMaterial(i);
918 material.EmissiveColor = color;
923 setMeshColor(m_meshnode->getMesh(), color);
924 } else if (m_animated_meshnode) {
925 setAnimatedMeshColor(m_animated_meshnode, color);
926 } else if (m_spritenode) {
927 m_spritenode->setColor(color);
932 u16 GenericCAO::getLightPosition(v3s16 *pos)
934 const auto &box = m_prop.collisionbox;
935 pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
936 pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
938 // Skip center pos if it falls into the same node as Min or MaxEdge
939 if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
941 pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
945 void GenericCAO::updateMarker()
947 if (!m_client->getMinimap())
950 if (!m_prop.show_on_minimap) {
952 m_client->getMinimap()->removeMarker(&m_marker);
959 scene::ISceneNode *node = getSceneNode();
962 m_marker = m_client->getMinimap()->addMarker(node);
965 void GenericCAO::updateNametag()
967 if (m_is_local_player) // No nametag for local player
970 if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
973 m_client->getCamera()->removeNametag(m_nametag);
979 scene::ISceneNode *node = getSceneNode();
984 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
987 m_nametag = m_client->getCamera()->addNametag(node,
988 m_prop.nametag, m_prop.nametag_color,
989 m_prop.nametag_bgcolor, pos);
992 m_nametag->text = m_prop.nametag;
993 m_nametag->textcolor = m_prop.nametag_color;
994 m_nametag->bgcolor = m_prop.nametag_bgcolor;
995 m_nametag->pos = pos;
999 void GenericCAO::updateNodePos()
1001 if (getParent() != NULL)
1004 scene::ISceneNode *node = getSceneNode();
1007 v3s16 camera_offset = m_env->getCameraOffset();
1008 v3f pos = pos_translator.val_current -
1009 intToFloat(camera_offset, BS);
1010 getPosRotMatrix().setTranslation(pos);
1011 if (node != m_spritenode) { // rotate if not a sprite
1012 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
1013 setPitchYawRoll(getPosRotMatrix(), rot);
1018 void GenericCAO::step(float dtime, ClientEnvironment *env)
1020 // Handle model animations and update positions instantly to prevent lags
1021 if (m_is_local_player) {
1022 LocalPlayer *player = m_env->getLocalPlayer();
1023 m_position = player->getPosition();
1024 pos_translator.val_current = m_position;
1025 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
1026 rot_translator.val_current = m_rotation;
1029 int old_anim = player->last_animation;
1030 float old_anim_speed = player->last_animation_speed;
1031 m_velocity = v3f(0,0,0);
1032 m_acceleration = v3f(0,0,0);
1033 const PlayerControl &controls = player->getPlayerControl();
1034 f32 new_speed = player->local_animation_speed;
1036 bool walking = false;
1037 if (controls.movement_speed > 0.001f) {
1038 new_speed *= controls.movement_speed;
1042 v2s32 new_anim = v2s32(0,0);
1043 bool allow_update = false;
1045 // increase speed if using fast or flying fast
1046 if((g_settings->getBool("fast_move") &&
1047 m_client->checkLocalPrivilege("fast")) &&
1049 (!player->touching_ground &&
1050 g_settings->getBool("free_move") &&
1051 m_client->checkLocalPrivilege("fly"))))
1053 // slowdown speed if sneaking
1054 if (controls.sneak && walking)
1057 if (walking && (controls.dig || controls.place)) {
1058 new_anim = player->local_animations[3];
1059 player->last_animation = WD_ANIM;
1060 } else if (walking) {
1061 new_anim = player->local_animations[1];
1062 player->last_animation = WALK_ANIM;
1063 } else if (controls.dig || controls.place) {
1064 new_anim = player->local_animations[2];
1065 player->last_animation = DIG_ANIM;
1068 // Apply animations if input detected and not attached
1069 // or set idle animation
1070 if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1071 allow_update = true;
1072 m_animation_range = new_anim;
1073 m_animation_speed = new_speed;
1074 player->last_animation_speed = m_animation_speed;
1076 player->last_animation = NO_ANIM;
1078 if (old_anim != NO_ANIM) {
1079 m_animation_range = player->local_animations[0];
1084 // Update local player animations
1085 if ((player->last_animation != old_anim ||
1086 m_animation_speed != old_anim_speed) &&
1087 player->last_animation != NO_ANIM && allow_update)
1093 if (m_visuals_expired && m_smgr) {
1094 m_visuals_expired = false;
1096 // Attachments, part 1: All attached objects must be unparented first,
1097 // or Irrlicht causes a segmentation fault
1098 for (u16 cao_id : m_attachment_child_ids) {
1099 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1101 scene::ISceneNode *child_node = obj->getSceneNode();
1102 // The node's parent is always an IDummyTraformationSceneNode,
1103 // so we need to reparent that one instead.
1105 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1109 removeFromScene(false);
1110 addToScene(m_client->tsrc(), m_smgr);
1112 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1113 for (u16 cao_id : m_attachment_child_ids) {
1114 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1116 obj->updateAttachments();
1120 // Make sure m_is_visible is always applied
1121 scene::ISceneNode *node = getSceneNode();
1123 node->setVisible(m_is_visible);
1125 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1127 // Set these for later
1128 m_position = getPosition();
1129 m_velocity = v3f(0,0,0);
1130 m_acceleration = v3f(0,0,0);
1131 pos_translator.val_current = m_position;
1132 pos_translator.val_target = m_position;
1134 rot_translator.translate(dtime);
1135 v3f lastpos = pos_translator.val_current;
1139 aabb3f box = m_prop.collisionbox;
1142 collisionMoveResult moveresult;
1143 f32 pos_max_d = BS*0.125; // Distance per iteration
1144 v3f p_pos = m_position;
1145 v3f p_velocity = m_velocity;
1146 moveresult = collisionMoveSimple(env,env->getGameDef(),
1147 pos_max_d, box, m_prop.stepheight, dtime,
1148 &p_pos, &p_velocity, m_acceleration,
1149 this, m_prop.collideWithObjects);
1152 m_velocity = p_velocity;
1154 bool is_end_position = moveresult.collides;
1155 pos_translator.update(m_position, is_end_position, dtime);
1157 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1158 m_velocity += dtime * m_acceleration;
1159 pos_translator.update(m_position, pos_translator.aim_is_end,
1160 pos_translator.anim_time);
1162 pos_translator.translate(dtime);
1165 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1166 m_step_distance_counter += moved;
1167 if (m_step_distance_counter > 1.5f * BS) {
1168 m_step_distance_counter = 0.0f;
1169 if (!m_is_local_player && m_prop.makes_footstep_sound) {
1170 const NodeDefManager *ndef = m_client->ndef();
1171 v3s16 p = floatToInt(getPosition() +
1172 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1173 MapNode n = m_env->getMap().getNode(p);
1174 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1175 // Reduce footstep gain, as non-local-player footsteps are
1178 m_client->sound()->playSoundAt(spec, false, getPosition());
1183 m_anim_timer += dtime;
1184 if(m_anim_timer >= m_anim_framelength)
1186 m_anim_timer -= m_anim_framelength;
1188 if(m_anim_frame >= m_anim_num_frames)
1194 if(m_reset_textures_timer >= 0)
1196 m_reset_textures_timer -= dtime;
1197 if(m_reset_textures_timer <= 0) {
1198 m_reset_textures_timer = -1;
1199 updateTextures(m_previous_texture_modifier);
1203 if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
1204 // This is the child node's rotation. It is only used for automatic_rotate.
1205 v3f local_rot = node->getRotation();
1206 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1207 m_prop.automatic_rotate);
1208 node->setRotation(local_rot);
1211 if (!getParent() && m_prop.automatic_face_movement_dir &&
1212 (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
1213 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1214 + m_prop.automatic_face_movement_dir_offset;
1215 float max_rotation_per_sec =
1216 m_prop.automatic_face_movement_max_rotation_per_sec;
1218 if (max_rotation_per_sec > 0) {
1219 wrappedApproachShortest(m_rotation.Y, target_yaw,
1220 dtime * max_rotation_per_sec, 360.f);
1222 // Negative values of max_rotation_per_sec mean disabled.
1223 m_rotation.Y = target_yaw;
1226 rot_translator.val_current = m_rotation;
1230 if (m_animated_meshnode) {
1231 // Everything must be updated; the whole transform
1232 // chain as well as the animated mesh node.
1233 // Otherwise, bone attachments would be relative to
1234 // a position that's one frame old.
1236 updatePositionRecursive(m_matrixnode);
1237 m_animated_meshnode->updateAbsolutePosition();
1238 m_animated_meshnode->animateJoints();
1239 updateBonePosition();
1243 void GenericCAO::updateTexturePos()
1247 scene::ICameraSceneNode* camera =
1248 m_spritenode->getSceneManager()->getActiveCamera();
1251 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1252 - camera->getAbsolutePosition();
1253 cam_to_entity.normalize();
1255 int row = m_tx_basepos.Y;
1256 int col = m_tx_basepos.X;
1258 // Yawpitch goes rightwards
1259 if (m_tx_select_horiz_by_yawpitch) {
1260 if (cam_to_entity.Y > 0.75)
1262 else if (cam_to_entity.Y < -0.75)
1266 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1267 float dir = mob_dir - m_rotation.Y;
1268 dir = wrapDegrees_180(dir);
1269 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1271 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1273 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1275 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1282 // Animation goes downwards
1283 row += m_anim_frame;
1285 float txs = m_tx_size.X;
1286 float tys = m_tx_size.Y;
1287 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1290 else if (m_meshnode) {
1291 if (m_prop.visual == "upright_sprite") {
1292 int row = m_tx_basepos.Y;
1293 int col = m_tx_basepos.X;
1295 // Animation goes downwards
1296 row += m_anim_frame;
1298 const auto &tx = m_tx_size;
1299 v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1300 tx * v2f(col+1, row+1),
1301 tx * v2f(col, row+1),
1303 tx * v2f(col+1, row),
1305 auto mesh = m_meshnode->getMesh();
1306 setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1307 setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1312 // Do not pass by reference, see header.
1313 void GenericCAO::updateTextures(std::string mod)
1315 ITextureSource *tsrc = m_client->tsrc();
1317 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1318 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1319 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1321 m_previous_texture_modifier = m_current_texture_modifier;
1322 m_current_texture_modifier = mod;
1323 m_glow = m_prop.glow;
1326 if (m_prop.visual == "sprite") {
1327 std::string texturestring = "no_texture.png";
1328 if (!m_prop.textures.empty())
1329 texturestring = m_prop.textures[0];
1330 texturestring += mod;
1331 m_spritenode->getMaterial(0).MaterialType = m_material_type;
1332 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1333 m_spritenode->setMaterialTexture(0,
1334 tsrc->getTextureForMesh(texturestring));
1336 // This allows setting per-material colors. However, until a real lighting
1337 // system is added, the code below will have no effect. Once MineTest
1338 // has directional lighting, it should work automatically.
1339 if (!m_prop.colors.empty()) {
1340 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1341 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1342 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1345 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1346 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1347 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1351 else if (m_animated_meshnode) {
1352 if (m_prop.visual == "mesh") {
1353 for (u32 i = 0; i < m_prop.textures.size() &&
1354 i < m_animated_meshnode->getMaterialCount(); ++i) {
1355 std::string texturestring = m_prop.textures[i];
1356 if (texturestring.empty())
1357 continue; // Empty texture string means don't modify that material
1358 texturestring += mod;
1359 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1361 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1365 // Set material flags and texture
1366 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1367 material.MaterialType = m_material_type;
1368 material.MaterialTypeParam = 0.5f;
1369 material.TextureLayer[0].Texture = texture;
1370 material.setFlag(video::EMF_LIGHTING, true);
1371 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1372 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1374 // don't filter low-res textures, makes them look blurry
1375 // player models have a res of 64
1376 const core::dimension2d<u32> &size = texture->getOriginalSize();
1377 const u32 res = std::min(size.Height, size.Width);
1378 use_trilinear_filter &= res > 64;
1379 use_bilinear_filter &= res > 64;
1381 m_animated_meshnode->getMaterial(i)
1382 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1383 m_animated_meshnode->getMaterial(i)
1384 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1385 m_animated_meshnode->getMaterial(i)
1386 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1388 for (u32 i = 0; i < m_prop.colors.size() &&
1389 i < m_animated_meshnode->getMaterialCount(); ++i)
1391 // This allows setting per-material colors. However, until a real lighting
1392 // system is added, the code below will have no effect. Once MineTest
1393 // has directional lighting, it should work automatically.
1394 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1395 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1396 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1401 else if (m_meshnode) {
1402 if(m_prop.visual == "cube")
1404 for (u32 i = 0; i < 6; ++i)
1406 std::string texturestring = "no_texture.png";
1407 if(m_prop.textures.size() > i)
1408 texturestring = m_prop.textures[i];
1409 texturestring += mod;
1412 // Set material flags and texture
1413 video::SMaterial& material = m_meshnode->getMaterial(i);
1414 material.MaterialType = m_material_type;
1415 material.MaterialTypeParam = 0.5f;
1416 material.setFlag(video::EMF_LIGHTING, false);
1417 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1418 material.setTexture(0,
1419 tsrc->getTextureForMesh(texturestring));
1420 material.getTextureMatrix(0).makeIdentity();
1422 // This allows setting per-material colors. However, until a real lighting
1423 // system is added, the code below will have no effect. Once MineTest
1424 // has directional lighting, it should work automatically.
1425 if(m_prop.colors.size() > i)
1427 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1428 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1429 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1432 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1433 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1434 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1436 } else if (m_prop.visual == "upright_sprite") {
1437 scene::IMesh *mesh = m_meshnode->getMesh();
1439 std::string tname = "no_texture.png";
1440 if (!m_prop.textures.empty())
1441 tname = m_prop.textures[0];
1443 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1444 buf->getMaterial().setTexture(0,
1445 tsrc->getTextureForMesh(tname));
1447 // This allows setting per-material colors. However, until a real lighting
1448 // system is added, the code below will have no effect. Once MineTest
1449 // has directional lighting, it should work automatically.
1450 if(!m_prop.colors.empty()) {
1451 buf->getMaterial().AmbientColor = m_prop.colors[0];
1452 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1453 buf->getMaterial().SpecularColor = m_prop.colors[0];
1456 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1457 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1458 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1461 std::string tname = "no_texture.png";
1462 if (m_prop.textures.size() >= 2)
1463 tname = m_prop.textures[1];
1464 else if (!m_prop.textures.empty())
1465 tname = m_prop.textures[0];
1467 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1468 buf->getMaterial().setTexture(0,
1469 tsrc->getTextureForMesh(tname));
1471 // This allows setting per-material colors. However, until a real lighting
1472 // system is added, the code below will have no effect. Once MineTest
1473 // has directional lighting, it should work automatically.
1474 if (m_prop.colors.size() >= 2) {
1475 buf->getMaterial().AmbientColor = m_prop.colors[1];
1476 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1477 buf->getMaterial().SpecularColor = m_prop.colors[1];
1478 } else if (!m_prop.colors.empty()) {
1479 buf->getMaterial().AmbientColor = m_prop.colors[0];
1480 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1481 buf->getMaterial().SpecularColor = m_prop.colors[0];
1484 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1485 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1486 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1488 // Set mesh color (only if lighting is disabled)
1489 if (!m_prop.colors.empty() && m_glow < 0)
1490 setMeshColor(mesh, m_prop.colors[0]);
1493 // Prevent showing the player after changing texture
1494 if (m_is_local_player)
1495 updateMeshCulling();
1498 void GenericCAO::updateAnimation()
1500 if (!m_animated_meshnode)
1503 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1504 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1505 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1506 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1507 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1508 m_animated_meshnode->setTransitionTime(m_animation_blend);
1509 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1510 m_animated_meshnode->setLoopMode(m_animation_loop);
1513 void GenericCAO::updateAnimationSpeed()
1515 if (!m_animated_meshnode)
1518 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1521 void GenericCAO::updateBonePosition()
1523 if (m_bone_position.empty() || !m_animated_meshnode)
1526 m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
1527 for (auto &it : m_bone_position) {
1528 std::string bone_name = it.first;
1529 scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1531 bone->setPosition(it.second.X);
1532 bone->setRotation(it.second.Y);
1536 // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1537 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1538 scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1542 //If bone is manually positioned there is no need to perform the bug check
1544 for (auto &it : m_bone_position) {
1545 if (it.first == bone->getName()) {
1553 // Workaround for Irrlicht bug
1554 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1555 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1556 // and update the bones transformation.
1557 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1558 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1559 if (offset > 179.9f && offset < 180.1f) {
1560 bone->setRotation(bone_rot);
1561 bone->updateAbsolutePosition();
1564 // The following is needed for set_bone_pos to propagate to
1565 // attached objects correctly.
1566 // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1567 for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1568 auto bone = m_animated_meshnode->getJointNode(i);
1569 // Look for the root bone.
1570 if (bone && bone->getParent() == m_animated_meshnode) {
1571 // Update entire skeleton.
1572 bone->updateAbsolutePositionOfAllChildren();
1578 void GenericCAO::updateAttachments()
1580 ClientActiveObject *parent = getParent();
1582 m_attached_to_local = parent && parent->isLocalPlayer();
1585 Following cases exist:
1586 m_attachment_parent_id == 0 && !parent
1587 This object is not attached
1588 m_attachment_parent_id != 0 && parent
1589 This object is attached
1590 m_attachment_parent_id != 0 && !parent
1591 This object will be attached as soon the parent is known
1592 m_attachment_parent_id == 0 && parent
1596 if (!parent) { // Detach or don't attach
1598 v3s16 camera_offset = m_env->getCameraOffset();
1599 v3f old_pos = getPosition();
1601 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1602 getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1603 m_matrixnode->updateAbsolutePosition();
1608 parent->updateAttachments();
1609 scene::ISceneNode *parent_node = parent->getSceneNode();
1610 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1611 parent->getAnimatedMeshSceneNode();
1612 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1613 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1616 if (m_matrixnode && parent_node) {
1617 m_matrixnode->setParent(parent_node);
1618 parent_node->updateAbsolutePosition();
1619 getPosRotMatrix().setTranslation(m_attachment_position);
1620 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1621 // use Irrlicht eulers instead
1622 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1623 m_matrixnode->updateAbsolutePosition();
1628 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1630 const ObjectProperties &old = m_prop;
1631 /* Visuals do not need to be expired for:
1632 * - nametag props: handled by updateNametag()
1633 * - textures: handled by updateTextures()
1634 * - sprite props: handled by updateTexturePos()
1635 * - glow: handled by updateLight()
1636 * - any other properties that do not change appearance
1639 bool uses_legacy_texture = new_.wield_item.empty() &&
1640 (new_.visual == "wielditem" || new_.visual == "item");
1641 // Ordered to compare primitive types before std::vectors
1642 return old.backface_culling != new_.backface_culling ||
1643 old.is_visible != new_.is_visible ||
1644 old.mesh != new_.mesh ||
1645 old.shaded != new_.shaded ||
1646 old.use_texture_alpha != new_.use_texture_alpha ||
1647 old.visual != new_.visual ||
1648 old.visual_size != new_.visual_size ||
1649 old.wield_item != new_.wield_item ||
1650 old.colors != new_.colors ||
1651 (uses_legacy_texture && old.textures != new_.textures);
1654 void GenericCAO::processMessage(const std::string &data)
1656 //infostream<<"GenericCAO: Got message"<<std::endl;
1657 std::istringstream is(data, std::ios::binary);
1659 u8 cmd = readU8(is);
1660 if (cmd == AO_CMD_SET_PROPERTIES) {
1661 ObjectProperties newprops;
1662 newprops.show_on_minimap = m_is_player; // default
1664 newprops.deSerialize(is);
1666 // Check what exactly changed
1667 bool expire_visuals = visualExpiryRequired(newprops);
1668 bool textures_changed = m_prop.textures != newprops.textures;
1671 m_prop = std::move(newprops);
1673 m_selection_box = m_prop.selectionbox;
1674 m_selection_box.MinEdge *= BS;
1675 m_selection_box.MaxEdge *= BS;
1677 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1678 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1680 if(!m_initial_tx_basepos_set){
1681 m_initial_tx_basepos_set = true;
1682 m_tx_basepos = m_prop.initial_sprite_basepos;
1684 if (m_is_local_player) {
1685 LocalPlayer *player = m_env->getLocalPlayer();
1686 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1687 aabb3f collision_box = m_prop.collisionbox;
1688 collision_box.MinEdge *= BS;
1689 collision_box.MaxEdge *= BS;
1690 player->setCollisionbox(collision_box);
1691 player->setEyeHeight(m_prop.eye_height);
1692 player->setZoomFOV(m_prop.zoom_fov);
1695 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1696 m_prop.nametag = m_name;
1697 if (m_is_local_player)
1698 m_prop.show_on_minimap = false;
1700 if (expire_visuals) {
1703 infostream << "GenericCAO: properties updated but expiring visuals"
1704 << " not necessary" << std::endl;
1705 if (textures_changed) {
1706 // don't update while punch texture modifier is active
1707 if (m_reset_textures_timer < 0)
1708 updateTextures(m_current_texture_modifier);
1713 } else if (cmd == AO_CMD_UPDATE_POSITION) {
1714 // Not sent by the server if this object is an attachment.
1715 // We might however get here if the server notices the object being detached before the client.
1716 m_position = readV3F32(is);
1717 m_velocity = readV3F32(is);
1718 m_acceleration = readV3F32(is);
1719 m_rotation = readV3F32(is);
1721 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1722 bool do_interpolate = readU8(is);
1723 bool is_end_position = readU8(is);
1724 float update_interval = readF32(is);
1726 // Place us a bit higher if we're physical, to not sink into
1727 // the ground due to sucky collision detection...
1729 m_position += v3f(0,0.002,0);
1731 if(getParent() != NULL) // Just in case
1736 if(!m_prop.physical)
1737 pos_translator.update(m_position, is_end_position, update_interval);
1739 pos_translator.init(m_position);
1741 rot_translator.update(m_rotation, false, update_interval);
1743 } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1744 std::string mod = deSerializeString16(is);
1746 // immediately reset a engine issued texture modifier if a mod sends a different one
1747 if (m_reset_textures_timer > 0) {
1748 m_reset_textures_timer = -1;
1749 updateTextures(m_previous_texture_modifier);
1751 updateTextures(mod);
1752 } else if (cmd == AO_CMD_SET_SPRITE) {
1753 v2s16 p = readV2S16(is);
1754 int num_frames = readU16(is);
1755 float framelength = readF32(is);
1756 bool select_horiz_by_yawpitch = readU8(is);
1759 m_anim_num_frames = num_frames;
1761 m_anim_framelength = framelength;
1762 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1765 } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1766 float override_speed = readF32(is);
1767 float override_jump = readF32(is);
1768 float override_gravity = readF32(is);
1769 // these are sent inverted so we get true when the server sends nothing
1770 bool sneak = !readU8(is);
1771 bool sneak_glitch = !readU8(is);
1772 bool new_move = !readU8(is);
1775 if(m_is_local_player)
1777 LocalPlayer *player = m_env->getLocalPlayer();
1778 player->physics_override_speed = override_speed;
1779 player->physics_override_jump = override_jump;
1780 player->physics_override_gravity = override_gravity;
1781 player->physics_override_sneak = sneak;
1782 player->physics_override_sneak_glitch = sneak_glitch;
1783 player->physics_override_new_move = new_move;
1785 } else if (cmd == AO_CMD_SET_ANIMATION) {
1786 // TODO: change frames send as v2s32 value
1787 v2f range = readV2F32(is);
1788 if (!m_is_local_player) {
1789 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1790 m_animation_speed = readF32(is);
1791 m_animation_blend = readF32(is);
1792 // these are sent inverted so we get true when the server sends nothing
1793 m_animation_loop = !readU8(is);
1796 LocalPlayer *player = m_env->getLocalPlayer();
1797 if(player->last_animation == NO_ANIM)
1799 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1800 m_animation_speed = readF32(is);
1801 m_animation_blend = readF32(is);
1802 // these are sent inverted so we get true when the server sends nothing
1803 m_animation_loop = !readU8(is);
1805 // update animation only if local animations present
1806 // and received animation is unknown (except idle animation)
1807 bool is_known = false;
1808 for (int i = 1;i<4;i++)
1810 if(m_animation_range.Y == player->local_animations[i].Y)
1814 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1818 // FIXME: ^ This code is trash. It's also broken.
1820 } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1821 m_animation_speed = readF32(is);
1822 updateAnimationSpeed();
1823 } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1824 std::string bone = deSerializeString16(is);
1825 v3f position = readV3F32(is);
1826 v3f rotation = readV3F32(is);
1827 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1829 // updateBonePosition(); now called every step
1830 } else if (cmd == AO_CMD_ATTACH_TO) {
1831 u16 parent_id = readS16(is);
1832 std::string bone = deSerializeString16(is);
1833 v3f position = readV3F32(is);
1834 v3f rotation = readV3F32(is);
1835 bool force_visible = readU8(is); // Returns false for EOF
1837 setAttachment(parent_id, bone, position, rotation, force_visible);
1838 } else if (cmd == AO_CMD_PUNCHED) {
1839 u16 result_hp = readU16(is);
1841 // Use this instead of the send damage to not interfere with prediction
1842 s32 damage = (s32)m_hp - (s32)result_hp;
1846 if (m_is_local_player)
1847 m_env->getLocalPlayer()->hp = m_hp;
1853 // TODO: Execute defined fast response
1854 // As there is no definition, make a smoke puff
1855 ClientSimpleObject *simple = createSmokePuff(
1856 m_smgr, m_env, m_position,
1857 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1858 m_env->addSimpleObject(simple);
1859 } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1860 m_reset_textures_timer = 0.05;
1862 m_reset_textures_timer += 0.05 * damage;
1863 // Cap damage overlay to 1 second
1864 m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1865 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1870 // Same as 'Server::DiePlayer'
1871 clearParentAttachment();
1872 // Same as 'ObjectRef::l_remove'
1874 clearChildAttachments();
1876 } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
1877 m_armor_groups.clear();
1878 int armor_groups_size = readU16(is);
1879 for(int i=0; i<armor_groups_size; i++)
1881 std::string name = deSerializeString16(is);
1882 int rating = readS16(is);
1883 m_armor_groups[name] = rating;
1885 } else if (cmd == AO_CMD_SPAWN_INFANT) {
1886 u16 child_id = readU16(is);
1887 u8 type = readU8(is); // maybe this will be useful later
1890 addAttachmentChild(child_id);
1891 } else if (cmd == AO_CMD_OBSOLETE1) {
1892 // Don't do anything and also don't log a warning
1894 warningstream << FUNCTION_NAME
1895 << ": unknown command or outdated client \""
1896 << +cmd << "\"" << std::endl;
1900 /* \pre punchitem != NULL
1902 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1903 float time_from_last_punch)
1905 assert(punchitem); // pre-condition
1906 const ToolCapabilities *toolcap =
1907 &punchitem->getToolCapabilities(m_client->idef());
1908 PunchDamageResult result = getPunchDamage(
1912 time_from_last_punch,
1915 if(result.did_punch && result.damage != 0)
1917 if(result.damage < m_hp)
1919 m_hp -= result.damage;
1922 // TODO: Execute defined fast response
1923 // As there is no definition, make a smoke puff
1924 ClientSimpleObject *simple = createSmokePuff(
1925 m_smgr, m_env, m_position,
1926 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1927 m_env->addSimpleObject(simple);
1929 if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1930 m_reset_textures_timer = 0.05;
1931 if (result.damage >= 2)
1932 m_reset_textures_timer += 0.05 * result.damage;
1933 // Cap damage overlay to 1 second
1934 m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1935 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1942 std::string GenericCAO::debugInfoText()
1944 std::ostringstream os(std::ios::binary);
1945 os<<"GenericCAO hp="<<m_hp<<"\n";
1947 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1948 i != m_armor_groups.end(); ++i)
1950 os<<i->first<<"="<<i->second<<", ";
1956 void GenericCAO::updateMeshCulling()
1958 if (!m_is_local_player)
1961 const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
1963 if (m_meshnode && m_prop.visual == "upright_sprite") {
1964 u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
1965 for (u32 i = 0; i < buffers; i++) {
1966 video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
1967 // upright sprite has no backface culling
1968 mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
1973 scene::ISceneNode *node = getSceneNode();
1978 // Hide the mesh by culling both front and
1979 // back faces. Serious hackyness but it works for our
1980 // purposes. This also preserves the skeletal armature.
1981 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1983 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1986 // Restore mesh visibility.
1987 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1988 m_prop.backface_culling);
1989 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1995 GenericCAO proto_GenericCAO(NULL, NULL);