]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/content_cao.cpp
Added EntitySpeed
[dragonfireclient.git] / src / client / content_cao.cpp
index 85572964226c7e93a4d203898ad13f712d63e0b5..5f60c33753b687e933f30764b64d2ad96262097a 100644 (file)
@@ -162,6 +162,15 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
        matrix.setTextureScale(txs, tys);
 }
 
+// Evaluate transform chain recursively; irrlicht does not do this for us
+static void updatePositionRecursive(scene::ISceneNode *node)
+{
+       scene::ISceneNode *parent = node->getParent();
+       if (parent)
+               updatePositionRecursive(parent);
+       node->updateAbsolutePosition();
+}
+
 /*
        TestCAO
 */
@@ -182,7 +191,6 @@ class TestCAO : public ClientActiveObject
        void addToScene(ITextureSource *tsrc);
        void removeFromScene(bool permanent);
        void updateLight(u32 day_night_ratio);
-       v3s16 getLightPosition();
        void updateNodePos();
 
        void step(float dtime, ClientEnvironment *env);
@@ -231,7 +239,7 @@ void TestCAO::addToScene(ITextureSource *tsrc)
        u16 indices[] = {0,1,2,2,3,0};
        buf->append(vertices, 4, indices, 6);
        // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+       buf->getMaterial().setFlag(video::EMF_LIGHTING, true);  // false
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
        buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
@@ -258,11 +266,6 @@ void TestCAO::updateLight(u32 day_night_ratio)
 {
 }
 
-v3s16 TestCAO::getLightPosition()
-{
-       return floatToInt(m_position, BS);
-}
-
 void TestCAO::updateNodePos()
 {
        if (!m_node)
@@ -469,13 +472,14 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit
        ClientActiveObject *parent = m_env->getActiveObject(parent_id);
 
        if (parent_id != old_parent) {
+               if (old_parent)
+                       m_waiting_for_reattach = 10;
                if (auto *o = m_env->getActiveObject(old_parent))
                        o->removeAttachmentChild(m_id);
                if (parent)
                        parent->addAttachmentChild(m_id);
        }
-
-
+       
        updateAttachments();
 }
 
@@ -583,10 +587,16 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        if (m_enable_shaders) {
                IShaderSource *shader_source = m_client->getShaderSource();
-               u32 shader_id = shader_source->getShader(
-                               "object_shader",
-                               (m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
-                               NDT_NORMAL);
+               MaterialType material_type;
+
+               if (m_prop.shaded && m_prop.glow == 0)
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
+               else
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
+
+               u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
                m_material_type = shader_source->getShaderInfo(shader_id).material;
        } else {
                m_material_type = (m_prop.use_texture_alpha) ?
@@ -726,6 +736,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                                addAnimatedMeshSceneNode(mesh, m_matrixnode);
                        m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
+
+                       if (!checkMeshNormals(mesh)) {
+                               infostream << "GenericCAO: recalculating normals for mesh "
+                                       << m_prop.mesh << std::endl;
+                               m_smgr->getMeshManipulator()->
+                                               recalculateNormals(mesh, true, false);
+                       }
+
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(m_prop.visual_size);
 
@@ -786,18 +804,28 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 }
 
 void GenericCAO::updateLight(u32 day_night_ratio)
-{
+{              
        if (m_glow < 0)
                return;
 
        u8 light_at_pos = 0;
-       bool pos_ok;
-
-       v3s16 p = getLightPosition();
-       MapNode n = m_env->getMap().getNode(p, &pos_ok);
-       if (pos_ok)
-               light_at_pos = n.getLightBlend(day_night_ratio, m_client->ndef());
-       else
+       bool pos_ok = false;
+
+       if (g_settings->getBool("fullbright"))
+               light_at_pos = 255;
+               
+       v3s16 pos[3];
+       u16 npos = getLightPosition(pos);
+       for (u16 i = 0; i < npos; i++) {
+               bool this_ok;
+               MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
+               if (this_ok) {
+                       u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
+                       light_at_pos = MYMAX(light_at_pos, this_light);
+                       pos_ok = true;
+               }
+       }
+       if (!pos_ok)
                light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
 
        u8 light = decode_light(light_at_pos + m_glow);
@@ -848,12 +876,17 @@ void GenericCAO::setNodeLight(u8 light)
        }
 }
 
-v3s16 GenericCAO::getLightPosition()
+u16 GenericCAO::getLightPosition(v3s16 *pos)
 {
-       if (m_is_player)
-               return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
-
-       return floatToInt(m_position, BS);
+       const auto &box = m_prop.collisionbox;
+       pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
+       pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
+
+       // Skip center pos if it falls into the same node as Min or MaxEdge
+       if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
+               return 2;
+       pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
+       return 3;
 }
 
 void GenericCAO::updateNametag()
@@ -909,11 +942,6 @@ void GenericCAO::updateNodePos()
 
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
-       if (m_animated_meshnode) {
-               m_animated_meshnode->animateJoints();
-               updateBonePosition();
-       }
-       
        // Handle model animations and update positions instantly to prevent lags
        if (m_is_local_player) {
                LocalPlayer *player = m_env->getLocalPlayer();
@@ -1123,6 +1151,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                rot_translator.val_current = m_rotation;
                updateNodePos();
        }
+
+       if (m_animated_meshnode) {
+               // Everything must be updated; the whole transform
+               // chain as well as the animated mesh node.
+               // Otherwise, bone attachments would be relative to
+               // a position that's one frame old.
+               if (m_matrixnode)
+                       updatePositionRecursive(m_matrixnode);
+               m_animated_meshnode->updateAbsolutePosition();
+               m_animated_meshnode->animateJoints();
+               updateBonePosition();
+       }
 }
 
 void GenericCAO::updateTexturePos()
@@ -1395,7 +1435,7 @@ void GenericCAO::updateBonePosition()
                        bone->setRotation(it.second.Y);
                }
        }
-       
+
        // search through bones to find mistakenly rotated bones due to bug in Irrlicht
        for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
                irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
@@ -1419,11 +1459,23 @@ void GenericCAO::updateBonePosition()
                // and update the bones transformation.
                v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
                float offset = fabsf(bone_rot.X - bone->getRotation().X);
-               if (offset > 179.9f && offset < 180.1f) { 
+               if (offset > 179.9f && offset < 180.1f) {
                        bone->setRotation(bone_rot);
                        bone->updateAbsolutePosition();
                }
        }
+       // The following is needed for set_bone_pos to propagate to
+       // attached objects correctly.
+       // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
+       for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+               auto bone = m_animated_meshnode->getJointNode(i);
+               // Look for the root bone.
+               if (bone && bone->getParent() == m_animated_meshnode) {
+                       // Update entire skeleton.
+                       bone->updateAbsolutePositionOfAllChildren();
+                       break;
+               }
+       }
 }
 
 void GenericCAO::updateAttachments()
@@ -1446,15 +1498,17 @@ void GenericCAO::updateAttachments()
 
        if (!parent) { // Detach or don't attach
                if (m_matrixnode) {
+                       v3s16 camera_offset = m_env->getCameraOffset();
                        v3f old_pos = getPosition();
 
                        m_matrixnode->setParent(m_smgr->getRootSceneNode());
-                       getPosRotMatrix().setTranslation(old_pos);
+                       getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
                        m_matrixnode->updateAbsolutePosition();
                }
        }
        else // Attach
        {
+               parent->updateAttachments();
                scene::ISceneNode *parent_node = parent->getSceneNode();
                scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
                                parent->getAnimatedMeshSceneNode();
@@ -1464,6 +1518,7 @@ void GenericCAO::updateAttachments()
 
                if (m_matrixnode && parent_node) {
                        m_matrixnode->setParent(parent_node);
+                       parent_node->updateAbsolutePosition();
                        getPosRotMatrix().setTranslation(m_attachment_position);
                        //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
                        // use Irrlicht eulers instead
@@ -1476,18 +1531,27 @@ void GenericCAO::updateAttachments()
 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
 {
        const ObjectProperties &old = m_prop;
+       /* Visuals do not need to be expired for:
+        * - nametag props: handled by updateNametag()
+        * - textures:      handled by updateTextures()
+        * - sprite props:  handled by updateTexturePos()
+        * - glow:          handled by updateLight()
+        * - any other properties that do not change appearance
+        */
+
+       bool uses_legacy_texture = new_.wield_item.empty() &&
+               (new_.visual == "wielditem" || new_.visual == "item");
        // Ordered to compare primitive types before std::vectors
        return old.backface_culling != new_.backface_culling ||
-               old.initial_sprite_basepos != new_.initial_sprite_basepos ||
                old.is_visible != new_.is_visible ||
                old.mesh != new_.mesh ||
-               old.spritediv != new_.spritediv ||
+               old.shaded != new_.shaded ||
                old.use_texture_alpha != new_.use_texture_alpha ||
                old.visual != new_.visual ||
                old.visual_size != new_.visual_size ||
                old.wield_item != new_.wield_item ||
                old.colors != new_.colors ||
-               old.textures != new_.textures;
+               (uses_legacy_texture && old.textures != new_.textures);
 }
 
 void GenericCAO::processMessage(const std::string &data)
@@ -1502,6 +1566,7 @@ void GenericCAO::processMessage(const std::string &data)
 
                // Check what exactly changed
                bool expire_visuals = visualExpiryRequired(newprops);
+               bool textures_changed = m_prop.textures != newprops.textures;
 
                // Apply changes
                m_prop = std::move(newprops);
@@ -1530,13 +1595,18 @@ void GenericCAO::processMessage(const std::string &data)
 
                if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
                        m_prop.nametag = m_name;
-               updateNametag();
 
                if (expire_visuals) {
                        expireVisuals();
                } else {
                        infostream << "GenericCAO: properties updated but expiring visuals"
                                << " not necessary" << std::endl;
+                       if (textures_changed) {
+                               // don't update while punch texture modifier is active
+                               if (m_reset_textures_timer < 0)
+                                       updateTextures(m_current_texture_modifier);
+                       }
+                       updateNametag();
                }
        } else if (cmd == AO_CMD_UPDATE_POSITION) {
                // Not sent by the server if this object is an attachment.