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
*/
void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
void updateLight(u32 day_night_ratio);
- v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
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);
{
}
-v3s16 TestCAO::getLightPosition()
-{
- return floatToInt(m_position, BS);
-}
-
void TestCAO::updateNodePos()
{
if (!m_node)
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();
}
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) ?
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);
}
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);
}
}
-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()
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();
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()
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);
// 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()
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();
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
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)
// Check what exactly changed
bool expire_visuals = visualExpiryRequired(newprops);
+ bool textures_changed = m_prop.textures != newprops.textures;
// Apply changes
m_prop = std::move(newprops);
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.