#include "content_cao.h"
#include <IBillboardSceneNode.h>
#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include "client/client.h"
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
- void addToScene(ITextureSource *tsrc);
+ void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
void removeFromScene(bool permanent);
void updateLight(u32 day_night_ratio);
void updateNodePos();
return new TestCAO(client, env);
}
-void TestCAO::addToScene(ITextureSource *tsrc)
+void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
{
if(m_node != NULL)
return;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
- m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
infostream<<"GenericCAO: Got init data"<<std::endl;
processInitData(data);
- if (m_is_player) {
- // Check if it's the current player
- LocalPlayer *player = m_env->getLocalPlayer();
- if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
- m_is_local_player = true;
- m_is_visible = false;
- player->setCAO(this);
-
- m_prop.show_on_minimap = false;
- }
- }
-
m_enable_shaders = g_settings->getBool("enable_shaders");
}
m_rotation = readV3F32(is);
m_hp = readU16(is);
+ if (m_is_player) {
+ // Check if it's the current player
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
+ m_is_local_player = true;
+ m_is_visible = false;
+ player->setCAO(this);
+ }
+ }
+
const u8 num_messages = readU8(is);
for (int i = 0; i < num_messages; i++) {
clearParentAttachment();
}
+ if (auto shadow = RenderingEngine::get_shadow_renderer())
+ shadow->removeNodeFromShadowList(getSceneNode());
+
if (m_meshnode) {
m_meshnode->remove();
m_meshnode->drop();
m_client->getMinimap()->removeMarker(&m_marker);
}
-void GenericCAO::addToScene(ITextureSource *tsrc)
+void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
{
- m_smgr = RenderingEngine::get_scene_manager();
+ m_smgr = smgr;
if (getSceneNode() != NULL) {
return;
}
auto grabMatrixNode = [this] {
- m_matrixnode = RenderingEngine::get_scene_manager()->
- addDummyTransformationSceneNode();
+ m_matrixnode = m_smgr->addDummyTransformationSceneNode();
m_matrixnode->grab();
};
if (m_prop.visual == "sprite") {
grabMatrixNode();
- m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
+ m_spritenode = m_smgr->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
mesh->addMeshBuffer(buf);
buf->drop();
}
- m_meshnode = RenderingEngine::get_scene_manager()->
- addMeshSceneNode(mesh, m_matrixnode);
+ m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
} else if (m_prop.visual == "cube") {
grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = RenderingEngine::get_scene_manager()->
- addMeshSceneNode(mesh, m_matrixnode);
+ m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
- m_animated_meshnode = RenderingEngine::get_scene_manager()->
- addAnimatedMeshSceneNode(mesh, m_matrixnode);
+ m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
- m_wield_meshnode = new WieldMeshSceneNode(
- RenderingEngine::get_scene_manager(), -1);
+ m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
m_wield_meshnode->setItem(item, m_client,
(m_prop.visual == "wielditem"));
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
- scene::ISceneNode *node = getSceneNode();
+ if (scene::ISceneNode *node = getSceneNode()) {
+ if (m_matrixnode)
+ node->setParent(m_matrixnode);
- if (node && m_matrixnode)
- node->setParent(m_matrixnode);
+ if (auto shadow = RenderingEngine::get_shadow_renderer())
+ shadow->addNodeToShadowList(node);
+ }
updateNametag();
updateMarker();
if (m_is_local_player) // No nametag for local player
return;
- if (m_prop.nametag.empty()) {
+ if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
// Delete nametag
if (m_nametag) {
m_client->getCamera()->removeNametag(m_nametag);
if (!m_nametag) {
// Add nametag
m_nametag = m_client->getCamera()->addNametag(node,
- m_prop.nametag, m_prop.nametag_color, pos);
+ m_prop.nametag, m_prop.nametag_color,
+ m_prop.nametag_bgcolor, pos);
} else {
// Update nametag
- m_nametag->nametag_text = m_prop.nametag;
- m_nametag->nametag_color = m_prop.nametag_color;
- m_nametag->nametag_pos = pos;
+ m_nametag->text = m_prop.nametag;
+ m_nametag->textcolor = m_prop.nametag_color;
+ m_nametag->bgcolor = m_prop.nametag_bgcolor;
+ m_nametag->pos = pos;
}
}
}
removeFromScene(false);
- addToScene(m_client->tsrc());
+ addToScene(m_client->tsrc(), m_smgr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for (u16 cao_id : m_attachment_child_ids) {
}
}
- if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
+ if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
// This is the child node's rotation. It is only used for automatic_rotate.
v3f local_rot = node->getRotation();
local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
}
if (!getParent() && m_prop.automatic_face_movement_dir &&
- (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+ (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
float max_rotation_per_sec =
if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
-// Requires Irrlicht 1.8 or greater
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
if (m_animated_meshnode->getLoopMode() != m_animation_loop)
m_animated_meshnode->setLoopMode(m_animation_loop);
-#endif
}
void GenericCAO::updateAnimationSpeed()
if (m_bone_position.empty() || !m_animated_meshnode)
return;
- m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
for (auto &it : m_bone_position) {
std::string bone_name = it.first;
- irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
if (bone) {
bone->setPosition(it.second.X);
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);
+ scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
if (!bone)
continue;
if (!m_is_local_player)
return;
- // Grab the active player scene node so we know there's
- // at least a mesh to occlude from the camera.
- irr::scene::ISceneNode *node = getSceneNode();
+ const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
+
+ if (m_meshnode && m_prop.visual == "upright_sprite") {
+ u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
+ for (u32 i = 0; i < buffers; i++) {
+ video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
+ // upright sprite has no backface culling
+ mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+ }
+ return;
+ }
+
+ scene::ISceneNode *node = getSceneNode();
if (!node)
return;
- if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) {
+ if (hidden) {
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our
// purposes. This also preserves the skeletal armature.