#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
+#include "client.h"
#include "wieldmesh.h"
#include <algorithm>
#include "client/renderingengine.h"
{
public:
TestCAO(Client *client, ClientEnvironment *env);
- virtual ~TestCAO();
+ virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
ClientActiveObject::registerType(getType(), create);
}
-TestCAO::~TestCAO()
-{
-}
-
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
}
}
-/*
- ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
- ItemCAO(Client *client, ClientEnvironment *env);
- virtual ~ItemCAO();
-
- ActiveObjectType getType() const
- {
- return ACTIVEOBJECT_TYPE_ITEM;
- }
-
- static ClientActiveObject* create(Client *client, ClientEnvironment *env);
-
- void addToScene(ITextureSource *tsrc);
- void removeFromScene(bool permanent);
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
- void updateInfoText();
- void updateTexture();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
-
- virtual bool getSelectionBox(aabb3f *toset) const
- {
- *toset = m_selection_box;
- return true;
- }
-
-
- v3f getPosition()
- {return m_position;}
- inline float getYaw() const
- {return 0;}
- std::string infoText()
- {return m_infotext;}
-
- bool getCollisionBox(aabb3f *toset) const { return false; }
-private:
- aabb3f m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- std::string m_itemstring;
- std::string m_infotext;
-};
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(Client *client, ClientEnvironment *env):
- ClientActiveObject(0, client, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
-{
- if(!client && !env)
- {
- ClientActiveObject::registerType(getType(), create);
- }
-}
-
-ItemCAO::~ItemCAO()
-{
-}
-
-ClientActiveObject* ItemCAO::create(Client *client, ClientEnvironment *env)
-{
- return new ItemCAO(client, env);
-}
-
-void ItemCAO::addToScene(ITextureSource *tsrc)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
- video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
- video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
- };
- 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_BACK_FACE_CULLING, false);
- // Initialize with a generated placeholder texture
- buf->getMaterial().setTexture(0, tsrc->getTexture(""));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- updateNodePos();
-
- /*
- Update image of node
- */
-
- updateTexture();
-}
-
-void ItemCAO::removeFromScene(bool permanent)
-{
- if (!m_node)
- return;
-
- m_node->remove();
- m_node = nullptr;
-}
-
-void ItemCAO::updateLight(u8 light_at_pos)
-{
- if (!m_node)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 ItemCAO::getLightPosition()
-{
- return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
-}
-
-void ItemCAO::updateNodePos()
-{
- if (!m_node)
- return;
-
- m_node->setPosition(m_position);
-}
-
-void ItemCAO::updateInfoText()
-{
- try{
- IItemDefManager *idef = m_client->idef();
- ItemStack item;
- item.deSerialize(m_itemstring, idef);
- if(item.isKnown(idef))
- m_infotext = item.getDefinition(idef).description;
- else
- m_infotext = "Unknown item: '" + m_itemstring + "'";
- if(item.count >= 2)
- m_infotext += " (" + itos(item.count) + ")";
- }
- catch(SerializationError &e)
- {
- m_infotext = "Unknown item: '" + m_itemstring + "'";
- }
-}
-
-void ItemCAO::updateTexture()
-{
- if (!m_node)
- return;
-
- // Create an inventory item to see what is its image
- std::istringstream is(m_itemstring, std::ios_base::binary);
- video::ITexture *texture = NULL;
- try{
- IItemDefManager *idef = m_client->idef();
- ItemStack item;
- item.deSerialize(is, idef);
- texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_client);
- }
- catch(SerializationError &e)
- {
- warningstream<<FUNCTION_NAME
- <<": error deSerializing itemstring \""
- <<m_itemstring<<std::endl;
- }
-
- // Set meshbuffer texture
- m_node->getMaterial(0).setTexture(0, texture);
-}
-
-
-void ItemCAO::step(float dtime, ClientEnvironment *env)
-{
- if(m_node)
- {
- /*v3f rot = m_node->getRotation();
- rot.Y += dtime * 120;
- m_node->setRotation(rot);*/
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - (player->getYaw());
- m_node->setRotation(rot);
- }
-}
-
-void ItemCAO::processMessage(const std::string &data)
-{
- //infostream<<"ItemCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- updateNodePos();
- }
- if(cmd == 1)
- {
- // itemstring
- m_itemstring = deSerializeString(is);
- updateInfoText();
- updateTexture();
- }
-}
-
-void ItemCAO::initialize(const std::string &data)
-{
- infostream<<"ItemCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- // itemstring
- m_itemstring = deSerializeString(is);
- }
-
- updateNodePos();
- updateInfoText();
-}
-
/*
GenericCAO
*/
m_is_visible = false;
player->setCAO(this);
}
- if (m_client->getProtoVersion() < 33)
- m_env->addPlayerName(m_name.c_str());
}
}
m_yaw = readF1000(is);
m_hp = readS16(is);
num_messages = readU8(is);
- } else if (version == 0) { // In PROTOCOL_VERSION 13
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
- num_messages = readU8(is);
} else {
errorstream<<"GenericCAO: Unsupported init data version"
<<std::endl;
GenericCAO::~GenericCAO()
{
- if (m_is_player && m_client->getProtoVersion() < 33) {
- m_env->removePlayerName(m_name.c_str());
- }
removeFromScene(true);
}
bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
if (!m_prop.is_visible || !m_is_visible || m_is_local_player
- || getParent() != NULL){
+ || !m_prop.pointable || getParent() != NULL) {
return false;
}
*toset = m_selection_box;
scene::ISceneNode *node = getSceneNode();
if (node)
return node->getAbsolutePosition();
- else
- return m_position;
+
+ return m_position;
}
return pos_translator.vect_show;
}
{
if (m_meshnode) {
return m_meshnode;
- } else if (m_animated_meshnode) {
+ }
+
+ if (m_animated_meshnode) {
return m_animated_meshnode;
- } else if (m_wield_meshnode) {
+ }
+
+ if (m_wield_meshnode) {
return m_wield_meshnode;
- } else if (m_spritenode) {
+ }
+
+ if (m_spritenode) {
return m_spritenode;
}
return NULL;
void GenericCAO::setChildrenVisible(bool toset)
{
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+ for (u16 cao_id : m_children) {
+ GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
obj->setVisible(toset);
}
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
if((m_env != NULL) && (permanent))
{
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- u16 ci = m_children[i];
+ for (u16 ci : m_children) {
if (m_env->attachement_parent_ids[ci] == getId()) {
m_env->attachement_parent_ids[ci] = 0;
}
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
- }
- else if(m_prop.visual == "wielditem") {
+ } else if (m_prop.visual == "wielditem") {
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
- if (m_prop.wield_item == "") {
+ if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
- if (m_prop.textures.size() >= 1) {
+ if (!m_prop.textures.empty()) {
infostream << "textures[0]: " << m_prop.textures[0]
<< std::endl;
IItemDefManager *idef = m_client->idef();
updateTextures(m_current_texture_modifier);
scene::ISceneNode *node = getSceneNode();
- if (node && m_prop.nametag != "" && !m_is_local_player) {
+ if (node && !m_prop.nametag.empty() && !m_is_local_player) {
// Add nametag
v3f pos;
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
updateLightNoCheck(light_at_pos);
// Update light of all children
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+ for (u16 i : m_children) {
+ ClientActiveObject *obj = m_env->getActiveObject(i);
if (obj) {
obj->updateLightNoCheck(light_at_pos);
}
void GenericCAO::updateLightNoCheck(u8 light_at_pos)
{
- u8 li = decode_light(light_at_pos);
+ if (m_glow < 0)
+ return;
+
+ u8 li = decode_light(light_at_pos + m_glow);
if (li != m_last_light) {
m_last_light = li;
video::SColor color(255,li,li,li);
v3s16 GenericCAO::getLightPosition()
{
- return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+ if (m_is_player)
+ return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+
+ return floatToInt(m_position, BS);
}
void GenericCAO::updateNodePos()
// Attachments, part 1: All attached objects must be unparented first,
// or Irrlicht causes a segmentation fault
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end();)
- {
+ for (auto ci = m_children.begin(); ci != m_children.end();) {
if (m_env->attachement_parent_ids[*ci] != getId()) {
ci = m_children.erase(ci);
continue;
addToScene(m_client->tsrc());
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ for (u16 cao_id : m_children) {
// Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+ ClientActiveObject *obj = m_env->getActiveObject(cao_id);
if (obj)
obj->setAttachments();
}
float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved;
- if(m_step_distance_counter > 1.5*BS)
- {
- m_step_distance_counter = 0;
- if(!m_is_local_player && m_prop.makes_footstep_sound)
- {
+ if (m_step_distance_counter > 1.5f * BS) {
+ m_step_distance_counter = 0.0f;
+ if (!m_is_local_player && m_prop.makes_footstep_sound) {
INodeDefManager *ndef = m_client->ndef();
- v3s16 p = floatToInt(getPosition() + v3f(0,
- (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+ v3s16 p = floatToInt(getPosition() +
+ v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ // Reduce footstep gain, as non-local-player footsteps are
+ // somehow louder.
+ spec.gain *= 0.6f;
m_client->sound()->playSoundAt(spec, false, getPosition());
}
}
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
+ m_glow = m_prop.glow;
- if(m_spritenode)
- {
- if(m_prop.visual == "sprite")
- {
+ if (m_spritenode) {
+ if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
- if(m_prop.textures.size() >= 1)
+ if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
+ if (!m_prop.colors.empty()) {
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
- if(m_animated_meshnode)
- {
- if(m_prop.visual == "mesh")
- {
+
+ if (m_animated_meshnode) {
+ if (m_prop.visual == "mesh") {
for (u32 i = 0; i < m_prop.textures.size() &&
- i < m_animated_meshnode->getMaterialCount(); ++i)
- {
+ i < m_animated_meshnode->getMaterialCount(); ++i) {
std::string texturestring = m_prop.textures[i];
- if(texturestring == "")
+ if (texturestring.empty())
continue; // Empty texture string means don't modify that material
texturestring += mod;
video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
- if(!texture)
- {
+ if (!texture) {
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
continue;
}
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ // don't filter low-res textures, makes them look blurry
+ // player models have a res of 64
+ const core::dimension2d<u32> &size = texture->getOriginalSize();
+ const u32 res = std::min(size.Height, size.Width);
+ use_trilinear_filter &= res > 64;
+ use_bilinear_filter &= res > 64;
+
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_animated_meshnode->getMaterial(i)
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
- }
- else if(m_prop.visual == "upright_sprite")
- {
+ } else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
{
std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 1)
+ if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
+ if(!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
{
std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 2)
+ if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
- else if(m_prop.textures.size() >= 1)
+ else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 2)
- {
+ if (m_prop.colors.size() >= 2) {
buf->getMaterial().AmbientColor = m_prop.colors[1];
buf->getMaterial().DiffuseColor = m_prop.colors[1];
buf->getMaterial().SpecularColor = m_prop.colors[1];
- }
- else if(m_prop.colors.size() >= 1)
- {
+ } else if (!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
#endif
}
+void GenericCAO::updateAnimationSpeed()
+{
+ if (!m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+}
+
void GenericCAO::updateBonePosition()
{
- if(m_bone_position.empty() || !m_animated_meshnode)
+ 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
scene::ISceneNode *parent_node = getParent()->getSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
getParent()->getAnimatedMeshSceneNode();
- if (parent_animated_mesh_node && m_attachment_bone != "") {
+ if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
}
if (cmd == GENERIC_CMD_SET_PROPERTIES) {
m_prop = gob_read_set_properties(is);
- m_selection_box = m_prop.collisionbox;
+ m_selection_box = m_prop.selectionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound;
- player->setCollisionbox(m_selection_box);
+ aabb3f collision_box = m_prop.collisionbox;
+ collision_box.MinEdge *= BS;
+ collision_box.MaxEdge *= BS;
+ player->setCollisionbox(collision_box);
+ player->setCanZoom(m_prop.can_zoom);
+ player->setEyeHeight(m_prop.eye_height);
}
- if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
+ if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
expireVisuals();
updateAnimation();
}
}
+ } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+ m_animation_speed = readF1000(is);
+ updateAnimationSpeed();
} else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);