#include "util/serialize.h"
#include "util/mathconstants.h"
#include "map.h"
+#include "main.h" // g_settings
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
-
/*
SmoothTranslator
*/
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(is, idef);
- texture = item.getDefinition(idef).inventory_texture;
+ texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
}
catch(SerializationError &e)
{
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set;
bool m_tx_select_horiz_by_yawpitch;
- v2f m_frames;
- int m_frame_speed;
- int m_frame_blend;
- std::map<std::string, core::vector2d<v3f> > m_bone_posrot; // stores position and rotation for each bone name
+ v2f m_animation_range;
+ int m_animation_speed;
+ int m_animation_blend;
+ std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
+ bool m_attached_to_local;
int m_anim_frame;
int m_anim_num_frames;
float m_anim_framelength;
m_tx_basepos(0,0),
m_initial_tx_basepos_set(false),
m_tx_select_horiz_by_yawpitch(false),
- m_frames(v2f(0,0)),
- m_frame_speed(15),
- m_frame_blend(0),
- // Nothing to do for m_bone_posrot
+ m_animation_range(v2f(0,0)),
+ m_animation_speed(15),
+ m_animation_blend(0),
+ m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
m_attachment_bone(""),
m_attachment_position(v3f(0,0,0)),
m_attachment_rotation(v3f(0,0,0)),
+ m_attached_to_local(false),
m_anim_frame(0),
m_anim_num_frames(1),
m_anim_framelength(0.2),
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
+ int num_messages = 0;
// version
u8 version = readU8(is);
// check version
- if(version != 0){
+ if(version == 1) // In PROTOCOL_VERSION 14
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_id = readS16(is);
+ m_position = readV3F1000(is);
+ 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;
return;
}
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_id = readS16(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
-
- int num_messages = readU8(is);
+
for(int i=0; i<num_messages; i++){
std::string message = deSerializeLongString(is);
processMessage(message);
return m_animated_meshnode->getAbsolutePosition();
if(m_spritenode)
return m_spritenode->getAbsolutePosition();
- return v3f(0,0,0); // Just in case
+ return m_position;
}
return pos_translator.vect_show;
}
return m_is_local_player;
}
- void updateParent()
+ void setAttachments()
{
updateAttachments();
}
ClientActiveObject *getParent()
{
ClientActiveObject *obj = NULL;
- for(std::vector<core::vector2d<int> >::const_iterator cii = attachment_list.begin(); cii != attachment_list.end(); cii++)
+ for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
{
- if(cii->X == this->getId()){ // This ID is our child
+ if(cii->X == getId()){ // This ID is our child
if(cii->Y > 0){ // A parent ID exists for our child
if(cii->X != cii->Y){ // The parent and child ID are not the same
obj = m_env->getActiveObject(cii->Y);
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
{
// Detach this object's children
- for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
- if(ii->Y == this->getId()) // Is a child of our object
+ if(ii->Y == getId()) // Is a child of our object
{
ii->Y = 0;
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
- obj->updateParent();
+ obj->setAttachments();
}
}
// Delete this object from the attachments list
- for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
- if(ii->X == this->getId()) // Is our object
+ if(ii->X == getId()) // Is our object
{
- attachment_list.erase(ii);
+ m_env->attachment_list.erase(ii);
break;
}
}
mesh->addMeshBuffer(buf);
buf->drop();
}
- m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
+ m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
// This is needed for changing the texture in the future
else if(m_prop.visual == "cube"){
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
+ m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
if(mesh)
{
- m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, m_smgr->getRootSceneNode());
+ m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
+ scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
irr->getVideoDriver()->getMeshManipulator();
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
- m_meshnode = smgr->addMeshSceneNode(mesh, m_smgr->getRootSceneNode());
+ m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->setPosition(v3f(0, BS*1.1, 0));
}
-
+
updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
}
void expireVisuals()
void updateLight(u8 light_at_pos)
{
- // Objects attached to the local player should always be hidden
- if(getParent() != NULL && getParent()->isLocalPlayer())
- m_is_visible = false;
- else
- m_is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
-
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
- if(m_meshnode){
+ if(m_meshnode)
setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(m_is_visible);
- }
- if(m_animated_meshnode){
+ if(m_animated_meshnode)
setMeshColor(m_animated_meshnode->getMesh(), color);
- m_animated_meshnode->setVisible(m_is_visible);
- }
- if(m_spritenode){
+ if(m_spritenode)
m_spritenode->setColor(color);
- m_spritenode->setVisible(m_is_visible);
- }
}
}
void step(float dtime, ClientEnvironment *env)
{
- v3f lastpos = pos_translator.vect_show;
-
if(m_visuals_expired && m_smgr && m_irr){
m_visuals_expired = false;
// Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
- for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
- if(ii->Y == this->getId()) // This is a child of our parent
+ if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
removeFromScene(false);
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
- updateAnimations();
- updateBonePosRot();
- updateAttachments();
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
- if(ii->Y == this->getId()) // This is a child of our parent
+ if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
- obj->updateParent();
+ obj->setAttachments();
}
}
}
+
+ // Make sure m_is_visible is always applied
+ if(m_meshnode)
+ m_meshnode->setVisible(m_is_visible);
+ if(m_animated_meshnode)
+ m_animated_meshnode->setVisible(m_is_visible);
+ if(m_spritenode)
+ m_spritenode->setVisible(m_is_visible);
+ if(m_textnode)
+ m_textnode->setVisible(m_is_visible);
+
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
{
// Set these for later
- if(m_meshnode)
- m_position = m_meshnode->getAbsolutePosition();
- if(m_animated_meshnode)
- m_position = m_animated_meshnode->getAbsolutePosition();
- if(m_spritenode)
- m_position = m_spritenode->getAbsolutePosition();
+ m_position = getPosition();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
+ pos_translator.vect_show = m_position;
if(m_is_local_player) // Update local player attachment position
{
}
else
{
+ v3f lastpos = pos_translator.vect_show;
+
if(m_prop.physical){
core::aabbox3d<f32> box = m_prop.collisionbox;
box.MinEdge *= BS;
{
ITextureSource *tsrc = m_gamedef->tsrc();
+ bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+ bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+ bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
if(m_spritenode)
{
if(m_prop.visual == "sprite")
// has directional lighting, it should work automatically.
if(m_prop.colors.size() >= 1)
{
- m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
- m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
- m_meshnode->getMaterial(0).SpecularColor = m_prop.colors[0];
+ 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_TRILINEAR_FILTER, use_trilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
if(m_animated_meshnode)
{
if(m_prop.visual == "mesh")
{
- for (u32 i = 0; i < m_prop.textures.size(); ++i)
+ for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
{
std::string texturestring = m_prop.textures[i];
if(texturestring == "")
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
+
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
- for (u32 i = 0; i < m_prop.colors.size(); ++i)
+ for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
{
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
}
+
+ m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ 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")
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
std::string tname = "unknown_object.png";
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
}
}
- void updateAnimations()
+ void updateAnimation()
{
if(m_animated_meshnode == NULL)
return;
- m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
- m_animated_meshnode->setAnimationSpeed(m_frame_speed);
- m_animated_meshnode->setTransitionTime(m_frame_blend);
+ m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+ m_animated_meshnode->setTransitionTime(m_animation_blend);
}
- void updateBonePosRot()
+ void updateBonePosition()
{
- if(!m_bone_posrot.size() || m_animated_meshnode == NULL)
+ if(!m_bone_position.size() || m_animated_meshnode == NULL)
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second.X;
v3f bone_rot = (*ii).second.Y;
void updateAttachments()
{
- if(getParent() == NULL || getParent()->isLocalPlayer()) // Detach
+ m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+ m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+
+ if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
{
if(m_meshnode)
{
{
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = true;
- player->overridePosition = m_attachment_position;
}
}
}
updateTexturePos();
}
- else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
+ else if(cmd == GENERIC_CMD_SET_ANIMATION)
{
- m_frames = readV2F1000(is);
- m_frame_speed = readF1000(is);
- m_frame_blend = readF1000(is);
+ m_animation_range = readV2F1000(is);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
- updateAnimations();
+ updateAnimation();
}
- else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
+ else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
{
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);
v3f rotation = readV3F1000(is);
- m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- updateBonePosRot();
+ updateBonePosition();
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
// If an entry already exists for this object, delete it first to avoid duplicates
- for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
- if(ii->X == this->getId()) // This is the ID of our object
+ if(ii->X == getId()) // This is the ID of our object
{
- attachment_list.erase(ii);
+ m_env->attachment_list.erase(ii);
break;
}
}
- attachment_list.push_back(core::vector2d<int>(this->getId(), readS16(is)));
+ m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
m_attachment_bone = deSerializeString(is);
m_attachment_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);