#include <IBillboardSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
-#include <IBoneSceneNode.h>
#include "content_cao.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
+#include "client.h"
#include "wieldmesh.h"
-#include "log.h"
+#include <algorithm>
+#include "client/renderingengine.h"
class Settings;
struct ToolCapabilities;
-UNORDERED_MAP<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-
-SmoothTranslator::SmoothTranslator():
- vect_old(0,0,0),
- vect_show(0,0,0),
- vect_aim(0,0,0),
- anim_counter(0),
- anim_time(0),
- anim_time_counter(0),
- aim_is_end(true)
-{}
+std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
void SmoothTranslator::init(v3f vect)
{
aim_is_end = true;
}
-void SmoothTranslator::sharpen()
-{
- init(vect_show);
-}
-
void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
{
aim_is_end = is_end_position;
vect_show = vect_old + vect_move * moveratio;
}
-bool SmoothTranslator::is_moving()
-{
- return ((anim_time_counter / anim_time) < 1.4);
-}
-
/*
Other stuff
*/
{
public:
TestCAO(Client *client, ClientEnvironment *env);
- virtual ~TestCAO();
+ virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
+ void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
ClientActiveObject::registerType(getType(), create);
}
-TestCAO::~TestCAO()
-{
-}
-
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
}
-void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
+void TestCAO::addToScene(ITextureSource *tsrc)
{
if(m_node != NULL)
return;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
+ m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
void TestCAO::removeFromScene(bool permanent)
{
- if(m_node == NULL)
+ if (!m_node)
return;
m_node->remove();
void TestCAO::updateNodePos()
{
- if(m_node == NULL)
+ if (!m_node)
return;
m_node->setPosition(m_position);
{
public:
ItemCAO(Client *client, ClientEnvironment *env);
- virtual ~ItemCAO();
+ virtual ~ItemCAO() = default;
ActiveObjectType getType() const
{
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
+ void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void initialize(const std::string &data);
- aabb3f *getSelectionBox()
- {return &m_selection_box;}
+
+ virtual bool getSelectionBox(aabb3f *toset) const
+ {
+ *toset = m_selection_box;
+ return true;
+ }
+
+
v3f getPosition()
{return m_position;}
inline float getYaw() const
std::string m_infotext;
};
-#include "inventory.h"
-
// Prototype
ItemCAO proto_ItemCAO(NULL, NULL);
}
}
-ItemCAO::~ItemCAO()
-{
-}
-
ClientActiveObject* ItemCAO::create(Client *client, ClientEnvironment *env)
{
return new ItemCAO(client, env);
}
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
+void ItemCAO::addToScene(ITextureSource *tsrc)
{
if(m_node != NULL)
return;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
+ m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
void ItemCAO::removeFromScene(bool permanent)
{
- if(m_node == NULL)
+ if (!m_node)
return;
m_node->remove();
- m_node = NULL;
+ m_node = nullptr;
}
void ItemCAO::updateLight(u8 light_at_pos)
{
- if(m_node == NULL)
+ if (!m_node)
return;
u8 li = decode_light(light_at_pos);
void ItemCAO::updateNodePos()
{
- if(m_node == NULL)
+ if (!m_node)
return;
m_node->setPosition(m_position);
void ItemCAO::updateTexture()
{
- if(m_node == NULL)
+ if (!m_node)
return;
// Create an inventory item to see what is its image
#include "genericobject.h"
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
- ClientActiveObject(0, client, env),
- //
- m_is_player(false),
- m_is_local_player(false),
- //
- m_smgr(NULL),
- m_irr(NULL),
- m_client(NULL),
- m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
- m_meshnode(NULL),
- m_animated_meshnode(NULL),
- m_wield_meshnode(NULL),
- m_spritenode(NULL),
- m_nametag(NULL),
- m_position(v3f(0,10*BS,0)),
- m_velocity(v3f(0,0,0)),
- m_acceleration(v3f(0,0,0)),
- m_yaw(0),
- m_hp(1),
- m_tx_size(1,1),
- m_tx_basepos(0,0),
- m_initial_tx_basepos_set(false),
- m_tx_select_horiz_by_yawpitch(false),
- m_animation_range(v2s32(0,0)),
- m_animation_speed(15),
- m_animation_blend(0),
- m_animation_loop(true),
- m_bone_position(UNORDERED_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),
- m_anim_timer(0),
- m_reset_textures_timer(-1),
- m_previous_texture_modifier(""),
- m_current_texture_modifier(""),
- m_visuals_expired(false),
- m_step_distance_counter(0),
- m_last_light(255),
- m_is_visible(false)
+ ClientActiveObject(0, client, env)
{
if (client == NULL) {
ClientActiveObject::registerType(getType(), create);
m_is_visible = false;
player->setCAO(this);
}
- m_env->addPlayerName(m_name.c_str());
+ if (m_client->getProtoVersion() < 33)
+ m_env->addPlayerName(m_name);
}
}
if (version == 1) { // In PROTOCOL_VERSION 14
m_name = deSerializeString(is);
m_is_player = readU8(is);
- m_id = readS16(is);
+ m_id = readU16(is);
m_position = readV3F1000(is);
m_yaw = readF1000(is);
m_hp = readS16(is);
GenericCAO::~GenericCAO()
{
- if (m_is_player) {
- m_env->removePlayerName(m_name.c_str());
+ if (m_is_player && m_client->getProtoVersion() < 33) {
+ m_env->removePlayerName(m_name);
}
removeFromScene(true);
}
-aabb3f *GenericCAO::getSelectionBox()
+bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
- if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
- return NULL;
- return &m_selection_box;
+ if (!m_prop.is_visible || !m_is_visible || m_is_local_player
+ || getParent() != NULL){
+ return false;
+ }
+ *toset = m_selection_box;
+ return true;
}
v3f GenericCAO::getPosition()
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;
}
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
-{
- return m_meshnode;
-}
-
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
return m_animated_meshnode;
}
-WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
-{
- return m_wield_meshnode;
-}
-
-scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
-{
- return m_spritenode;
-}
-
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);
}
updateAttachments();
}
-ClientActiveObject* GenericCAO::getParent()
+ClientActiveObject* GenericCAO::getParent() const
{
ClientActiveObject *obj = NULL;
// 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;
}
}
}
-void GenericCAO::addToScene(scene::ISceneManager *smgr,
- ITextureSource *tsrc, IrrlichtDevice *irr)
+void GenericCAO::addToScene(ITextureSource *tsrc)
{
- m_smgr = smgr;
- m_irr = irr;
+ m_smgr = RenderingEngine::get_scene_manager();
if (getSceneNode() != NULL) {
return;
if (m_prop.visual == "sprite") {
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
- m_spritenode = smgr->addBillboardSceneNode(
+ m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
mesh->addMeshBuffer(buf);
buf->drop();
}
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
m_meshnode->grab();
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
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, NULL);
+ m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
m_meshnode->grab();
mesh->drop();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh);
if(mesh)
{
- m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ m_animated_meshnode = RenderingEngine::get_scene_manager()->
+ addAnimatedMeshSceneNode(mesh, NULL);
m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
}
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();
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
- m_wield_meshnode = new WieldMeshSceneNode(smgr->getRootSceneNode(),
- smgr, -1);
+ m_wield_meshnode = new WieldMeshSceneNode(
+ RenderingEngine::get_scene_manager(), -1);
m_wield_meshnode->setItem(item, m_client);
m_wield_meshnode->setScale(
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;
m_nametag = m_client->getCamera()->addNametag(node,
- m_prop.nametag, m_prop.nametag_color);
+ m_prop.nametag, m_prop.nametag_color,
+ pos);
}
updateNodePos();
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);
}
v3s16 GenericCAO::getLightPosition()
{
- return floatToInt(m_position, BS);
+ return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
}
void GenericCAO::updateNodePos()
if (m_is_visible) {
int old_anim = player->last_animation;
float old_anim_speed = player->last_animation_speed;
- m_position = player->getPosition() + v3f(0,BS,0);
+ m_position = player->getPosition();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
}
}
- if(m_visuals_expired && m_smgr && m_irr){
+ if (m_visuals_expired && m_smgr) {
m_visuals_expired = false;
// 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;
}
removeFromScene(false);
- addToScene(m_smgr, m_client->tsrc(), m_irr);
+ 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();
}
updateTextures(m_previous_texture_modifier);
}
}
- if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
+ if(!getParent() && fabs(m_prop.automatic_rotate) > 0.001)
{
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
- if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
+ if (!getParent() && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
{
float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
- 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;
}
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];
void GenericCAO::updateAnimation()
{
- if(m_animated_meshnode == NULL)
+ if (!m_animated_meshnode)
return;
if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
void GenericCAO::updateBonePosition()
{
- if(m_bone_position.empty() || m_animated_meshnode == NULL)
+ 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
- for(UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+ for(std::unordered_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;
void GenericCAO::updateAttachments()
{
- if (getParent() == NULL) { // Detach or don't attach
+ if (!getParent()) { // Detach or don't attach
scene::ISceneNode *node = getSceneNode();
if (node) {
v3f old_position = node->getAbsolutePosition();
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 (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
-
player->makes_footstep_sound = m_prop.makes_footstep_sound;
-
- aabb3f collisionbox = m_selection_box;
- collisionbox.MinEdge += v3f(0, BS, 0);
- collisionbox.MaxEdge += v3f(0, BS, 0);
- player->setCollisionbox(collisionbox);
+ player->setCollisionbox(m_selection_box);
}
- 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();
m_smgr, m_env, m_position,
m_prop.visual_size * BS);
m_env->addSimpleObject(simple);
- } else {
+ } else if (m_reset_textures_timer < 0) {
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
m_reset_textures_timer = 0.05;
m_prop.nametag_color = readARGB8(is);
if (m_nametag != NULL) {
m_nametag->nametag_color = m_prop.nametag_color;
+ v3f pos;
+ pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
+ m_nametag->nametag_pos = pos;
}
} else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
u16 child_id = readU16(is);
}
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
- m_reset_textures_timer = 0.05;
- if(result.damage >= 2)
- m_reset_textures_timer += 0.05 * result.damage;
- updateTextures(m_current_texture_modifier + "^[brighten");
+ if (m_reset_textures_timer < 0) {
+ m_reset_textures_timer = 0.05;
+ if (result.damage >= 2)
+ m_reset_textures_timer += 0.05 * result.damage;
+ updateTextures(m_current_texture_modifier + "^[brighten");
+ }
}
return false;