X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclient%2Fcontent_cao.cpp;h=aed576372fccdb24e1362de6d6e5b7ab1c538d10;hb=82216e1476dff509ba0c83bfabf5e4ec6e1075b2;hp=49463c3d384efcb1d20d952ce49e486bb4e6f5cb;hpb=5c1b72544a6158346b7d8608c895678fe7d5a19b;p=dragonfireclient.git diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index 49463c3d3..aed576372 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include #include "client/shader.h" +#include "script/scripting_client.h" class Settings; struct ToolCapabilities; @@ -162,6 +163,15 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, 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 */ @@ -181,8 +191,7 @@ class TestCAO : public ClientActiveObject void addToScene(ITextureSource *tsrc); void removeFromScene(bool permanent); - void updateLight(u8 light_at_pos); - v3s16 getLightPosition(); + void updateLight(u32 day_night_ratio); void updateNodePos(); void step(float dtime, ClientEnvironment *env); @@ -231,7 +240,7 @@ void TestCAO::addToScene(ITextureSource *tsrc) 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); @@ -254,13 +263,8 @@ void TestCAO::removeFromScene(bool permanent) m_node = NULL; } -void TestCAO::updateLight(u8 light_at_pos) -{ -} - -v3s16 TestCAO::getLightPosition() +void TestCAO::updateLight(u32 day_night_ratio) { - return floatToInt(m_position, BS); } void TestCAO::updateNodePos() @@ -304,7 +308,6 @@ void TestCAO::processMessage(const std::string &data) GenericCAO */ -#include "genericobject.h" #include "clientobject.h" GenericCAO::GenericCAO(Client *client, ClientEnvironment *env): @@ -470,12 +473,14 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit 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(); } @@ -576,16 +581,23 @@ void GenericCAO::addToScene(ITextureSource *tsrc) m_visuals_expired = false; - if (!m_prop.is_visible) { + if (!m_prop.is_visible) return; - } + + infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl; if (m_enable_shaders) { IShaderSource *shader_source = m_client->getShaderSource(); - u32 shader_id = shader_source->getShader( - "object_shader", - 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) ? @@ -593,7 +605,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc) } auto grabMatrixNode = [this] { - infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl; m_matrixnode = RenderingEngine::get_scene_manager()-> addDummyTransformationSceneNode(); m_matrixnode->grab(); @@ -714,6 +725,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc) mesh->drop(); m_meshnode->setScale(m_prop.visual_size); + m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, + m_prop.backface_culling); setSceneNodeMaterial(m_meshnode); } else if (m_prop.visual == "mesh") { @@ -724,6 +737,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc) 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); @@ -775,15 +796,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc) if (node && m_matrixnode) node->setParent(m_matrixnode); - if (node && !m_prop.nametag.empty() && !m_is_local_player) { - // Add nametag - v3f pos; - pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f; - m_nametag = m_client->getCamera()->addNametag(node, - m_prop.nametag, m_prop.nametag_color, - pos); - } - + updateNametag(); updateNodePos(); updateAnimation(); updateBonePosition(); @@ -791,34 +804,35 @@ void GenericCAO::addToScene(ITextureSource *tsrc) setNodeLight(m_last_light); } -void GenericCAO::updateLight(u8 light_at_pos) -{ - // Don't update light of attached one - if (getParent() != NULL) { +void GenericCAO::updateLight(u32 day_night_ratio) +{ + if (m_glow < 0) return; - } - - updateLightNoCheck(light_at_pos); - // Update light of all children - for (u16 i : m_attachment_child_ids) { - ClientActiveObject *obj = m_env->getActiveObject(i); - if (obj) { - obj->updateLightNoCheck(light_at_pos); + u8 light_at_pos = 0; + 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); -void GenericCAO::updateLightNoCheck(u8 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; - setNodeLight(li); + u8 light = decode_light(light_at_pos + m_glow); + if (light != m_last_light) { + m_last_light = light; + setNodeLight(light); } } @@ -826,20 +840,27 @@ void GenericCAO::setNodeLight(u8 light) { video::SColor color(255, light, light, light); - if (m_enable_shaders) { - scene::ISceneNode *node = getSceneNode(); - - if (node == nullptr) - return; + if (m_prop.visual == "wielditem" || m_prop.visual == "item") { + if (m_wield_meshnode) + m_wield_meshnode->setNodeLightColor(color); + return; + } + if (m_enable_shaders) { if (m_prop.visual == "upright_sprite") { + if (!m_meshnode) + return; + scene::IMesh *mesh = m_meshnode->getMesh(); for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); - video::SMaterial &material = buf->getMaterial(); - material.EmissiveColor = color; + buf->getMaterial().EmissiveColor = color; } } else { + scene::ISceneNode *node = getSceneNode(); + if (!node) + return; + for (u32 i = 0; i < node->getMaterialCount(); ++i) { video::SMaterial &material = node->getMaterial(i); material.EmissiveColor = color; @@ -850,20 +871,55 @@ void GenericCAO::setNodeLight(u8 light) setMeshColor(m_meshnode->getMesh(), color); } else if (m_animated_meshnode) { setAnimatedMeshColor(m_animated_meshnode, color); - } else if (m_wield_meshnode) { - m_wield_meshnode->setColor(color); } else if (m_spritenode) { m_spritenode->setColor(color); } } } -v3s16 GenericCAO::getLightPosition() +u16 GenericCAO::getLightPosition(v3s16 *pos) +{ + 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() { - if (m_is_player) - return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS); + if (m_is_local_player && ! g_settings->getBool("freecam")) // No nametag for local player + return; + + if (m_prop.nametag.empty()) { + // Delete nametag + if (m_nametag) { + m_client->getCamera()->removeNametag(m_nametag); + m_nametag = nullptr; + } + return; + } - return floatToInt(m_position, BS); + scene::ISceneNode *node = getSceneNode(); + if (!node) + return; + + v3f pos; + pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f; + if (!m_nametag) { + // Add nametag + m_nametag = m_client->getCamera()->addNametag(node, + m_prop.nametag, m_prop.nametag_color, pos); + } else { + // Update nametag + m_nametag->nametag_text = m_prop.nametag; + m_nametag->nametag_color = m_prop.nametag_color; + m_nametag->nametag_pos = pos; + } } void GenericCAO::updateNodePos() @@ -890,10 +946,12 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) // Handle model animations and update positions instantly to prevent lags if (m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); - m_position = player->getPosition(); + m_position = player->getLegitPosition(); pos_translator.val_current = m_position; - m_rotation.Y = wrapDegrees_0_360(player->getYaw()); - rot_translator.val_current = m_rotation; + if (! g_settings->getBool("freecam")) { + m_rotation.Y = wrapDegrees_0_360(player->getYaw()); + rot_translator.val_current = m_rotation; + } if (m_is_visible) { int old_anim = player->last_animation; @@ -903,9 +961,9 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) const PlayerControl &controls = player->getPlayerControl(); bool walking = false; - if (controls.up || controls.down || controls.left || controls.right || + if ((controls.up || controls.down || controls.left || controls.right || controls.forw_move_joystick_axis != 0.f || - controls.sidew_move_joystick_axis != 0.f) + controls.sidew_move_joystick_axis != 0.f) && ! g_settings->getBool("freecam")) walking = true; f32 new_speed = player->local_animation_speed; @@ -921,7 +979,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) m_client->checkLocalPrivilege("fly")))) new_speed *= 1.5; // slowdown speed if sneeking - if (controls.sneak && walking) + if (controls.sneak && walking && ! g_settings->getBool("no_slow")) new_speed /= 2; if (walking && (controls.LMB || controls.RMB)) { @@ -1069,10 +1127,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) updateTextures(m_previous_texture_modifier); } } + if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) { - m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI; - rot_translator.val_current = m_rotation; - updateNodePos(); + // 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 * + m_prop.automatic_rotate); + node->setRotation(local_rot); } if (!getParent() && m_prop.automatic_face_movement_dir && @@ -1093,6 +1154,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) 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() @@ -1357,16 +1430,53 @@ void GenericCAO::updateBonePosition() return; m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render - for(std::unordered_map>::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; + for (auto &it : m_bone_position) { + std::string bone_name = it.first; irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str()); - if(bone) - { - bone->setPosition(bone_pos); + 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); + if (!bone) + continue; + + //If bone is manually positioned there is no need to perform the bug check + bool skip = false; + for (auto &it : m_bone_position) { + if (it.first == bone->getName()) { + skip = true; + break; + } + } + if (skip) + continue; + + // Workaround for Irrlicht bug + // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht + // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position + // 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) { 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; } } } @@ -1391,15 +1501,17 @@ 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(); @@ -1409,6 +1521,7 @@ void GenericCAO::updateAttachments() 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 @@ -1418,21 +1531,55 @@ void GenericCAO::updateAttachments() } } +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.is_visible != new_.is_visible || + old.mesh != new_.mesh || + 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 || + (uses_legacy_texture && old.textures != new_.textures); +} + void GenericCAO::processMessage(const std::string &data) { //infostream<<"GenericCAO: Got message"< 0) { m_reset_textures_timer = -1; updateTextures(m_previous_texture_modifier); } updateTextures(mod); - } else if (cmd == GENERIC_CMD_SET_SPRITE) { + } else if (cmd == AO_CMD_SET_SPRITE) { v2s16 p = readV2S16(is); int num_frames = readU16(is); float framelength = readF32(is); @@ -1508,7 +1662,7 @@ void GenericCAO::processMessage(const std::string &data) m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch; updateTexturePos(); - } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) { + } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) { float override_speed = readF32(is); float override_jump = readF32(is); float override_gravity = readF32(is); @@ -1520,6 +1674,11 @@ void GenericCAO::processMessage(const std::string &data) if(m_is_local_player) { + Client *client = m_env->getGameDef(); + + if (client->modsLoaded() && client->getScript()->on_recieve_physics_override(override_speed, override_jump, override_gravity, sneak, sneak_glitch, new_move)) + return; + LocalPlayer *player = m_env->getLocalPlayer(); player->physics_override_speed = override_speed; player->physics_override_jump = override_jump; @@ -1528,7 +1687,7 @@ void GenericCAO::processMessage(const std::string &data) player->physics_override_sneak_glitch = sneak_glitch; player->physics_override_new_move = new_move; } - } else if (cmd == GENERIC_CMD_SET_ANIMATION) { + } else if (cmd == AO_CMD_SET_ANIMATION) { // TODO: change frames send as v2s32 value v2f range = readV2F32(is); if (!m_is_local_player) { @@ -1562,17 +1721,17 @@ void GenericCAO::processMessage(const std::string &data) updateAnimation(); } } - } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) { + } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) { m_animation_speed = readF32(is); updateAnimationSpeed(); - } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) { + } else if (cmd == AO_CMD_SET_BONE_POSITION) { std::string bone = deSerializeString(is); v3f position = readV3F32(is); v3f rotation = readV3F32(is); m_bone_position[bone] = core::vector2d(position, rotation); - updateBonePosition(); - } else if (cmd == GENERIC_CMD_ATTACH_TO) { + // updateBonePosition(); now called every step + } else if (cmd == AO_CMD_ATTACH_TO) { u16 parent_id = readS16(is); std::string bone = deSerializeString(is); v3f position = readV3F32(is); @@ -1583,7 +1742,7 @@ void GenericCAO::processMessage(const std::string &data) // localplayer itself can't be attached to localplayer if (!m_is_local_player) m_is_visible = !m_attached_to_local; - } else if (cmd == GENERIC_CMD_PUNCHED) { + } else if (cmd == AO_CMD_PUNCHED) { u16 result_hp = readU16(is); // Use this instead of the send damage to not interfere with prediction @@ -1604,13 +1763,11 @@ void GenericCAO::processMessage(const std::string &data) m_smgr, m_env, m_position, v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS); m_env->addSimpleObject(simple); - } else if (m_reset_textures_timer < 0) { - // TODO: Execute defined fast response - // Flashing shall suffice as there is no definition + } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) { m_reset_textures_timer = 0.05; if(damage >= 2) m_reset_textures_timer += 0.05 * damage; - updateTextures(m_current_texture_modifier + "^[brighten"); + updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier); } } @@ -1621,7 +1778,7 @@ void GenericCAO::processMessage(const std::string &data) if (!m_is_player) clearChildAttachments(); } - } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) { + } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) { m_armor_groups.clear(); int armor_groups_size = readU16(is); for(int i=0; inametag_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) { + } else if (cmd == AO_CMD_SPAWN_INFANT) { u16 child_id = readU16(is); u8 type = readU8(is); // maybe this will be useful later (void)type; addAttachmentChild(child_id); + } else if (cmd == AO_CMD_OBSOLETE1) { + // Don't do anything and also don't log a warning } else { warningstream << FUNCTION_NAME << ": unknown command or outdated client \"" @@ -1681,13 +1830,11 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS); m_env->addSimpleObject(simple); } - // TODO: Execute defined fast response - // Flashing shall suffice as there is no definition - if (m_reset_textures_timer < 0) { + if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) { m_reset_textures_timer = 0.05; if (result.damage >= 2) m_reset_textures_timer += 0.05 * result.damage; - updateTextures(m_current_texture_modifier + "^[brighten"); + updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier); } }