3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_cao.h"
21 #include <IBillboardSceneNode.h>
22 #include <ICameraSceneNode.h>
23 #include <ITextSceneNode.h>
24 #include <IMeshManipulator.h>
25 #include <IAnimatedMeshSceneNode.h>
26 #include "client/client.h"
27 #include "client/renderingengine.h"
28 #include "client/sound.h"
29 #include "client/tile.h"
30 #include "util/basic_macros.h"
31 #include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
32 #include "util/serialize.h"
33 #include "camera.h" // CameraModes
34 #include "collision.h"
35 #include "content_cso.h"
36 #include "environment.h"
38 #include "localplayer.h"
42 #include "serialization.h" // For decompressZlib
46 #include "wieldmesh.h"
51 struct ToolCapabilities;
53 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
56 void SmoothTranslator<T>::init(T current)
59 val_current = current;
62 anim_time_counter = 0;
67 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
69 aim_is_end = is_end_position;
70 val_old = val_current;
71 val_target = new_target;
72 if (update_interval > 0) {
73 anim_time = update_interval;
75 if (anim_time < 0.001 || anim_time > 1.0)
76 anim_time = anim_time_counter;
78 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
80 anim_time_counter = 0;
84 void SmoothTranslator<T>::translate(f32 dtime)
86 anim_time_counter = anim_time_counter + dtime;
87 T val_diff = val_target - val_old;
89 if (anim_time > 0.001)
90 moveratio = anim_time_counter / anim_time;
91 f32 move_end = aim_is_end ? 1.0 : 1.5;
93 // Move a bit less than should, to avoid oscillation
94 moveratio = std::min(moveratio * 0.8f, move_end);
95 val_current = val_old + val_diff * moveratio;
98 void SmoothTranslatorWrapped::translate(f32 dtime)
100 anim_time_counter = anim_time_counter + dtime;
101 f32 val_diff = std::abs(val_target - val_old);
102 if (val_diff > 180.f)
103 val_diff = 360.f - val_diff;
106 if (anim_time > 0.001)
107 moveratio = anim_time_counter / anim_time;
108 f32 move_end = aim_is_end ? 1.0 : 1.5;
110 // Move a bit less than should, to avoid oscillation
111 moveratio = std::min(moveratio * 0.8f, move_end);
112 wrappedApproachShortest(val_current, val_target,
113 val_diff * moveratio, 360.f);
116 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
118 anim_time_counter = anim_time_counter + dtime;
121 val_diff_v3f.X = std::abs(val_target.X - val_old.X);
122 val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
123 val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
125 if (val_diff_v3f.X > 180.f)
126 val_diff_v3f.X = 360.f - val_diff_v3f.X;
128 if (val_diff_v3f.Y > 180.f)
129 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
131 if (val_diff_v3f.Z > 180.f)
132 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
135 if (anim_time > 0.001)
136 moveratio = anim_time_counter / anim_time;
137 f32 move_end = aim_is_end ? 1.0 : 1.5;
139 // Move a bit less than should, to avoid oscillation
140 moveratio = std::min(moveratio * 0.8f, move_end);
141 wrappedApproachShortest(val_current.X, val_target.X,
142 val_diff_v3f.X * moveratio, 360.f);
144 wrappedApproachShortest(val_current.Y, val_target.Y,
145 val_diff_v3f.Y * moveratio, 360.f);
147 wrappedApproachShortest(val_current.Z, val_target.Z,
148 val_diff_v3f.Z * moveratio, 360.f);
155 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
156 float txs, float tys, int col, int row)
158 video::SMaterial& material = bill->getMaterial(0);
159 core::matrix4& matrix = material.getTextureMatrix(0);
160 matrix.setTextureTranslate(txs*col, tys*row);
161 matrix.setTextureScale(txs, tys);
168 class TestCAO : public ClientActiveObject
171 TestCAO(Client *client, ClientEnvironment *env);
172 virtual ~TestCAO() = default;
174 ActiveObjectType getType() const
176 return ACTIVEOBJECT_TYPE_TEST;
179 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
181 void addToScene(ITextureSource *tsrc);
182 void removeFromScene(bool permanent);
183 void updateLight(u8 light_at_pos);
184 v3s16 getLightPosition();
185 void updateNodePos();
187 void step(float dtime, ClientEnvironment *env);
189 void processMessage(const std::string &data);
191 bool getCollisionBox(aabb3f *toset) const { return false; }
193 scene::IMeshSceneNode *m_node;
198 TestCAO proto_TestCAO(NULL, NULL);
200 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
201 ClientActiveObject(0, client, env),
203 m_position(v3f(0,10*BS,0))
205 ClientActiveObject::registerType(getType(), create);
208 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
210 return new TestCAO(client, env);
213 void TestCAO::addToScene(ITextureSource *tsrc)
218 //video::IVideoDriver* driver = smgr->getVideoDriver();
220 scene::SMesh *mesh = new scene::SMesh();
221 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
222 video::SColor c(255,255,255,255);
223 video::S3DVertex vertices[4] =
225 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
226 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
227 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
228 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
230 u16 indices[] = {0,1,2,2,3,0};
231 buf->append(vertices, 4, indices, 6);
233 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
234 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
235 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
236 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
237 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
238 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
240 mesh->addMeshBuffer(buf);
242 m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
247 void TestCAO::removeFromScene(bool permanent)
256 void TestCAO::updateLight(u8 light_at_pos)
260 v3s16 TestCAO::getLightPosition()
262 return floatToInt(m_position, BS);
265 void TestCAO::updateNodePos()
270 m_node->setPosition(m_position);
271 //m_node->setRotation(v3f(0, 45, 0));
274 void TestCAO::step(float dtime, ClientEnvironment *env)
278 v3f rot = m_node->getRotation();
279 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
280 rot.Y += dtime * 180;
281 m_node->setRotation(rot);
285 void TestCAO::processMessage(const std::string &data)
287 infostream<<"TestCAO: Got data: "<<data<<std::endl;
288 std::istringstream is(data, std::ios::binary);
306 #include "genericobject.h"
307 #include "clientobject.h"
309 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
310 ClientActiveObject(0, client, env)
312 if (client == NULL) {
313 ClientActiveObject::registerType(getType(), create);
319 bool GenericCAO::getCollisionBox(aabb3f *toset) const
323 //update collision box
324 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
325 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
327 toset->MinEdge += m_position;
328 toset->MaxEdge += m_position;
336 bool GenericCAO::collideWithObjects() const
338 return m_prop.collideWithObjects;
341 void GenericCAO::initialize(const std::string &data)
343 infostream<<"GenericCAO: Got init data"<<std::endl;
344 processInitData(data);
347 // Check if it's the current player
348 LocalPlayer *player = m_env->getLocalPlayer();
349 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
350 m_is_local_player = true;
351 m_is_visible = false;
352 player->setCAO(this);
357 void GenericCAO::processInitData(const std::string &data)
359 std::istringstream is(data, std::ios::binary);
360 const u8 version = readU8(is);
363 errorstream << "GenericCAO: Unsupported init data version"
368 // PROTOCOL_VERSION >= 37
369 m_name = deSerializeString(is);
370 m_is_player = readU8(is);
372 m_position = readV3F32(is);
373 m_rotation = readV3F32(is);
376 const u8 num_messages = readU8(is);
378 for (int i = 0; i < num_messages; i++) {
379 std::string message = deSerializeLongString(is);
380 processMessage(message);
383 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
384 pos_translator.init(m_position);
385 rot_translator.init(m_rotation);
389 GenericCAO::~GenericCAO()
391 removeFromScene(true);
394 bool GenericCAO::getSelectionBox(aabb3f *toset) const
396 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
397 || !m_prop.pointable) {
400 *toset = m_selection_box;
404 const v3f GenericCAO::getPosition() const
406 if (getParent() != nullptr) {
408 return m_matrixnode->getAbsolutePosition();
412 return pos_translator.val_current;
415 const bool GenericCAO::isImmortal()
417 return itemgroup_get(getGroups(), "immortal");
420 scene::ISceneNode* GenericCAO::getSceneNode()
426 if (m_animated_meshnode) {
427 return m_animated_meshnode;
430 if (m_wield_meshnode) {
431 return m_wield_meshnode;
440 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
442 return m_animated_meshnode;
445 void GenericCAO::setChildrenVisible(bool toset)
447 for (u16 cao_id : m_attachment_child_ids) {
448 GenericCAO *obj = m_env->getGenericCAO(cao_id);
450 obj->setVisible(toset);
455 void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
457 int old_parent = m_attachment_parent_id;
458 m_attachment_parent_id = parent_id;
459 m_attachment_bone = bone;
460 m_attachment_position = position;
461 m_attachment_rotation = rotation;
463 ClientActiveObject *parent = m_env->getActiveObject(parent_id);
465 if (parent_id != old_parent) {
466 if (auto *o = m_env->getActiveObject(old_parent))
467 o->removeAttachmentChild(m_id);
469 parent->addAttachmentChild(m_id);
475 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
478 *parent_id = m_attachment_parent_id;
479 *bone = m_attachment_bone;
480 *position = m_attachment_position;
481 *rotation = m_attachment_rotation;
484 void GenericCAO::clearChildAttachments()
486 // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
487 while (!m_attachment_child_ids.empty()) {
488 int child_id = *m_attachment_child_ids.begin();
490 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
491 child->setAttachment(0, "", v3f(), v3f());
493 removeAttachmentChild(child_id);
497 void GenericCAO::clearParentAttachment()
499 if (m_attachment_parent_id)
500 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
502 setAttachment(0, "", v3f(), v3f());
505 void GenericCAO::addAttachmentChild(int child_id)
507 m_attachment_child_ids.insert(child_id);
510 void GenericCAO::removeAttachmentChild(int child_id)
512 m_attachment_child_ids.erase(child_id);
515 ClientActiveObject* GenericCAO::getParent() const
517 return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
521 void GenericCAO::removeFromScene(bool permanent)
523 // Should be true when removing the object permanently
524 // and false when refreshing (eg: updating visuals)
525 if (m_env && permanent) {
526 // The client does not know whether this object does re-appear to
527 // a later time, thus do not clear child attachments.
529 clearParentAttachment();
533 m_meshnode->remove();
535 m_meshnode = nullptr;
536 } else if (m_animated_meshnode) {
537 m_animated_meshnode->remove();
538 m_animated_meshnode->drop();
539 m_animated_meshnode = nullptr;
540 } else if (m_wield_meshnode) {
541 m_wield_meshnode->remove();
542 m_wield_meshnode->drop();
543 m_wield_meshnode = nullptr;
544 } else if (m_spritenode) {
545 m_spritenode->remove();
546 m_spritenode->drop();
547 m_spritenode = nullptr;
551 m_matrixnode->remove();
552 m_matrixnode->drop();
553 m_matrixnode = nullptr;
557 m_client->getCamera()->removeNametag(m_nametag);
562 void GenericCAO::addToScene(ITextureSource *tsrc)
564 m_smgr = RenderingEngine::get_scene_manager();
566 if (getSceneNode() != NULL) {
570 m_visuals_expired = false;
572 if (!m_prop.is_visible) {
576 video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
577 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
579 if (m_prop.visual == "sprite") {
580 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
581 m_matrixnode = RenderingEngine::get_scene_manager()->
582 addDummyTransformationSceneNode();
583 m_matrixnode->grab();
584 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
585 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
586 m_spritenode->grab();
587 m_spritenode->setMaterialTexture(0,
588 tsrc->getTextureForMesh("unknown_node.png"));
589 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
590 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
591 m_spritenode->setMaterialType(material_type);
592 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
593 u8 li = m_last_light;
594 m_spritenode->setColor(video::SColor(255,li,li,li));
595 m_spritenode->setSize(v2f(m_prop.visual_size.X,
596 m_prop.visual_size.Y) * BS);
598 const float txs = 1.0 / 1;
599 const float tys = 1.0 / 1;
600 setBillboardTextureMatrix(m_spritenode,
603 } else if (m_prop.visual == "upright_sprite") {
604 scene::SMesh *mesh = new scene::SMesh();
605 double dx = BS * m_prop.visual_size.X / 2;
606 double dy = BS * m_prop.visual_size.Y / 2;
607 u8 li = m_last_light;
608 video::SColor c(255, li, li, li);
611 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
612 video::S3DVertex vertices[4] = {
613 video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
614 video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
615 video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
616 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
619 // Move minimal Y position to 0 (feet position)
620 for (video::S3DVertex &vertex : vertices)
623 u16 indices[] = {0,1,2,2,3,0};
624 buf->append(vertices, 4, indices, 6);
626 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
627 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
628 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
629 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
631 mesh->addMeshBuffer(buf);
635 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
636 video::S3DVertex vertices[4] = {
637 video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
638 video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
639 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
640 video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
643 // Move minimal Y position to 0 (feet position)
644 for (video::S3DVertex &vertex : vertices)
647 u16 indices[] = {0,1,2,2,3,0};
648 buf->append(vertices, 4, indices, 6);
650 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
651 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
652 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
653 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
655 mesh->addMeshBuffer(buf);
658 m_matrixnode = RenderingEngine::get_scene_manager()->
659 addDummyTransformationSceneNode();
660 m_matrixnode->grab();
661 m_meshnode = RenderingEngine::get_scene_manager()->
662 addMeshSceneNode(mesh, m_matrixnode);
665 // Set it to use the materials of the meshbuffers directly.
666 // This is needed for changing the texture in the future
667 m_meshnode->setReadOnlyMaterials(true);
668 } else if (m_prop.visual == "cube") {
669 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
670 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
671 m_matrixnode = RenderingEngine::get_scene_manager()->
672 addDummyTransformationSceneNode(nullptr);
673 m_matrixnode->grab();
674 m_meshnode = RenderingEngine::get_scene_manager()->
675 addMeshSceneNode(mesh, m_matrixnode);
679 m_meshnode->setScale(m_prop.visual_size);
680 u8 li = m_last_light;
681 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
683 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
684 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
685 m_meshnode->setMaterialType(material_type);
686 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
687 } else if (m_prop.visual == "mesh") {
688 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
689 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
691 m_matrixnode = RenderingEngine::get_scene_manager()->
692 addDummyTransformationSceneNode(nullptr);
693 m_matrixnode->grab();
694 m_animated_meshnode = RenderingEngine::get_scene_manager()->
695 addAnimatedMeshSceneNode(mesh, m_matrixnode);
696 m_animated_meshnode->grab();
697 mesh->drop(); // The scene node took hold of it
698 m_animated_meshnode->animateJoints(); // Needed for some animations
699 m_animated_meshnode->setScale(m_prop.visual_size);
700 u8 li = m_last_light;
702 // set vertex colors to ensure alpha is set
703 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
705 setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
707 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
708 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
709 m_animated_meshnode->setMaterialType(material_type);
710 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
711 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
712 m_prop.backface_culling);
714 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
715 } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
717 infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
718 if (m_prop.wield_item.empty()) {
719 // Old format, only textures are specified.
720 infostream << "textures: " << m_prop.textures.size() << std::endl;
721 if (!m_prop.textures.empty()) {
722 infostream << "textures[0]: " << m_prop.textures[0]
724 IItemDefManager *idef = m_client->idef();
725 item = ItemStack(m_prop.textures[0], 1, 0, idef);
728 infostream << "serialized form: " << m_prop.wield_item << std::endl;
729 item.deSerialize(m_prop.wield_item, m_client->idef());
731 m_matrixnode = RenderingEngine::get_scene_manager()->
732 addDummyTransformationSceneNode(nullptr);
733 m_matrixnode->grab();
734 m_wield_meshnode = new WieldMeshSceneNode(
735 RenderingEngine::get_scene_manager(), -1);
736 m_wield_meshnode->setParent(m_matrixnode);
737 m_wield_meshnode->setItem(item, m_client,
738 (m_prop.visual == "wielditem"));
740 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
741 u8 li = m_last_light;
742 m_wield_meshnode->setColor(video::SColor(255, li, li, li));
744 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
745 <<"\" not supported"<<std::endl;
748 /* don't update while punch texture modifier is active */
749 if (m_reset_textures_timer < 0)
750 updateTextures(m_current_texture_modifier);
752 scene::ISceneNode *node = getSceneNode();
754 if (node && !m_prop.nametag.empty() && !m_is_local_player) {
757 pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
758 m_nametag = m_client->getCamera()->addNametag(node,
759 m_prop.nametag, m_prop.nametag_color,
765 updateBonePosition();
769 void GenericCAO::updateLight(u8 light_at_pos)
771 // Don't update light of attached one
772 if (getParent() != NULL) {
776 updateLightNoCheck(light_at_pos);
778 // Update light of all children
779 for (u16 i : m_attachment_child_ids) {
780 ClientActiveObject *obj = m_env->getActiveObject(i);
782 obj->updateLightNoCheck(light_at_pos);
787 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
792 u8 li = decode_light(light_at_pos + m_glow);
793 if (li != m_last_light) {
795 video::SColor color(255,li,li,li);
797 setMeshColor(m_meshnode->getMesh(), color);
798 } else if (m_animated_meshnode) {
799 setAnimatedMeshColor(m_animated_meshnode, color);
800 } else if (m_wield_meshnode) {
801 m_wield_meshnode->setColor(color);
802 } else if (m_spritenode) {
803 m_spritenode->setColor(color);
808 v3s16 GenericCAO::getLightPosition()
811 return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
813 return floatToInt(m_position, BS);
816 void GenericCAO::updateNodePos()
818 if (getParent() != NULL)
821 scene::ISceneNode *node = getSceneNode();
824 v3s16 camera_offset = m_env->getCameraOffset();
825 v3f pos = pos_translator.val_current -
826 intToFloat(camera_offset, BS);
827 getPosRotMatrix().setTranslation(pos);
828 if (node != m_spritenode) { // rotate if not a sprite
829 v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
830 setPitchYawRoll(getPosRotMatrix(), rot);
835 void GenericCAO::step(float dtime, ClientEnvironment *env)
837 // Handel model of local player instantly to prevent lags
838 if (m_is_local_player) {
839 LocalPlayer *player = m_env->getLocalPlayer();
841 int old_anim = player->last_animation;
842 float old_anim_speed = player->last_animation_speed;
843 m_position = player->getPosition();
844 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
845 m_velocity = v3f(0,0,0);
846 m_acceleration = v3f(0,0,0);
847 pos_translator.val_current = m_position;
848 rot_translator.val_current = m_rotation;
849 const PlayerControl &controls = player->getPlayerControl();
851 bool walking = false;
852 if (controls.up || controls.down || controls.left || controls.right ||
853 controls.forw_move_joystick_axis != 0.f ||
854 controls.sidew_move_joystick_axis != 0.f)
857 f32 new_speed = player->local_animation_speed;
858 v2s32 new_anim = v2s32(0,0);
859 bool allow_update = false;
861 // increase speed if using fast or flying fast
862 if((g_settings->getBool("fast_move") &&
863 m_client->checkLocalPrivilege("fast")) &&
865 (!player->touching_ground &&
866 g_settings->getBool("free_move") &&
867 m_client->checkLocalPrivilege("fly"))))
869 // slowdown speed if sneeking
870 if (controls.sneak && walking)
873 if (walking && (controls.LMB || controls.RMB)) {
874 new_anim = player->local_animations[3];
875 player->last_animation = WD_ANIM;
877 new_anim = player->local_animations[1];
878 player->last_animation = WALK_ANIM;
879 } else if(controls.LMB || controls.RMB) {
880 new_anim = player->local_animations[2];
881 player->last_animation = DIG_ANIM;
884 // Apply animations if input detected and not attached
885 // or set idle animation
886 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
888 m_animation_range = new_anim;
889 m_animation_speed = new_speed;
890 player->last_animation_speed = m_animation_speed;
892 player->last_animation = NO_ANIM;
894 if (old_anim != NO_ANIM) {
895 m_animation_range = player->local_animations[0];
900 // Update local player animations
901 if ((player->last_animation != old_anim ||
902 m_animation_speed != old_anim_speed) &&
903 player->last_animation != NO_ANIM && allow_update)
909 if (m_visuals_expired && m_smgr) {
910 m_visuals_expired = false;
912 // Attachments, part 1: All attached objects must be unparented first,
913 // or Irrlicht causes a segmentation fault
914 for (u16 cao_id : m_attachment_child_ids) {
915 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
917 scene::ISceneNode *child_node = obj->getSceneNode();
918 // The node's parent is always an IDummyTraformationSceneNode,
919 // so we need to reparent that one instead.
921 child_node->getParent()->setParent(m_smgr->getRootSceneNode());
925 removeFromScene(false);
926 addToScene(m_client->tsrc());
928 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
929 for (u16 cao_id : m_attachment_child_ids) {
930 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
932 obj->updateAttachments();
936 // Make sure m_is_visible is always applied
937 scene::ISceneNode *node = getSceneNode();
939 node->setVisible(m_is_visible);
941 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
943 // Set these for later
944 m_position = getPosition();
945 m_velocity = v3f(0,0,0);
946 m_acceleration = v3f(0,0,0);
947 pos_translator.val_current = m_position;
949 if(m_is_local_player) // Update local player attachment position
951 LocalPlayer *player = m_env->getLocalPlayer();
952 player->overridePosition = getParent()->getPosition();
955 rot_translator.translate(dtime);
956 v3f lastpos = pos_translator.val_current;
960 aabb3f box = m_prop.collisionbox;
963 collisionMoveResult moveresult;
964 f32 pos_max_d = BS*0.125; // Distance per iteration
965 v3f p_pos = m_position;
966 v3f p_velocity = m_velocity;
967 moveresult = collisionMoveSimple(env,env->getGameDef(),
968 pos_max_d, box, m_prop.stepheight, dtime,
969 &p_pos, &p_velocity, m_acceleration,
970 this, m_prop.collideWithObjects);
973 m_velocity = p_velocity;
975 bool is_end_position = moveresult.collides;
976 pos_translator.update(m_position, is_end_position, dtime);
977 pos_translator.translate(dtime);
980 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
981 m_velocity += dtime * m_acceleration;
982 pos_translator.update(m_position, pos_translator.aim_is_end,
983 pos_translator.anim_time);
984 pos_translator.translate(dtime);
988 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
989 m_step_distance_counter += moved;
990 if (m_step_distance_counter > 1.5f * BS) {
991 m_step_distance_counter = 0.0f;
992 if (!m_is_local_player && m_prop.makes_footstep_sound) {
993 const NodeDefManager *ndef = m_client->ndef();
994 v3s16 p = floatToInt(getPosition() +
995 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
996 MapNode n = m_env->getMap().getNode(p);
997 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
998 // Reduce footstep gain, as non-local-player footsteps are
1001 m_client->sound()->playSoundAt(spec, false, getPosition());
1006 m_anim_timer += dtime;
1007 if(m_anim_timer >= m_anim_framelength)
1009 m_anim_timer -= m_anim_framelength;
1011 if(m_anim_frame >= m_anim_num_frames)
1017 if(m_reset_textures_timer >= 0)
1019 m_reset_textures_timer -= dtime;
1020 if(m_reset_textures_timer <= 0) {
1021 m_reset_textures_timer = -1;
1022 updateTextures(m_previous_texture_modifier);
1025 if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
1026 m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
1027 rot_translator.val_current = m_rotation;
1031 if (!getParent() && m_prop.automatic_face_movement_dir &&
1032 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
1033 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1034 + m_prop.automatic_face_movement_dir_offset;
1035 float max_rotation_per_sec =
1036 m_prop.automatic_face_movement_max_rotation_per_sec;
1038 if (max_rotation_per_sec > 0) {
1039 wrappedApproachShortest(m_rotation.Y, target_yaw,
1040 dtime * max_rotation_per_sec, 360.f);
1042 // Negative values of max_rotation_per_sec mean disabled.
1043 m_rotation.Y = target_yaw;
1046 rot_translator.val_current = m_rotation;
1051 void GenericCAO::updateTexturePos()
1055 scene::ICameraSceneNode* camera =
1056 m_spritenode->getSceneManager()->getActiveCamera();
1059 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1060 - camera->getAbsolutePosition();
1061 cam_to_entity.normalize();
1063 int row = m_tx_basepos.Y;
1064 int col = m_tx_basepos.X;
1066 if (m_tx_select_horiz_by_yawpitch) {
1067 if (cam_to_entity.Y > 0.75)
1069 else if (cam_to_entity.Y < -0.75)
1073 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1074 float dir = mob_dir - m_rotation.Y;
1075 dir = wrapDegrees_180(dir);
1076 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1078 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1080 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1082 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1089 // Animation goes downwards
1090 row += m_anim_frame;
1092 float txs = m_tx_size.X;
1093 float tys = m_tx_size.Y;
1094 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1098 // Do not pass by reference, see header.
1099 void GenericCAO::updateTextures(std::string mod)
1101 ITextureSource *tsrc = m_client->tsrc();
1103 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1104 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1105 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1107 m_previous_texture_modifier = m_current_texture_modifier;
1108 m_current_texture_modifier = mod;
1109 m_glow = m_prop.glow;
1111 video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
1112 video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1115 if (m_prop.visual == "sprite") {
1116 std::string texturestring = "unknown_node.png";
1117 if (!m_prop.textures.empty())
1118 texturestring = m_prop.textures[0];
1119 texturestring += mod;
1120 m_spritenode->getMaterial(0).MaterialType = material_type;
1121 m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1122 m_spritenode->setMaterialTexture(0,
1123 tsrc->getTextureForMesh(texturestring));
1125 // This allows setting per-material colors. However, until a real lighting
1126 // system is added, the code below will have no effect. Once MineTest
1127 // has directional lighting, it should work automatically.
1128 if (!m_prop.colors.empty()) {
1129 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1130 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1131 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1134 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1135 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1136 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1140 if (m_animated_meshnode) {
1141 if (m_prop.visual == "mesh") {
1142 for (u32 i = 0; i < m_prop.textures.size() &&
1143 i < m_animated_meshnode->getMaterialCount(); ++i) {
1144 std::string texturestring = m_prop.textures[i];
1145 if (texturestring.empty())
1146 continue; // Empty texture string means don't modify that material
1147 texturestring += mod;
1148 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1150 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1154 // Set material flags and texture
1155 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1156 material.MaterialType = material_type;
1157 material.MaterialTypeParam = 0.5f;
1158 material.TextureLayer[0].Texture = texture;
1159 material.setFlag(video::EMF_LIGHTING, true);
1160 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1161 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1163 // don't filter low-res textures, makes them look blurry
1164 // player models have a res of 64
1165 const core::dimension2d<u32> &size = texture->getOriginalSize();
1166 const u32 res = std::min(size.Height, size.Width);
1167 use_trilinear_filter &= res > 64;
1168 use_bilinear_filter &= res > 64;
1170 m_animated_meshnode->getMaterial(i)
1171 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1172 m_animated_meshnode->getMaterial(i)
1173 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1174 m_animated_meshnode->getMaterial(i)
1175 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1177 for (u32 i = 0; i < m_prop.colors.size() &&
1178 i < m_animated_meshnode->getMaterialCount(); ++i)
1180 // This allows setting per-material colors. However, until a real lighting
1181 // system is added, the code below will have no effect. Once MineTest
1182 // has directional lighting, it should work automatically.
1183 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1184 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1185 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1191 if(m_prop.visual == "cube")
1193 for (u32 i = 0; i < 6; ++i)
1195 std::string texturestring = "unknown_node.png";
1196 if(m_prop.textures.size() > i)
1197 texturestring = m_prop.textures[i];
1198 texturestring += mod;
1201 // Set material flags and texture
1202 video::SMaterial& material = m_meshnode->getMaterial(i);
1203 material.MaterialType = material_type;
1204 material.MaterialTypeParam = 0.5f;
1205 material.setFlag(video::EMF_LIGHTING, false);
1206 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1207 material.setTexture(0,
1208 tsrc->getTextureForMesh(texturestring));
1209 material.getTextureMatrix(0).makeIdentity();
1211 // This allows setting per-material colors. However, until a real lighting
1212 // system is added, the code below will have no effect. Once MineTest
1213 // has directional lighting, it should work automatically.
1214 if(m_prop.colors.size() > i)
1216 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1217 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1218 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1221 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1222 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1223 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1225 } else if (m_prop.visual == "upright_sprite") {
1226 scene::IMesh *mesh = m_meshnode->getMesh();
1228 std::string tname = "unknown_object.png";
1229 if (!m_prop.textures.empty())
1230 tname = m_prop.textures[0];
1232 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1233 buf->getMaterial().setTexture(0,
1234 tsrc->getTextureForMesh(tname));
1236 // This allows setting per-material colors. However, until a real lighting
1237 // system is added, the code below will have no effect. Once MineTest
1238 // has directional lighting, it should work automatically.
1239 if(!m_prop.colors.empty()) {
1240 buf->getMaterial().AmbientColor = m_prop.colors[0];
1241 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1242 buf->getMaterial().SpecularColor = m_prop.colors[0];
1245 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1246 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1247 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1250 std::string tname = "unknown_object.png";
1251 if (m_prop.textures.size() >= 2)
1252 tname = m_prop.textures[1];
1253 else if (!m_prop.textures.empty())
1254 tname = m_prop.textures[0];
1256 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1257 buf->getMaterial().setTexture(0,
1258 tsrc->getTextureForMesh(tname));
1260 // This allows setting per-material colors. However, until a real lighting
1261 // system is added, the code below will have no effect. Once MineTest
1262 // has directional lighting, it should work automatically.
1263 if (m_prop.colors.size() >= 2) {
1264 buf->getMaterial().AmbientColor = m_prop.colors[1];
1265 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1266 buf->getMaterial().SpecularColor = m_prop.colors[1];
1267 setMeshColor(mesh, m_prop.colors[1]);
1268 } else if (!m_prop.colors.empty()) {
1269 buf->getMaterial().AmbientColor = m_prop.colors[0];
1270 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1271 buf->getMaterial().SpecularColor = m_prop.colors[0];
1272 setMeshColor(mesh, m_prop.colors[0]);
1275 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1276 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1277 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1283 void GenericCAO::updateAnimation()
1285 if (!m_animated_meshnode)
1288 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1289 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1290 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1291 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1292 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1293 m_animated_meshnode->setTransitionTime(m_animation_blend);
1294 // Requires Irrlicht 1.8 or greater
1295 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1296 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1297 m_animated_meshnode->setLoopMode(m_animation_loop);
1301 void GenericCAO::updateAnimationSpeed()
1303 if (!m_animated_meshnode)
1306 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1309 void GenericCAO::updateBonePosition()
1311 if (m_bone_position.empty() || !m_animated_meshnode)
1314 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1315 for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1316 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1317 std::string bone_name = (*ii).first;
1318 v3f bone_pos = (*ii).second.X;
1319 v3f bone_rot = (*ii).second.Y;
1320 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1323 bone->setPosition(bone_pos);
1324 bone->setRotation(bone_rot);
1329 void GenericCAO::updateAttachments()
1331 ClientActiveObject *parent = getParent();
1333 m_attached_to_local = parent && parent->isLocalPlayer();
1336 Following cases exist:
1337 m_attachment_parent_id == 0 && !parent
1338 This object is not attached
1339 m_attachment_parent_id != 0 && parent
1340 This object is attached
1341 m_attachment_parent_id != 0 && !parent
1342 This object will be attached as soon the parent is known
1343 m_attachment_parent_id == 0 && parent
1347 if (!parent) { // Detach or don't attach
1349 v3f old_pos = m_matrixnode->getAbsolutePosition();
1350 m_matrixnode->setParent(m_smgr->getRootSceneNode());
1351 getPosRotMatrix().setTranslation(old_pos);
1352 m_matrixnode->updateAbsolutePosition();
1357 scene::ISceneNode *parent_node = parent->getSceneNode();
1358 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1359 parent->getAnimatedMeshSceneNode();
1360 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1361 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1364 if (m_matrixnode && parent_node) {
1365 m_matrixnode->setParent(parent_node);
1366 getPosRotMatrix().setTranslation(m_attachment_position);
1367 //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1368 // use Irrlicht eulers instead
1369 getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1370 m_matrixnode->updateAbsolutePosition();
1373 if (m_is_local_player) {
1374 LocalPlayer *player = m_env->getLocalPlayer();
1375 player->isAttached = parent;
1376 player->parent = parent;
1380 void GenericCAO::processMessage(const std::string &data)
1382 //infostream<<"GenericCAO: Got message"<<std::endl;
1383 std::istringstream is(data, std::ios::binary);
1385 u8 cmd = readU8(is);
1386 if (cmd == GENERIC_CMD_SET_PROPERTIES) {
1387 m_prop = gob_read_set_properties(is);
1389 m_selection_box = m_prop.selectionbox;
1390 m_selection_box.MinEdge *= BS;
1391 m_selection_box.MaxEdge *= BS;
1393 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1394 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1396 if(!m_initial_tx_basepos_set){
1397 m_initial_tx_basepos_set = true;
1398 m_tx_basepos = m_prop.initial_sprite_basepos;
1400 if (m_is_local_player) {
1401 LocalPlayer *player = m_env->getLocalPlayer();
1402 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1403 aabb3f collision_box = m_prop.collisionbox;
1404 collision_box.MinEdge *= BS;
1405 collision_box.MaxEdge *= BS;
1406 player->setCollisionbox(collision_box);
1407 player->setEyeHeight(m_prop.eye_height);
1408 player->setZoomFOV(m_prop.zoom_fov);
1411 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1412 m_prop.nametag = m_name;
1415 } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
1416 // Not sent by the server if this object is an attachment.
1417 // We might however get here if the server notices the object being detached before the client.
1418 m_position = readV3F32(is);
1419 m_velocity = readV3F32(is);
1420 m_acceleration = readV3F32(is);
1422 if (std::fabs(m_prop.automatic_rotate) < 0.001f)
1423 m_rotation = readV3F32(is);
1427 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1428 bool do_interpolate = readU8(is);
1429 bool is_end_position = readU8(is);
1430 float update_interval = readF32(is);
1432 // Place us a bit higher if we're physical, to not sink into
1433 // the ground due to sucky collision detection...
1435 m_position += v3f(0,0.002,0);
1437 if(getParent() != NULL) // Just in case
1442 if(!m_prop.physical)
1443 pos_translator.update(m_position, is_end_position, update_interval);
1445 pos_translator.init(m_position);
1447 rot_translator.update(m_rotation, false, update_interval);
1449 } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1450 std::string mod = deSerializeString(is);
1452 // immediatly reset a engine issued texture modifier if a mod sends a different one
1453 if (m_reset_textures_timer > 0) {
1454 m_reset_textures_timer = -1;
1455 updateTextures(m_previous_texture_modifier);
1457 updateTextures(mod);
1458 } else if (cmd == GENERIC_CMD_SET_SPRITE) {
1459 v2s16 p = readV2S16(is);
1460 int num_frames = readU16(is);
1461 float framelength = readF32(is);
1462 bool select_horiz_by_yawpitch = readU8(is);
1465 m_anim_num_frames = num_frames;
1466 m_anim_framelength = framelength;
1467 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1470 } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1471 float override_speed = readF32(is);
1472 float override_jump = readF32(is);
1473 float override_gravity = readF32(is);
1474 // these are sent inverted so we get true when the server sends nothing
1475 bool sneak = !readU8(is);
1476 bool sneak_glitch = !readU8(is);
1477 bool new_move = !readU8(is);
1480 if(m_is_local_player)
1482 LocalPlayer *player = m_env->getLocalPlayer();
1483 player->physics_override_speed = override_speed;
1484 player->physics_override_jump = override_jump;
1485 player->physics_override_gravity = override_gravity;
1486 player->physics_override_sneak = sneak;
1487 player->physics_override_sneak_glitch = sneak_glitch;
1488 player->physics_override_new_move = new_move;
1490 } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
1491 // TODO: change frames send as v2s32 value
1492 v2f range = readV2F32(is);
1493 if (!m_is_local_player) {
1494 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1495 m_animation_speed = readF32(is);
1496 m_animation_blend = readF32(is);
1497 // these are sent inverted so we get true when the server sends nothing
1498 m_animation_loop = !readU8(is);
1501 LocalPlayer *player = m_env->getLocalPlayer();
1502 if(player->last_animation == NO_ANIM)
1504 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1505 m_animation_speed = readF32(is);
1506 m_animation_blend = readF32(is);
1507 // these are sent inverted so we get true when the server sends nothing
1508 m_animation_loop = !readU8(is);
1510 // update animation only if local animations present
1511 // and received animation is unknown (except idle animation)
1512 bool is_known = false;
1513 for (int i = 1;i<4;i++)
1515 if(m_animation_range.Y == player->local_animations[i].Y)
1519 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1524 } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
1525 m_animation_speed = readF32(is);
1526 updateAnimationSpeed();
1527 } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
1528 std::string bone = deSerializeString(is);
1529 v3f position = readV3F32(is);
1530 v3f rotation = readV3F32(is);
1531 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1533 updateBonePosition();
1534 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1535 u16 parent_id = readS16(is);
1536 std::string bone = deSerializeString(is);
1537 v3f position = readV3F32(is);
1538 v3f rotation = readV3F32(is);
1540 setAttachment(parent_id, bone, position, rotation);
1542 // localplayer itself can't be attached to localplayer
1543 if (!m_is_local_player)
1544 m_is_visible = !m_attached_to_local;
1545 } else if (cmd == GENERIC_CMD_PUNCHED) {
1546 u16 result_hp = readU16(is);
1548 // Use this instead of the send damage to not interfere with prediction
1549 s32 damage = (s32)m_hp - (s32)result_hp;
1553 if (m_is_local_player)
1554 m_env->getLocalPlayer()->hp = m_hp;
1560 // TODO: Execute defined fast response
1561 // As there is no definition, make a smoke puff
1562 ClientSimpleObject *simple = createSmokePuff(
1563 m_smgr, m_env, m_position,
1564 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1565 m_env->addSimpleObject(simple);
1566 } else if (m_reset_textures_timer < 0) {
1567 // TODO: Execute defined fast response
1568 // Flashing shall suffice as there is no definition
1569 m_reset_textures_timer = 0.05;
1571 m_reset_textures_timer += 0.05 * damage;
1572 updateTextures(m_current_texture_modifier + "^[brighten");
1575 // Same as 'Server::DiePlayer'
1576 clearParentAttachment();
1577 // Same as 'ObjectRef::l_remove'
1579 clearChildAttachments();
1581 } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1582 m_armor_groups.clear();
1583 int armor_groups_size = readU16(is);
1584 for(int i=0; i<armor_groups_size; i++)
1586 std::string name = deSerializeString(is);
1587 int rating = readS16(is);
1588 m_armor_groups[name] = rating;
1590 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1591 // Deprecated, for backwards compatibility only.
1592 readU8(is); // version
1593 m_prop.nametag_color = readARGB8(is);
1594 if (m_nametag != NULL) {
1595 m_nametag->nametag_color = m_prop.nametag_color;
1597 pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
1598 m_nametag->nametag_pos = pos;
1600 } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
1601 u16 child_id = readU16(is);
1602 u8 type = readU8(is); // maybe this will be useful later
1605 addAttachmentChild(child_id);
1607 warningstream << FUNCTION_NAME
1608 << ": unknown command or outdated client \""
1609 << +cmd << "\"" << std::endl;
1613 /* \pre punchitem != NULL
1615 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1616 float time_from_last_punch)
1618 assert(punchitem); // pre-condition
1619 const ToolCapabilities *toolcap =
1620 &punchitem->getToolCapabilities(m_client->idef());
1621 PunchDamageResult result = getPunchDamage(
1625 time_from_last_punch);
1627 if(result.did_punch && result.damage != 0)
1629 if(result.damage < m_hp)
1631 m_hp -= result.damage;
1634 // TODO: Execute defined fast response
1635 // As there is no definition, make a smoke puff
1636 ClientSimpleObject *simple = createSmokePuff(
1637 m_smgr, m_env, m_position,
1638 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1639 m_env->addSimpleObject(simple);
1641 // TODO: Execute defined fast response
1642 // Flashing shall suffice as there is no definition
1643 if (m_reset_textures_timer < 0) {
1644 m_reset_textures_timer = 0.05;
1645 if (result.damage >= 2)
1646 m_reset_textures_timer += 0.05 * result.damage;
1647 updateTextures(m_current_texture_modifier + "^[brighten");
1654 std::string GenericCAO::debugInfoText()
1656 std::ostringstream os(std::ios::binary);
1657 os<<"GenericCAO hp="<<m_hp<<"\n";
1659 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1660 i != m_armor_groups.end(); ++i)
1662 os<<i->first<<"="<<i->second<<", ";
1669 GenericCAO proto_GenericCAO(NULL, NULL);