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"
22 #include "environment.h"
23 #include "collision.h"
25 #include <ICameraSceneNode.h>
26 #include <ITextSceneNode.h>
27 #include <IBillboardSceneNode.h>
28 #include "serialization.h" // For decompressZlib
30 #include "clientobject.h"
31 #include "content_object.h"
35 #include "content_cso.h"
38 #include "localplayer.h"
39 #include "util/numeric.h" // For IntervalLimiter
40 #include "util/serialize.h"
41 #include "util/mathconstants.h"
43 #include "main.h" // g_settings
44 #include "camera.h" // CameraModes
45 #include <IMeshManipulator.h>
46 #include <IAnimatedMeshSceneNode.h>
47 #include <IBoneSceneNode.h>
50 struct ToolCapabilities;
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
60 struct SmoothTranslator
67 f32 anim_time_counter;
87 anim_time_counter = 0;
96 void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
98 aim_is_end = is_end_position;
101 if(update_interval > 0){
102 anim_time = update_interval;
104 if(anim_time < 0.001 || anim_time > 1.0)
105 anim_time = anim_time_counter;
107 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
109 anim_time_counter = 0;
113 void translate(f32 dtime)
115 anim_time_counter = anim_time_counter + dtime;
116 anim_counter = anim_counter + dtime;
117 v3f vect_move = vect_aim - vect_old;
119 if(anim_time > 0.001)
120 moveratio = anim_time_counter / anim_time;
121 // Move a bit less than should, to avoid oscillation
122 moveratio = moveratio * 0.8;
123 float move_end = 1.5;
126 if(moveratio > move_end)
127 moveratio = move_end;
128 vect_show = vect_old + vect_move * moveratio;
133 return ((anim_time_counter / anim_time) < 1.4);
141 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
142 float txs, float tys, int col, int row)
144 video::SMaterial& material = bill->getMaterial(0);
145 core::matrix4& matrix = material.getTextureMatrix(0);
146 matrix.setTextureTranslate(txs*col, tys*row);
147 matrix.setTextureScale(txs, tys);
154 class TestCAO : public ClientActiveObject
157 TestCAO(IGameDef *gamedef, ClientEnvironment *env);
162 return ACTIVEOBJECT_TYPE_TEST;
165 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
167 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
168 IrrlichtDevice *irr);
169 void removeFromScene();
170 void updateLight(u8 light_at_pos);
171 v3s16 getLightPosition();
172 void updateNodePos();
174 void step(float dtime, ClientEnvironment *env);
176 void processMessage(const std::string &data);
178 bool getCollisionBox(aabb3f *toset) { return false; }
180 scene::IMeshSceneNode *m_node;
185 TestCAO proto_TestCAO(NULL, NULL);
187 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
188 ClientActiveObject(0, gamedef, env),
190 m_position(v3f(0,10*BS,0))
192 ClientActiveObject::registerType(getType(), create);
199 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
201 return new TestCAO(gamedef, env);
204 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
210 //video::IVideoDriver* driver = smgr->getVideoDriver();
212 scene::SMesh *mesh = new scene::SMesh();
213 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
214 video::SColor c(255,255,255,255);
215 video::S3DVertex vertices[4] =
217 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
218 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
219 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
220 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
222 u16 indices[] = {0,1,2,2,3,0};
223 buf->append(vertices, 4, indices, 6);
225 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
226 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
227 buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
228 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
229 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
230 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
232 mesh->addMeshBuffer(buf);
234 m_node = smgr->addMeshSceneNode(mesh, NULL);
239 void TestCAO::removeFromScene()
248 void TestCAO::updateLight(u8 light_at_pos)
252 v3s16 TestCAO::getLightPosition()
254 return floatToInt(m_position, BS);
257 void TestCAO::updateNodePos()
262 m_node->setPosition(m_position);
263 //m_node->setRotation(v3f(0, 45, 0));
266 void TestCAO::step(float dtime, ClientEnvironment *env)
270 v3f rot = m_node->getRotation();
271 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
272 rot.Y += dtime * 180;
273 m_node->setRotation(rot);
277 void TestCAO::processMessage(const std::string &data)
279 infostream<<"TestCAO: Got data: "<<data<<std::endl;
280 std::istringstream is(data, std::ios::binary);
298 class ItemCAO : public ClientActiveObject
301 ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
306 return ACTIVEOBJECT_TYPE_ITEM;
309 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
311 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
312 IrrlichtDevice *irr);
313 void removeFromScene();
314 void updateLight(u8 light_at_pos);
315 v3s16 getLightPosition();
316 void updateNodePos();
317 void updateInfoText();
318 void updateTexture();
320 void step(float dtime, ClientEnvironment *env);
322 void processMessage(const std::string &data);
324 void initialize(const std::string &data);
326 core::aabbox3d<f32>* getSelectionBox()
327 {return &m_selection_box;}
331 std::string infoText()
334 bool getCollisionBox(aabb3f *toset) { return false; }
336 core::aabbox3d<f32> m_selection_box;
337 scene::IMeshSceneNode *m_node;
339 std::string m_itemstring;
340 std::string m_infotext;
343 #include "inventory.h"
346 ItemCAO proto_ItemCAO(NULL, NULL);
348 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
349 ClientActiveObject(0, gamedef, env),
350 m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
352 m_position(v3f(0,10*BS,0))
356 ClientActiveObject::registerType(getType(), create);
364 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
366 return new ItemCAO(gamedef, env);
369 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
375 //video::IVideoDriver* driver = smgr->getVideoDriver();
377 scene::SMesh *mesh = new scene::SMesh();
378 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
379 video::SColor c(255,255,255,255);
380 video::S3DVertex vertices[4] =
382 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
383 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
384 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
385 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
386 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
387 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
388 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
389 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
391 u16 indices[] = {0,1,2,2,3,0};
392 buf->append(vertices, 4, indices, 6);
394 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
395 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
396 // Initialize with a generated placeholder texture
397 buf->getMaterial().setTexture(0, tsrc->getTexture(""));
398 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
399 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
400 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
402 mesh->addMeshBuffer(buf);
404 m_node = smgr->addMeshSceneNode(mesh, NULL);
415 void ItemCAO::removeFromScene()
424 void ItemCAO::updateLight(u8 light_at_pos)
429 u8 li = decode_light(light_at_pos);
430 video::SColor color(255,li,li,li);
431 setMeshColor(m_node->getMesh(), color);
434 v3s16 ItemCAO::getLightPosition()
436 return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
439 void ItemCAO::updateNodePos()
444 m_node->setPosition(m_position);
447 void ItemCAO::updateInfoText()
450 IItemDefManager *idef = m_gamedef->idef();
452 item.deSerialize(m_itemstring, idef);
453 if(item.isKnown(idef))
454 m_infotext = item.getDefinition(idef).description;
456 m_infotext = "Unknown item: '" + m_itemstring + "'";
458 m_infotext += " (" + itos(item.count) + ")";
460 catch(SerializationError &e)
462 m_infotext = "Unknown item: '" + m_itemstring + "'";
466 void ItemCAO::updateTexture()
471 // Create an inventory item to see what is its image
472 std::istringstream is(m_itemstring, std::ios_base::binary);
473 video::ITexture *texture = NULL;
475 IItemDefManager *idef = m_gamedef->idef();
477 item.deSerialize(is, idef);
478 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
480 catch(SerializationError &e)
482 infostream<<"WARNING: "<<__FUNCTION_NAME
483 <<": error deSerializing itemstring \""
484 <<m_itemstring<<std::endl;
487 // Set meshbuffer texture
488 m_node->getMaterial(0).setTexture(0, texture);
492 void ItemCAO::step(float dtime, ClientEnvironment *env)
496 /*v3f rot = m_node->getRotation();
497 rot.Y += dtime * 120;
498 m_node->setRotation(rot);*/
499 LocalPlayer *player = env->getLocalPlayer();
501 v3f rot = m_node->getRotation();
502 rot.Y = 180.0 - (player->getYaw());
503 m_node->setRotation(rot);
507 void ItemCAO::processMessage(const std::string &data)
509 //infostream<<"ItemCAO: Got message"<<std::endl;
510 std::istringstream is(data, std::ios::binary);
516 m_position = readV3F1000(is);
522 m_itemstring = deSerializeString(is);
528 void ItemCAO::initialize(const std::string &data)
530 infostream<<"ItemCAO: Got init data"<<std::endl;
533 std::istringstream is(data, std::ios::binary);
535 u8 version = readU8(is);
540 m_position = readV3F1000(is);
542 m_itemstring = deSerializeString(is);
553 #include "genericobject.h"
555 class GenericCAO : public ClientActiveObject
558 // Only set at initialization
561 bool m_is_local_player;
563 // Property-ish things
564 ObjectProperties m_prop;
566 scene::ISceneManager *m_smgr;
567 IrrlichtDevice *m_irr;
568 core::aabbox3d<f32> m_selection_box;
569 scene::IMeshSceneNode *m_meshnode;
570 scene::IAnimatedMeshSceneNode *m_animated_meshnode;
571 scene::IBillboardSceneNode *m_spritenode;
572 scene::ITextSceneNode* m_textnode;
578 SmoothTranslator pos_translator;
579 // Spritesheet/animation stuff
582 bool m_initial_tx_basepos_set;
583 bool m_tx_select_horiz_by_yawpitch;
584 v2s32 m_animation_range;
585 int m_animation_speed;
586 int m_animation_blend;
587 std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
588 std::string m_attachment_bone;
589 v3f m_attachment_position;
590 v3f m_attachment_rotation;
591 bool m_attached_to_local;
593 int m_anim_num_frames;
594 float m_anim_framelength;
596 ItemGroupList m_armor_groups;
597 float m_reset_textures_timer;
598 bool m_visuals_expired;
599 float m_step_distance_counter;
604 GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
605 ClientActiveObject(0, gamedef, env),
608 m_is_local_player(false),
613 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
615 m_animated_meshnode(NULL),
618 m_position(v3f(0,10*BS,0)),
619 m_velocity(v3f(0,0,0)),
620 m_acceleration(v3f(0,0,0)),
625 m_initial_tx_basepos_set(false),
626 m_tx_select_horiz_by_yawpitch(false),
627 m_animation_range(v2s32(0,0)),
628 m_animation_speed(15),
629 m_animation_blend(0),
630 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
631 m_attachment_bone(""),
632 m_attachment_position(v3f(0,0,0)),
633 m_attachment_rotation(v3f(0,0,0)),
634 m_attached_to_local(false),
636 m_anim_num_frames(1),
637 m_anim_framelength(0.2),
639 m_reset_textures_timer(-1),
640 m_visuals_expired(false),
641 m_step_distance_counter(0),
646 ClientActiveObject::registerType(getType(), create);
649 bool getCollisionBox(aabb3f *toset) {
650 if (m_prop.physical) {
652 //update collision box
653 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
654 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
656 toset->MinEdge += m_position;
657 toset->MaxEdge += m_position;
665 bool collideWithObjects() {
666 return m_prop.collideWithObjects;
669 void initialize(const std::string &data)
671 infostream<<"GenericCAO: Got init data"<<std::endl;
672 std::istringstream is(data, std::ios::binary);
673 int num_messages = 0;
675 u8 version = readU8(is);
677 if(version == 1) // In PROTOCOL_VERSION 14
679 m_name = deSerializeString(is);
680 m_is_player = readU8(is);
682 m_position = readV3F1000(is);
683 m_yaw = readF1000(is);
685 num_messages = readU8(is);
687 else if(version == 0) // In PROTOCOL_VERSION 13
689 m_name = deSerializeString(is);
690 m_is_player = readU8(is);
691 m_position = readV3F1000(is);
692 m_yaw = readF1000(is);
694 num_messages = readU8(is);
698 errorstream<<"GenericCAO: Unsupported init data version"
703 for(int i=0; i<num_messages; i++){
704 std::string message = deSerializeLongString(is);
705 processMessage(message);
708 pos_translator.init(m_position);
712 Player *player = m_env->getPlayer(m_name.c_str());
713 if(player && player->isLocal()){
714 m_is_local_player = true;
716 m_env->addPlayerName(m_name.c_str());
723 m_env->removePlayerName(m_name.c_str());
727 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
729 return new GenericCAO(gamedef, env);
734 return ACTIVEOBJECT_TYPE_GENERIC;
736 core::aabbox3d<f32>* getSelectionBox()
738 if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
740 return &m_selection_box;
744 if(getParent() != NULL){
746 return m_meshnode->getAbsolutePosition();
747 if(m_animated_meshnode)
748 return m_animated_meshnode->getAbsolutePosition();
750 return m_spritenode->getAbsolutePosition();
753 return pos_translator.vect_show;
756 scene::IMeshSceneNode *getMeshSceneNode()
763 scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
765 if(m_animated_meshnode)
766 return m_animated_meshnode;
770 scene::IBillboardSceneNode *getSpriteSceneNode()
784 return m_is_local_player;
787 void setAttachments()
792 ClientActiveObject *getParent()
794 ClientActiveObject *obj = NULL;
795 for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
797 if(cii->X == getId()){ // This ID is our child
798 if(cii->Y > 0){ // A parent ID exists for our child
799 if(cii->X != cii->Y){ // The parent and child ID are not the same
800 obj = m_env->getActiveObject(cii->Y);
811 void removeFromScene(bool permanent)
813 if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
815 // Detach this object's children
816 for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
818 if(ii->Y == getId()) // Is a child of our object
821 ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
823 obj->setAttachments();
826 // Delete this object from the attachments list
827 for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
829 if(ii->X == getId()) // Is our object
831 m_env->attachment_list.erase(ii);
838 m_meshnode->remove();
841 if(m_animated_meshnode){
842 m_animated_meshnode->remove();
843 m_animated_meshnode = NULL;
846 m_spritenode->remove();
851 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
857 if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
860 m_visuals_expired = false;
862 if(!m_prop.is_visible)
865 //video::IVideoDriver* driver = smgr->getVideoDriver();
867 if(m_prop.visual == "sprite"){
868 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
869 m_spritenode = smgr->addBillboardSceneNode(
870 NULL, v2f(1, 1), v3f(0,0,0), -1);
871 m_spritenode->setMaterialTexture(0,
872 tsrc->getTexture("unknown_node.png"));
873 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
874 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
875 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
876 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
877 u8 li = m_last_light;
878 m_spritenode->setColor(video::SColor(255,li,li,li));
879 m_spritenode->setSize(m_prop.visual_size*BS);
881 const float txs = 1.0 / 1;
882 const float tys = 1.0 / 1;
883 setBillboardTextureMatrix(m_spritenode,
887 else if(m_prop.visual == "upright_sprite")
889 scene::SMesh *mesh = new scene::SMesh();
890 double dx = BS*m_prop.visual_size.X/2;
891 double dy = BS*m_prop.visual_size.Y/2;
893 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
894 u8 li = m_last_light;
895 video::SColor c(255,li,li,li);
896 video::S3DVertex vertices[4] =
898 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
899 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
900 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
901 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
903 u16 indices[] = {0,1,2,2,3,0};
904 buf->append(vertices, 4, indices, 6);
906 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
907 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
908 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
909 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
911 mesh->addMeshBuffer(buf);
915 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
916 u8 li = m_last_light;
917 video::SColor c(255,li,li,li);
918 video::S3DVertex vertices[4] =
920 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
921 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
922 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
923 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
925 u16 indices[] = {0,1,2,2,3,0};
926 buf->append(vertices, 4, indices, 6);
928 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
929 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
930 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
931 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
933 mesh->addMeshBuffer(buf);
936 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
938 // Set it to use the materials of the meshbuffers directly.
939 // This is needed for changing the texture in the future
940 m_meshnode->setReadOnlyMaterials(true);
942 else if(m_prop.visual == "cube"){
943 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
944 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
945 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
948 m_meshnode->setScale(v3f(m_prop.visual_size.X,
949 m_prop.visual_size.Y,
950 m_prop.visual_size.X));
951 u8 li = m_last_light;
952 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
954 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
955 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
956 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
957 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
959 else if(m_prop.visual == "mesh"){
960 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
961 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
964 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
965 mesh->drop(); // The scene node took hold of it
966 m_animated_meshnode->animateJoints(); // Needed for some animations
967 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
968 m_prop.visual_size.Y,
969 m_prop.visual_size.X));
970 u8 li = m_last_light;
971 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
973 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
974 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
975 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
976 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
979 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
981 else if(m_prop.visual == "wielditem"){
982 infostream<<"GenericCAO::addToScene(): node"<<std::endl;
983 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
984 if(m_prop.textures.size() >= 1){
985 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
986 IItemDefManager *idef = m_gamedef->idef();
987 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
988 scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
990 // Copy mesh to be able to set unique vertex colors
991 scene::IMeshManipulator *manip =
992 irr->getVideoDriver()->getMeshManipulator();
993 scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
995 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
998 m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
999 m_prop.visual_size.Y/2,
1000 m_prop.visual_size.X/2));
1001 u8 li = m_last_light;
1002 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
1005 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
1006 <<"\" not supported"<<std::endl;
1010 scene::ISceneNode *node = NULL;
1012 node = m_spritenode;
1013 else if(m_animated_meshnode)
1014 node = m_animated_meshnode;
1017 if(node && m_is_player && !m_is_local_player){
1018 // Add a text node for showing the name
1019 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
1020 std::wstring wname = narrow_to_wide(m_name);
1021 m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
1022 wname.c_str(), video::SColor(255,255,255,255), node);
1023 m_textnode->setPosition(v3f(0, BS*1.1, 0));
1028 updateBonePosition();
1029 updateAttachments();
1032 void expireVisuals()
1034 m_visuals_expired = true;
1037 void updateLight(u8 light_at_pos)
1039 u8 li = decode_light(light_at_pos);
1040 if(li != m_last_light){
1042 video::SColor color(255,li,li,li);
1044 setMeshColor(m_meshnode->getMesh(), color);
1045 if(m_animated_meshnode)
1046 setMeshColor(m_animated_meshnode->getMesh(), color);
1048 m_spritenode->setColor(color);
1052 v3s16 getLightPosition()
1054 return floatToInt(m_position, BS);
1057 void updateNodePos()
1059 if(getParent() != NULL)
1062 v3s16 camera_offset = m_env->getCameraOffset();
1064 m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1065 v3f rot = m_meshnode->getRotation();
1067 m_meshnode->setRotation(rot);
1069 if(m_animated_meshnode){
1070 m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1071 v3f rot = m_animated_meshnode->getRotation();
1073 m_animated_meshnode->setRotation(rot);
1076 m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1080 void step(float dtime, ClientEnvironment *env)
1082 // Handel model of local player instantly to prevent lags
1083 if(m_is_local_player) {
1084 LocalPlayer *player = m_env->getLocalPlayer();
1086 if (player->camera_mode > CAMERA_MODE_FIRST) {
1087 int old_anim = player->last_animation;
1088 float old_anim_speed = player->last_animation_speed;
1089 m_is_visible = true;
1090 m_position = player->getPosition() + v3f(0,BS,0);
1091 m_velocity = v3f(0,0,0);
1092 m_acceleration = v3f(0,0,0);
1093 pos_translator.vect_show = m_position;
1094 m_yaw = player->getYaw();
1095 PlayerControl controls = player->getPlayerControl();
1097 bool walking = false;
1098 if(controls.up || controls.down || controls.left || controls.right)
1101 f32 new_speed = player->local_animation_speed;
1102 v2s32 new_anim = v2s32(0,0);
1103 bool allow_update = false;
1105 if(!player->touching_ground &&
1106 g_settings->getBool("free_move") &&
1107 m_gamedef->checkLocalPrivilege("fly") &&
1108 g_settings->getBool("fast_move") &&
1109 m_gamedef->checkLocalPrivilege("fast"))
1111 if(controls.sneak && walking)
1114 if(walking && (controls.LMB || controls.RMB)) {
1115 new_anim = player->local_animations[3];
1116 player->last_animation = WD_ANIM;
1117 } else if(walking) {
1118 new_anim = player->local_animations[1];
1119 player->last_animation = WALK_ANIM;
1120 } else if(controls.LMB || controls.RMB) {
1121 new_anim = player->local_animations[2];
1122 player->last_animation = DIG_ANIM;
1125 if ((new_anim.X + new_anim.Y) > 0) {
1126 allow_update = true;
1127 m_animation_range = new_anim;
1128 m_animation_speed = new_speed;
1129 player->last_animation_speed = m_animation_speed;
1131 player->last_animation = NO_ANIM;
1133 // reset animation when no input detected
1134 if (!walking && !controls.LMB && !controls.RMB) {
1135 player->last_animation = NO_ANIM;
1136 if (old_anim != NO_ANIM) {
1137 m_animation_range = player->local_animations[0];
1142 // Update local player animations
1143 if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
1144 player->last_animation != NO_ANIM && allow_update)
1148 m_is_visible = false;
1152 if(m_visuals_expired && m_smgr && m_irr){
1153 m_visuals_expired = false;
1155 // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
1156 for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1158 if(ii->Y == getId()) // This is a child of our parent
1160 ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
1163 scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
1164 scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
1165 scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
1166 if(m_child_meshnode)
1167 m_child_meshnode->setParent(m_smgr->getRootSceneNode());
1168 if(m_child_animated_meshnode)
1169 m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1170 if(m_child_spritenode)
1171 m_child_spritenode->setParent(m_smgr->getRootSceneNode());
1176 removeFromScene(false);
1177 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1179 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1180 for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1182 if(ii->Y == getId()) // This is a child of our parent
1184 ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
1186 obj->setAttachments();
1191 // Make sure m_is_visible is always applied
1193 m_meshnode->setVisible(m_is_visible);
1194 if(m_animated_meshnode)
1195 m_animated_meshnode->setVisible(m_is_visible);
1197 m_spritenode->setVisible(m_is_visible);
1199 m_textnode->setVisible(m_is_visible);
1201 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1203 // Set these for later
1204 m_position = getPosition();
1205 m_velocity = v3f(0,0,0);
1206 m_acceleration = v3f(0,0,0);
1207 pos_translator.vect_show = m_position;
1209 if(m_is_local_player) // Update local player attachment position
1211 LocalPlayer *player = m_env->getLocalPlayer();
1212 player->overridePosition = getParent()->getPosition();
1213 m_env->getLocalPlayer()->parent = getParent();
1218 v3f lastpos = pos_translator.vect_show;
1220 if(m_prop.physical){
1221 core::aabbox3d<f32> box = m_prop.collisionbox;
1224 collisionMoveResult moveresult;
1225 f32 pos_max_d = BS*0.125; // Distance per iteration
1226 v3f p_pos = m_position;
1227 v3f p_velocity = m_velocity;
1228 v3f p_acceleration = m_acceleration;
1229 moveresult = collisionMoveSimple(env,env->getGameDef(),
1230 pos_max_d, box, m_prop.stepheight, dtime,
1231 p_pos, p_velocity, p_acceleration,
1232 this, m_prop.collideWithObjects);
1235 m_velocity = p_velocity;
1236 m_acceleration = p_acceleration;
1238 bool is_end_position = moveresult.collides;
1239 pos_translator.update(m_position, is_end_position, dtime);
1240 pos_translator.translate(dtime);
1243 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1244 m_velocity += dtime * m_acceleration;
1245 pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
1246 pos_translator.translate(dtime);
1250 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1251 m_step_distance_counter += moved;
1252 if(m_step_distance_counter > 1.5*BS){
1253 m_step_distance_counter = 0;
1254 if(!m_is_local_player && m_prop.makes_footstep_sound){
1255 INodeDefManager *ndef = m_gamedef->ndef();
1256 v3s16 p = floatToInt(getPosition() + v3f(0,
1257 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1258 MapNode n = m_env->getMap().getNodeNoEx(p);
1259 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1260 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1265 m_anim_timer += dtime;
1266 if(m_anim_timer >= m_anim_framelength){
1267 m_anim_timer -= m_anim_framelength;
1269 if(m_anim_frame >= m_anim_num_frames)
1275 if(m_reset_textures_timer >= 0){
1276 m_reset_textures_timer -= dtime;
1277 if(m_reset_textures_timer <= 0){
1278 m_reset_textures_timer = -1;
1282 if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
1283 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1287 if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1288 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
1289 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
1294 void updateTexturePos()
1297 scene::ICameraSceneNode* camera =
1298 m_spritenode->getSceneManager()->getActiveCamera();
1301 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1302 - camera->getAbsolutePosition();
1303 cam_to_entity.normalize();
1305 int row = m_tx_basepos.Y;
1306 int col = m_tx_basepos.X;
1308 if(m_tx_select_horiz_by_yawpitch)
1310 if(cam_to_entity.Y > 0.75)
1312 else if(cam_to_entity.Y < -0.75)
1315 float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1316 float dir = mob_dir - m_yaw;
1317 dir = wrapDegrees_180(dir);
1318 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1319 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1321 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1323 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1325 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1332 // Animation goes downwards
1333 row += m_anim_frame;
1335 float txs = m_tx_size.X;
1336 float tys = m_tx_size.Y;
1337 setBillboardTextureMatrix(m_spritenode,
1338 txs, tys, col, row);
1342 void updateTextures(const std::string &mod)
1344 ITextureSource *tsrc = m_gamedef->tsrc();
1346 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1347 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1348 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1352 if(m_prop.visual == "sprite")
1354 std::string texturestring = "unknown_node.png";
1355 if(m_prop.textures.size() >= 1)
1356 texturestring = m_prop.textures[0];
1357 texturestring += mod;
1358 m_spritenode->setMaterialTexture(0,
1359 tsrc->getTexture(texturestring));
1361 // This allows setting per-material colors. However, until a real lighting
1362 // system is added, the code below will have no effect. Once MineTest
1363 // has directional lighting, it should work automatically.
1364 if(m_prop.colors.size() >= 1)
1366 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1367 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1368 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1371 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1372 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1373 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1376 if(m_animated_meshnode)
1378 if(m_prop.visual == "mesh")
1380 for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
1382 std::string texturestring = m_prop.textures[i];
1383 if(texturestring == "")
1384 continue; // Empty texture string means don't modify that material
1385 texturestring += mod;
1386 video::ITexture* texture = tsrc->getTexture(texturestring);
1389 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1393 // Set material flags and texture
1394 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1395 material.TextureLayer[0].Texture = texture;
1396 material.setFlag(video::EMF_LIGHTING, false);
1397 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1399 m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1400 m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1401 m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1403 for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
1405 // This allows setting per-material colors. However, until a real lighting
1406 // system is added, the code below will have no effect. Once MineTest
1407 // has directional lighting, it should work automatically.
1408 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1409 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1410 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1416 if(m_prop.visual == "cube")
1418 for (u32 i = 0; i < 6; ++i)
1420 std::string texturestring = "unknown_node.png";
1421 if(m_prop.textures.size() > i)
1422 texturestring = m_prop.textures[i];
1423 texturestring += mod;
1426 // Set material flags and texture
1427 video::SMaterial& material = m_meshnode->getMaterial(i);
1428 material.setFlag(video::EMF_LIGHTING, false);
1429 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1430 material.setTexture(0,
1431 tsrc->getTexture(texturestring));
1432 material.getTextureMatrix(0).makeIdentity();
1434 // This allows setting per-material colors. However, until a real lighting
1435 // system is added, the code below will have no effect. Once MineTest
1436 // has directional lighting, it should work automatically.
1437 if(m_prop.colors.size() > i)
1439 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1440 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1441 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1444 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1445 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1446 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1449 else if(m_prop.visual == "upright_sprite")
1451 scene::IMesh *mesh = m_meshnode->getMesh();
1453 std::string tname = "unknown_object.png";
1454 if(m_prop.textures.size() >= 1)
1455 tname = m_prop.textures[0];
1457 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1458 buf->getMaterial().setTexture(0,
1459 tsrc->getTexture(tname));
1461 // This allows setting per-material colors. However, until a real lighting
1462 // system is added, the code below will have no effect. Once MineTest
1463 // has directional lighting, it should work automatically.
1464 if(m_prop.colors.size() >= 1)
1466 buf->getMaterial().AmbientColor = m_prop.colors[0];
1467 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1468 buf->getMaterial().SpecularColor = m_prop.colors[0];
1471 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1472 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1473 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1476 std::string tname = "unknown_object.png";
1477 if(m_prop.textures.size() >= 2)
1478 tname = m_prop.textures[1];
1479 else if(m_prop.textures.size() >= 1)
1480 tname = m_prop.textures[0];
1482 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1483 buf->getMaterial().setTexture(0,
1484 tsrc->getTexture(tname));
1486 // This allows setting per-material colors. However, until a real lighting
1487 // system is added, the code below will have no effect. Once MineTest
1488 // has directional lighting, it should work automatically.
1489 if(m_prop.colors.size() >= 2)
1491 buf->getMaterial().AmbientColor = m_prop.colors[1];
1492 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1493 buf->getMaterial().SpecularColor = m_prop.colors[1];
1495 else if(m_prop.colors.size() >= 1)
1497 buf->getMaterial().AmbientColor = m_prop.colors[0];
1498 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1499 buf->getMaterial().SpecularColor = m_prop.colors[0];
1502 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1503 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1504 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1510 void updateAnimation()
1512 if(m_animated_meshnode == NULL)
1514 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1515 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1516 m_animated_meshnode->setTransitionTime(m_animation_blend);
1519 void updateBonePosition()
1521 if(!m_bone_position.size() || m_animated_meshnode == NULL)
1524 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1525 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
1526 std::string bone_name = (*ii).first;
1527 v3f bone_pos = (*ii).second.X;
1528 v3f bone_rot = (*ii).second.Y;
1529 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1532 bone->setPosition(bone_pos);
1533 bone->setRotation(bone_rot);
1538 void updateAttachments()
1540 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1541 m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
1543 if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1547 v3f old_position = m_meshnode->getAbsolutePosition();
1548 v3f old_rotation = m_meshnode->getRotation();
1549 m_meshnode->setParent(m_smgr->getRootSceneNode());
1550 m_meshnode->setPosition(old_position);
1551 m_meshnode->setRotation(old_rotation);
1552 m_meshnode->updateAbsolutePosition();
1554 if(m_animated_meshnode)
1556 v3f old_position = m_animated_meshnode->getAbsolutePosition();
1557 v3f old_rotation = m_animated_meshnode->getRotation();
1558 m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1559 m_animated_meshnode->setPosition(old_position);
1560 m_animated_meshnode->setRotation(old_rotation);
1561 m_animated_meshnode->updateAbsolutePosition();
1565 v3f old_position = m_spritenode->getAbsolutePosition();
1566 v3f old_rotation = m_spritenode->getRotation();
1567 m_spritenode->setParent(m_smgr->getRootSceneNode());
1568 m_spritenode->setPosition(old_position);
1569 m_spritenode->setRotation(old_rotation);
1570 m_spritenode->updateAbsolutePosition();
1572 if(m_is_local_player)
1574 LocalPlayer *player = m_env->getLocalPlayer();
1575 player->isAttached = false;
1580 scene::IMeshSceneNode *parent_mesh = NULL;
1581 if(getParent()->getMeshSceneNode())
1582 parent_mesh = getParent()->getMeshSceneNode();
1583 scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
1584 if(getParent()->getAnimatedMeshSceneNode())
1585 parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
1586 scene::IBillboardSceneNode *parent_sprite = NULL;
1587 if(getParent()->getSpriteSceneNode())
1588 parent_sprite = getParent()->getSpriteSceneNode();
1590 scene::IBoneSceneNode *parent_bone = NULL;
1591 if(parent_animated_mesh && m_attachment_bone != "")
1592 parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
1594 // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
1595 // TODO: Perhaps use polymorphism here to save code duplication
1598 m_meshnode->setParent(parent_bone);
1599 m_meshnode->setPosition(m_attachment_position);
1600 m_meshnode->setRotation(m_attachment_rotation);
1601 m_meshnode->updateAbsolutePosition();
1606 m_meshnode->setParent(parent_mesh);
1607 m_meshnode->setPosition(m_attachment_position);
1608 m_meshnode->setRotation(m_attachment_rotation);
1609 m_meshnode->updateAbsolutePosition();
1611 else if(parent_animated_mesh){
1612 m_meshnode->setParent(parent_animated_mesh);
1613 m_meshnode->setPosition(m_attachment_position);
1614 m_meshnode->setRotation(m_attachment_rotation);
1615 m_meshnode->updateAbsolutePosition();
1617 else if(parent_sprite){
1618 m_meshnode->setParent(parent_sprite);
1619 m_meshnode->setPosition(m_attachment_position);
1620 m_meshnode->setRotation(m_attachment_rotation);
1621 m_meshnode->updateAbsolutePosition();
1625 if(m_animated_meshnode){
1627 m_animated_meshnode->setParent(parent_bone);
1628 m_animated_meshnode->setPosition(m_attachment_position);
1629 m_animated_meshnode->setRotation(m_attachment_rotation);
1630 m_animated_meshnode->updateAbsolutePosition();
1635 m_animated_meshnode->setParent(parent_mesh);
1636 m_animated_meshnode->setPosition(m_attachment_position);
1637 m_animated_meshnode->setRotation(m_attachment_rotation);
1638 m_animated_meshnode->updateAbsolutePosition();
1640 else if(parent_animated_mesh){
1641 m_animated_meshnode->setParent(parent_animated_mesh);
1642 m_animated_meshnode->setPosition(m_attachment_position);
1643 m_animated_meshnode->setRotation(m_attachment_rotation);
1644 m_animated_meshnode->updateAbsolutePosition();
1646 else if(parent_sprite){
1647 m_animated_meshnode->setParent(parent_sprite);
1648 m_animated_meshnode->setPosition(m_attachment_position);
1649 m_animated_meshnode->setRotation(m_attachment_rotation);
1650 m_animated_meshnode->updateAbsolutePosition();
1656 m_spritenode->setParent(parent_bone);
1657 m_spritenode->setPosition(m_attachment_position);
1658 m_spritenode->setRotation(m_attachment_rotation);
1659 m_spritenode->updateAbsolutePosition();
1664 m_spritenode->setParent(parent_mesh);
1665 m_spritenode->setPosition(m_attachment_position);
1666 m_spritenode->setRotation(m_attachment_rotation);
1667 m_spritenode->updateAbsolutePosition();
1669 else if(parent_animated_mesh){
1670 m_spritenode->setParent(parent_animated_mesh);
1671 m_spritenode->setPosition(m_attachment_position);
1672 m_spritenode->setRotation(m_attachment_rotation);
1673 m_spritenode->updateAbsolutePosition();
1675 else if(parent_sprite){
1676 m_spritenode->setParent(parent_sprite);
1677 m_spritenode->setPosition(m_attachment_position);
1678 m_spritenode->setRotation(m_attachment_rotation);
1679 m_spritenode->updateAbsolutePosition();
1683 if(m_is_local_player)
1685 LocalPlayer *player = m_env->getLocalPlayer();
1686 player->isAttached = true;
1691 void processMessage(const std::string &data)
1693 //infostream<<"GenericCAO: Got message"<<std::endl;
1694 std::istringstream is(data, std::ios::binary);
1696 u8 cmd = readU8(is);
1697 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1699 m_prop = gob_read_set_properties(is);
1701 m_selection_box = m_prop.collisionbox;
1702 m_selection_box.MinEdge *= BS;
1703 m_selection_box.MaxEdge *= BS;
1705 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1706 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1708 if(!m_initial_tx_basepos_set){
1709 m_initial_tx_basepos_set = true;
1710 m_tx_basepos = m_prop.initial_sprite_basepos;
1715 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1717 // Not sent by the server if this object is an attachment.
1718 // We might however get here if the server notices the object being detached before the client.
1719 m_position = readV3F1000(is);
1720 m_velocity = readV3F1000(is);
1721 m_acceleration = readV3F1000(is);
1722 if(fabs(m_prop.automatic_rotate) < 0.001)
1723 m_yaw = readF1000(is);
1726 bool do_interpolate = readU8(is);
1727 bool is_end_position = readU8(is);
1728 float update_interval = readF1000(is);
1730 // Place us a bit higher if we're physical, to not sink into
1731 // the ground due to sucky collision detection...
1733 m_position += v3f(0,0.002,0);
1735 if(getParent() != NULL) // Just in case
1739 if(!m_prop.physical)
1740 pos_translator.update(m_position, is_end_position, update_interval);
1742 pos_translator.init(m_position);
1746 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1748 std::string mod = deSerializeString(is);
1749 updateTextures(mod);
1751 else if(cmd == GENERIC_CMD_SET_SPRITE)
1753 v2s16 p = readV2S16(is);
1754 int num_frames = readU16(is);
1755 float framelength = readF1000(is);
1756 bool select_horiz_by_yawpitch = readU8(is);
1759 m_anim_num_frames = num_frames;
1760 m_anim_framelength = framelength;
1761 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1765 else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
1767 float override_speed = readF1000(is);
1768 float override_jump = readF1000(is);
1769 float override_gravity = readF1000(is);
1770 // these are sent inverted so we get true when the server sends nothing
1771 bool sneak = !readU8(is);
1772 bool sneak_glitch = !readU8(is);
1775 if(m_is_local_player)
1777 LocalPlayer *player = m_env->getLocalPlayer();
1778 player->physics_override_speed = override_speed;
1779 player->physics_override_jump = override_jump;
1780 player->physics_override_gravity = override_gravity;
1781 player->physics_override_sneak = sneak;
1782 player->physics_override_sneak_glitch = sneak_glitch;
1785 else if(cmd == GENERIC_CMD_SET_ANIMATION)
1787 // TODO: change frames send as v2s32 value
1788 v2f range = readV2F1000(is);
1789 if (!m_is_local_player) {
1790 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1791 m_animation_speed = readF1000(is);
1792 m_animation_blend = readF1000(is);
1795 LocalPlayer *player = m_env->getLocalPlayer();
1796 if(player->last_animation == NO_ANIM) {
1797 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1798 m_animation_speed = readF1000(is);
1799 m_animation_blend = readF1000(is);
1801 // update animation only if local animations present
1802 // and received animation is not unknown
1804 for (int i = 0;i<4;i++) {
1805 frames += (int)player->local_animations[i].Y;
1808 player->last_animation = NO_ANIM;
1813 else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
1815 std::string bone = deSerializeString(is);
1816 v3f position = readV3F1000(is);
1817 v3f rotation = readV3F1000(is);
1818 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1820 updateBonePosition();
1822 else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
1824 // If an entry already exists for this object, delete it first to avoid duplicates
1825 for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1827 if(ii->X == getId()) // This is the ID of our object
1829 m_env->attachment_list.erase(ii);
1833 m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
1834 m_attachment_bone = deSerializeString(is);
1835 m_attachment_position = readV3F1000(is);
1836 m_attachment_rotation = readV3F1000(is);
1838 updateAttachments();
1840 else if(cmd == GENERIC_CMD_PUNCHED)
1842 /*s16 damage =*/ readS16(is);
1843 s16 result_hp = readS16(is);
1845 // Use this instead of the send damage to not interfere with prediction
1846 s16 damage = m_hp - result_hp;
1852 // TODO: Execute defined fast response
1853 // As there is no definition, make a smoke puff
1854 ClientSimpleObject *simple = createSmokePuff(
1855 m_smgr, m_env, m_position,
1856 m_prop.visual_size * BS);
1857 m_env->addSimpleObject(simple);
1859 // TODO: Execute defined fast response
1860 // Flashing shall suffice as there is no definition
1861 m_reset_textures_timer = 0.05;
1863 m_reset_textures_timer += 0.05 * damage;
1864 updateTextures("^[brighten");
1868 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1870 m_armor_groups.clear();
1871 int armor_groups_size = readU16(is);
1872 for(int i=0; i<armor_groups_size; i++){
1873 std::string name = deSerializeString(is);
1874 int rating = readS16(is);
1875 m_armor_groups[name] = rating;
1880 bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1881 float time_from_last_punch=1000000)
1884 const ToolCapabilities *toolcap =
1885 &punchitem->getToolCapabilities(m_gamedef->idef());
1886 PunchDamageResult result = getPunchDamage(
1890 time_from_last_punch);
1892 if(result.did_punch && result.damage != 0)
1894 if(result.damage < m_hp){
1895 m_hp -= result.damage;
1898 // TODO: Execute defined fast response
1899 // As there is no definition, make a smoke puff
1900 ClientSimpleObject *simple = createSmokePuff(
1901 m_smgr, m_env, m_position,
1902 m_prop.visual_size * BS);
1903 m_env->addSimpleObject(simple);
1905 // TODO: Execute defined fast response
1906 // Flashing shall suffice as there is no definition
1907 m_reset_textures_timer = 0.05;
1908 if(result.damage >= 2)
1909 m_reset_textures_timer += 0.05 * result.damage;
1910 updateTextures("^[brighten");
1916 std::string debugInfoText()
1918 std::ostringstream os(std::ios::binary);
1919 os<<"GenericCAO hp="<<m_hp<<"\n";
1921 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1922 i != m_armor_groups.end(); i++){
1923 os<<i->first<<"="<<i->second<<", ";
1931 GenericCAO proto_GenericCAO(NULL, NULL);