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 <ICameraSceneNode.h>
21 #include <ITextSceneNode.h>
22 #include <IBillboardSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include <IBoneSceneNode.h>
26 #include "content_cao.h"
27 #include "util/numeric.h" // For IntervalLimiter
28 #include "util/serialize.h"
29 #include "util/mathconstants.h"
30 #include "client/tile.h"
31 #include "environment.h"
32 #include "collision.h"
34 #include "serialization.h" // For decompressZlib
36 #include "clientobject.h"
40 #include "content_cso.h"
43 #include "localplayer.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
50 struct ToolCapabilities;
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
56 SmoothTranslator::SmoothTranslator():
66 void SmoothTranslator::init(v3f vect)
73 anim_time_counter = 0;
77 void SmoothTranslator::sharpen()
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
84 aim_is_end = is_end_position;
87 if(update_interval > 0)
89 anim_time = update_interval;
91 if(anim_time < 0.001 || anim_time > 1.0)
92 anim_time = anim_time_counter;
94 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
96 anim_time_counter = 0;
100 void SmoothTranslator::translate(f32 dtime)
102 anim_time_counter = anim_time_counter + dtime;
103 anim_counter = anim_counter + dtime;
104 v3f vect_move = vect_aim - vect_old;
106 if(anim_time > 0.001)
107 moveratio = anim_time_counter / anim_time;
108 // Move a bit less than should, to avoid oscillation
109 moveratio = moveratio * 0.8;
110 float move_end = 1.5;
113 if(moveratio > move_end)
114 moveratio = move_end;
115 vect_show = vect_old + vect_move * moveratio;
118 bool SmoothTranslator::is_moving()
120 return ((anim_time_counter / anim_time) < 1.4);
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128 float txs, float tys, int col, int row)
130 video::SMaterial& material = bill->getMaterial(0);
131 core::matrix4& matrix = material.getTextureMatrix(0);
132 matrix.setTextureTranslate(txs*col, tys*row);
133 matrix.setTextureScale(txs, tys);
140 class TestCAO : public ClientActiveObject
143 TestCAO(IGameDef *gamedef, ClientEnvironment *env);
146 ActiveObjectType getType() const
148 return ACTIVEOBJECT_TYPE_TEST;
151 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
153 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154 IrrlichtDevice *irr);
155 void removeFromScene(bool permanent);
156 void updateLight(u8 light_at_pos);
157 v3s16 getLightPosition();
158 void updateNodePos();
160 void step(float dtime, ClientEnvironment *env);
162 void processMessage(const std::string &data);
164 bool getCollisionBox(aabb3f *toset) { return false; }
166 scene::IMeshSceneNode *m_node;
171 TestCAO proto_TestCAO(NULL, NULL);
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174 ClientActiveObject(0, gamedef, env),
176 m_position(v3f(0,10*BS,0))
178 ClientActiveObject::registerType(getType(), create);
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
187 return new TestCAO(gamedef, env);
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
196 //video::IVideoDriver* driver = smgr->getVideoDriver();
198 scene::SMesh *mesh = new scene::SMesh();
199 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200 video::SColor c(255,255,255,255);
201 video::S3DVertex vertices[4] =
203 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
208 u16 indices[] = {0,1,2,2,3,0};
209 buf->append(vertices, 4, indices, 6);
211 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
214 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
218 mesh->addMeshBuffer(buf);
220 m_node = smgr->addMeshSceneNode(mesh, NULL);
225 void TestCAO::removeFromScene(bool permanent)
234 void TestCAO::updateLight(u8 light_at_pos)
238 v3s16 TestCAO::getLightPosition()
240 return floatToInt(m_position, BS);
243 void TestCAO::updateNodePos()
248 m_node->setPosition(m_position);
249 //m_node->setRotation(v3f(0, 45, 0));
252 void TestCAO::step(float dtime, ClientEnvironment *env)
256 v3f rot = m_node->getRotation();
257 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258 rot.Y += dtime * 180;
259 m_node->setRotation(rot);
263 void TestCAO::processMessage(const std::string &data)
265 infostream<<"TestCAO: Got data: "<<data<<std::endl;
266 std::istringstream is(data, std::ios::binary);
284 class ItemCAO : public ClientActiveObject
287 ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
290 ActiveObjectType getType() const
292 return ACTIVEOBJECT_TYPE_ITEM;
295 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
297 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298 IrrlichtDevice *irr);
299 void removeFromScene(bool permanent);
300 void updateLight(u8 light_at_pos);
301 v3s16 getLightPosition();
302 void updateNodePos();
303 void updateInfoText();
304 void updateTexture();
306 void step(float dtime, ClientEnvironment *env);
308 void processMessage(const std::string &data);
310 void initialize(const std::string &data);
312 aabb3f *getSelectionBox()
313 {return &m_selection_box;}
317 std::string infoText()
320 bool getCollisionBox(aabb3f *toset) { return false; }
322 aabb3f m_selection_box;
323 scene::IMeshSceneNode *m_node;
325 std::string m_itemstring;
326 std::string m_infotext;
329 #include "inventory.h"
332 ItemCAO proto_ItemCAO(NULL, NULL);
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335 ClientActiveObject(0, gamedef, env),
336 m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
338 m_position(v3f(0,10*BS,0))
342 ClientActiveObject::registerType(getType(), create);
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
352 return new ItemCAO(gamedef, env);
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
361 //video::IVideoDriver* driver = smgr->getVideoDriver();
363 scene::SMesh *mesh = new scene::SMesh();
364 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365 video::SColor c(255,255,255,255);
366 video::S3DVertex vertices[4] =
368 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
377 u16 indices[] = {0,1,2,2,3,0};
378 buf->append(vertices, 4, indices, 6);
380 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382 // Initialize with a generated placeholder texture
383 buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
388 mesh->addMeshBuffer(buf);
390 m_node = smgr->addMeshSceneNode(mesh, NULL);
401 void ItemCAO::removeFromScene(bool permanent)
410 void ItemCAO::updateLight(u8 light_at_pos)
415 u8 li = decode_light(light_at_pos);
416 video::SColor color(255,li,li,li);
417 setMeshColor(m_node->getMesh(), color);
420 v3s16 ItemCAO::getLightPosition()
422 return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
425 void ItemCAO::updateNodePos()
430 m_node->setPosition(m_position);
433 void ItemCAO::updateInfoText()
436 IItemDefManager *idef = m_gamedef->idef();
438 item.deSerialize(m_itemstring, idef);
439 if(item.isKnown(idef))
440 m_infotext = item.getDefinition(idef).description;
442 m_infotext = "Unknown item: '" + m_itemstring + "'";
444 m_infotext += " (" + itos(item.count) + ")";
446 catch(SerializationError &e)
448 m_infotext = "Unknown item: '" + m_itemstring + "'";
452 void ItemCAO::updateTexture()
457 // Create an inventory item to see what is its image
458 std::istringstream is(m_itemstring, std::ios_base::binary);
459 video::ITexture *texture = NULL;
461 IItemDefManager *idef = m_gamedef->idef();
463 item.deSerialize(is, idef);
464 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
466 catch(SerializationError &e)
468 warningstream<<FUNCTION_NAME
469 <<": error deSerializing itemstring \""
470 <<m_itemstring<<std::endl;
473 // Set meshbuffer texture
474 m_node->getMaterial(0).setTexture(0, texture);
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
482 /*v3f rot = m_node->getRotation();
483 rot.Y += dtime * 120;
484 m_node->setRotation(rot);*/
485 LocalPlayer *player = env->getLocalPlayer();
487 v3f rot = m_node->getRotation();
488 rot.Y = 180.0 - (player->getYaw());
489 m_node->setRotation(rot);
493 void ItemCAO::processMessage(const std::string &data)
495 //infostream<<"ItemCAO: Got message"<<std::endl;
496 std::istringstream is(data, std::ios::binary);
502 m_position = readV3F1000(is);
508 m_itemstring = deSerializeString(is);
514 void ItemCAO::initialize(const std::string &data)
516 infostream<<"ItemCAO: Got init data"<<std::endl;
519 std::istringstream is(data, std::ios::binary);
521 u8 version = readU8(is);
526 m_position = readV3F1000(is);
528 m_itemstring = deSerializeString(is);
539 #include "genericobject.h"
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542 ClientActiveObject(0, gamedef, env),
545 m_is_local_player(false),
551 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
553 m_animated_meshnode(NULL),
554 m_wield_meshnode(NULL),
557 m_position(v3f(0,10*BS,0)),
558 m_velocity(v3f(0,0,0)),
559 m_acceleration(v3f(0,0,0)),
564 m_initial_tx_basepos_set(false),
565 m_tx_select_horiz_by_yawpitch(false),
566 m_animation_range(v2s32(0,0)),
567 m_animation_speed(15),
568 m_animation_blend(0),
569 m_animation_loop(true),
570 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
571 m_attachment_bone(""),
572 m_attachment_position(v3f(0,0,0)),
573 m_attachment_rotation(v3f(0,0,0)),
574 m_attached_to_local(false),
576 m_anim_num_frames(1),
577 m_anim_framelength(0.2),
579 m_reset_textures_timer(-1),
580 m_visuals_expired(false),
581 m_step_distance_counter(0),
585 if (gamedef == NULL) {
586 ClientActiveObject::registerType(getType(), create);
592 bool GenericCAO::getCollisionBox(aabb3f *toset)
596 //update collision box
597 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
598 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
600 toset->MinEdge += m_position;
601 toset->MaxEdge += m_position;
609 bool GenericCAO::collideWithObjects()
611 return m_prop.collideWithObjects;
614 void GenericCAO::initialize(const std::string &data)
616 infostream<<"GenericCAO: Got init data"<<std::endl;
617 std::istringstream is(data, std::ios::binary);
618 int num_messages = 0;
620 u8 version = readU8(is);
622 if(version == 1) // In PROTOCOL_VERSION 14
624 m_name = deSerializeString(is);
625 m_is_player = readU8(is);
627 m_position = readV3F1000(is);
628 m_yaw = readF1000(is);
630 num_messages = readU8(is);
632 else if(version == 0) // In PROTOCOL_VERSION 13
634 m_name = deSerializeString(is);
635 m_is_player = readU8(is);
636 m_position = readV3F1000(is);
637 m_yaw = readF1000(is);
639 num_messages = readU8(is);
643 errorstream<<"GenericCAO: Unsupported init data version"
648 for(int i=0; i<num_messages; i++)
650 std::string message = deSerializeLongString(is);
651 processMessage(message);
654 pos_translator.init(m_position);
659 Player *player = m_env->getPlayer(m_name.c_str());
660 if(player && player->isLocal())
662 m_is_local_player = true;
663 m_is_visible = false;
664 LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
666 assert( localplayer != NULL );
667 localplayer->setCAO(this);
669 m_env->addPlayerName(m_name.c_str());
673 GenericCAO::~GenericCAO()
676 m_env->removePlayerName(m_name.c_str());
678 removeFromScene(true);
681 aabb3f *GenericCAO::getSelectionBox()
683 if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
685 return &m_selection_box;
688 v3f GenericCAO::getPosition()
690 if (getParent() != NULL) {
691 scene::ISceneNode *node = getSceneNode();
693 return node->getAbsolutePosition();
697 return pos_translator.vect_show;
700 scene::ISceneNode* GenericCAO::getSceneNode()
704 } else if (m_animated_meshnode) {
705 return m_animated_meshnode;
706 } else if (m_wield_meshnode) {
707 return m_wield_meshnode;
708 } else if (m_spritenode) {
714 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
719 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
721 return m_animated_meshnode;
724 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
726 return m_wield_meshnode;
729 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
734 void GenericCAO::setChildrenVisible(bool toset)
736 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
737 GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
739 obj->setVisible(toset);
744 void GenericCAO::setAttachments()
749 ClientActiveObject* GenericCAO::getParent()
751 ClientActiveObject *obj = NULL;
753 u16 attached_id = m_env->attachement_parent_ids[getId()];
755 if ((attached_id != 0) &&
756 (attached_id != getId())) {
757 obj = m_env->getActiveObject(attached_id);
762 void GenericCAO::removeFromScene(bool permanent)
764 // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
765 if((m_env != NULL) && (permanent))
767 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
768 u16 ci = m_children[i];
769 if (m_env->attachement_parent_ids[ci] == getId()) {
770 m_env->attachement_parent_ids[ci] = 0;
774 m_env->attachement_parent_ids[getId()] = 0;
776 LocalPlayer* player = m_env->getLocalPlayer();
777 if (this == player->parent) {
778 player->parent = NULL;
779 player->isAttached = false;
784 m_meshnode->remove();
787 } else if (m_animated_meshnode) {
788 m_animated_meshnode->remove();
789 m_animated_meshnode->drop();
790 m_animated_meshnode = NULL;
791 } else if (m_wield_meshnode) {
792 m_wield_meshnode->remove();
793 m_wield_meshnode->drop();
794 m_wield_meshnode = NULL;
795 } else if (m_spritenode) {
796 m_spritenode->remove();
797 m_spritenode->drop();
802 m_gamedef->getCamera()->removeNametag(m_nametag);
807 void GenericCAO::addToScene(scene::ISceneManager *smgr,
808 ITextureSource *tsrc, IrrlichtDevice *irr)
813 if (getSceneNode() != NULL) {
817 m_visuals_expired = false;
819 if (!m_prop.is_visible) {
823 if (m_prop.visual == "sprite") {
824 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
825 m_spritenode = smgr->addBillboardSceneNode(
826 NULL, v2f(1, 1), v3f(0,0,0), -1);
827 m_spritenode->grab();
828 m_spritenode->setMaterialTexture(0,
829 tsrc->getTextureForMesh("unknown_node.png"));
830 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
831 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
832 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
833 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
834 u8 li = m_last_light;
835 m_spritenode->setColor(video::SColor(255,li,li,li));
836 m_spritenode->setSize(m_prop.visual_size*BS);
838 const float txs = 1.0 / 1;
839 const float tys = 1.0 / 1;
840 setBillboardTextureMatrix(m_spritenode,
844 else if(m_prop.visual == "upright_sprite") {
845 scene::SMesh *mesh = new scene::SMesh();
846 double dx = BS*m_prop.visual_size.X/2;
847 double dy = BS*m_prop.visual_size.Y/2;
849 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
850 u8 li = m_last_light;
851 video::SColor c(255,li,li,li);
852 video::S3DVertex vertices[4] =
854 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
855 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
856 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
857 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
859 u16 indices[] = {0,1,2,2,3,0};
860 buf->append(vertices, 4, indices, 6);
862 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
863 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
864 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
865 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
867 mesh->addMeshBuffer(buf);
871 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
872 u8 li = m_last_light;
873 video::SColor c(255,li,li,li);
874 video::S3DVertex vertices[4] =
876 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
877 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
878 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
879 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
881 u16 indices[] = {0,1,2,2,3,0};
882 buf->append(vertices, 4, indices, 6);
884 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
885 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
886 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
887 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
889 mesh->addMeshBuffer(buf);
892 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
895 // Set it to use the materials of the meshbuffers directly.
896 // This is needed for changing the texture in the future
897 m_meshnode->setReadOnlyMaterials(true);
899 else if(m_prop.visual == "cube") {
900 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
901 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
902 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
906 m_meshnode->setScale(v3f(m_prop.visual_size.X,
907 m_prop.visual_size.Y,
908 m_prop.visual_size.X));
909 u8 li = m_last_light;
910 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
912 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
913 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
914 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
915 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
917 else if(m_prop.visual == "mesh") {
918 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
919 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
922 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
923 m_animated_meshnode->grab();
924 mesh->drop(); // The scene node took hold of it
925 m_animated_meshnode->animateJoints(); // Needed for some animations
926 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
927 m_prop.visual_size.Y,
928 m_prop.visual_size.X));
929 u8 li = m_last_light;
930 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
932 bool backface_culling = m_prop.backface_culling;
934 backface_culling = false;
936 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
937 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
938 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
939 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
940 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
943 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
945 else if(m_prop.visual == "wielditem") {
946 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
947 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
948 if(m_prop.textures.size() >= 1){
949 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
950 IItemDefManager *idef = m_gamedef->idef();
951 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
953 m_wield_meshnode = new WieldMeshSceneNode(
954 smgr->getRootSceneNode(), smgr, -1);
955 m_wield_meshnode->setItem(item, m_gamedef);
957 m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
958 m_prop.visual_size.Y/2,
959 m_prop.visual_size.X/2));
960 u8 li = m_last_light;
961 m_wield_meshnode->setColor(video::SColor(255,li,li,li));
964 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
965 <<"\" not supported"<<std::endl;
969 scene::ISceneNode *node = getSceneNode();
970 if (node && m_prop.nametag != "" && !m_is_local_player) {
972 m_nametag = m_gamedef->getCamera()->addNametag(node,
973 m_prop.nametag, m_prop.nametag_color);
978 updateBonePosition();
982 void GenericCAO::updateLight(u8 light_at_pos)
984 // Don't update light of attached one
985 if (getParent() != NULL) {
989 updateLightNoCheck(light_at_pos);
991 // Update light of all children
992 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
993 ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
995 obj->updateLightNoCheck(light_at_pos);
1000 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
1002 u8 li = decode_light(light_at_pos);
1003 if (li != m_last_light) {
1005 video::SColor color(255,li,li,li);
1007 setMeshColor(m_meshnode->getMesh(), color);
1008 } else if (m_animated_meshnode) {
1009 setMeshColor(m_animated_meshnode->getMesh(), color);
1010 } else if (m_wield_meshnode) {
1011 m_wield_meshnode->setColor(color);
1012 } else if (m_spritenode) {
1013 m_spritenode->setColor(color);
1018 v3s16 GenericCAO::getLightPosition()
1020 return floatToInt(m_position, BS);
1023 void GenericCAO::updateNodePos()
1025 if (getParent() != NULL)
1028 scene::ISceneNode *node = getSceneNode();
1031 v3s16 camera_offset = m_env->getCameraOffset();
1032 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1033 if (node != m_spritenode) { // rotate if not a sprite
1034 v3f rot = node->getRotation();
1036 node->setRotation(rot);
1041 void GenericCAO::step(float dtime, ClientEnvironment *env)
1043 // Handel model of local player instantly to prevent lags
1044 if(m_is_local_player)
1046 LocalPlayer *player = m_env->getLocalPlayer();
1050 int old_anim = player->last_animation;
1051 float old_anim_speed = player->last_animation_speed;
1052 m_position = player->getPosition() + v3f(0,BS,0);
1053 m_velocity = v3f(0,0,0);
1054 m_acceleration = v3f(0,0,0);
1055 pos_translator.vect_show = m_position;
1056 m_yaw = player->getYaw();
1057 PlayerControl controls = player->getPlayerControl();
1059 bool walking = false;
1060 if(controls.up || controls.down || controls.left || controls.right)
1063 f32 new_speed = player->local_animation_speed;
1064 v2s32 new_anim = v2s32(0,0);
1065 bool allow_update = false;
1067 // increase speed if using fast or flying fast
1068 if((g_settings->getBool("fast_move") &&
1069 m_gamedef->checkLocalPrivilege("fast")) &&
1071 (!player->touching_ground &&
1072 g_settings->getBool("free_move") &&
1073 m_gamedef->checkLocalPrivilege("fly"))))
1075 // slowdown speed if sneeking
1076 if(controls.sneak && walking)
1079 if(walking && (controls.LMB || controls.RMB))
1081 new_anim = player->local_animations[3];
1082 player->last_animation = WD_ANIM;
1083 } else if(walking) {
1084 new_anim = player->local_animations[1];
1085 player->last_animation = WALK_ANIM;
1086 } else if(controls.LMB || controls.RMB) {
1087 new_anim = player->local_animations[2];
1088 player->last_animation = DIG_ANIM;
1091 // Apply animations if input detected and not attached
1092 // or set idle animation
1093 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1095 allow_update = true;
1096 m_animation_range = new_anim;
1097 m_animation_speed = new_speed;
1098 player->last_animation_speed = m_animation_speed;
1100 player->last_animation = NO_ANIM;
1102 if (old_anim != NO_ANIM)
1104 m_animation_range = player->local_animations[0];
1109 // Update local player animations
1110 if ((player->last_animation != old_anim ||
1111 m_animation_speed != old_anim_speed) &&
1112 player->last_animation != NO_ANIM && allow_update)
1118 if(m_visuals_expired && m_smgr && m_irr){
1119 m_visuals_expired = false;
1121 // Attachments, part 1: All attached objects must be unparented first,
1122 // or Irrlicht causes a segmentation fault
1123 for(std::vector<u16>::iterator ci = m_children.begin();
1124 ci != m_children.end();)
1126 if (m_env->attachement_parent_ids[*ci] != getId()) {
1127 ci = m_children.erase(ci);
1130 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1132 scene::ISceneNode *child_node = obj->getSceneNode();
1134 child_node->setParent(m_smgr->getRootSceneNode());
1139 removeFromScene(false);
1140 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1142 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1143 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
1144 // Get the object of the child
1145 ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
1147 obj->setAttachments();
1151 // Make sure m_is_visible is always applied
1152 scene::ISceneNode *node = getSceneNode();
1154 node->setVisible(m_is_visible);
1156 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1158 // Set these for later
1159 m_position = getPosition();
1160 m_velocity = v3f(0,0,0);
1161 m_acceleration = v3f(0,0,0);
1162 pos_translator.vect_show = m_position;
1164 if(m_is_local_player) // Update local player attachment position
1166 LocalPlayer *player = m_env->getLocalPlayer();
1167 player->overridePosition = getParent()->getPosition();
1168 m_env->getLocalPlayer()->parent = getParent();
1171 v3f lastpos = pos_translator.vect_show;
1175 aabb3f box = m_prop.collisionbox;
1178 collisionMoveResult moveresult;
1179 f32 pos_max_d = BS*0.125; // Distance per iteration
1180 v3f p_pos = m_position;
1181 v3f p_velocity = m_velocity;
1182 moveresult = collisionMoveSimple(env,env->getGameDef(),
1183 pos_max_d, box, m_prop.stepheight, dtime,
1184 &p_pos, &p_velocity, m_acceleration,
1185 this, m_prop.collideWithObjects);
1188 m_velocity = p_velocity;
1190 bool is_end_position = moveresult.collides;
1191 pos_translator.update(m_position, is_end_position, dtime);
1192 pos_translator.translate(dtime);
1195 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1196 m_velocity += dtime * m_acceleration;
1197 pos_translator.update(m_position, pos_translator.aim_is_end,
1198 pos_translator.anim_time);
1199 pos_translator.translate(dtime);
1203 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1204 m_step_distance_counter += moved;
1205 if(m_step_distance_counter > 1.5*BS)
1207 m_step_distance_counter = 0;
1208 if(!m_is_local_player && m_prop.makes_footstep_sound)
1210 INodeDefManager *ndef = m_gamedef->ndef();
1211 v3s16 p = floatToInt(getPosition() + v3f(0,
1212 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1213 MapNode n = m_env->getMap().getNodeNoEx(p);
1214 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1215 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1220 m_anim_timer += dtime;
1221 if(m_anim_timer >= m_anim_framelength)
1223 m_anim_timer -= m_anim_framelength;
1225 if(m_anim_frame >= m_anim_num_frames)
1231 if(m_reset_textures_timer >= 0)
1233 m_reset_textures_timer -= dtime;
1234 if(m_reset_textures_timer <= 0){
1235 m_reset_textures_timer = -1;
1239 if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1241 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1245 if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1246 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1248 float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1249 + m_prop.automatic_face_movement_dir_offset;
1250 float max_rotation_delta =
1251 dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
1253 if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
1254 (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
1256 m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
1258 m_yaw = optimal_yaw;
1264 void GenericCAO::updateTexturePos()
1268 scene::ICameraSceneNode* camera =
1269 m_spritenode->getSceneManager()->getActiveCamera();
1272 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1273 - camera->getAbsolutePosition();
1274 cam_to_entity.normalize();
1276 int row = m_tx_basepos.Y;
1277 int col = m_tx_basepos.X;
1279 if(m_tx_select_horiz_by_yawpitch)
1281 if(cam_to_entity.Y > 0.75)
1283 else if(cam_to_entity.Y < -0.75)
1287 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1288 float dir = mob_dir - m_yaw;
1289 dir = wrapDegrees_180(dir);
1290 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1291 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1293 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1295 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1297 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1304 // Animation goes downwards
1305 row += m_anim_frame;
1307 float txs = m_tx_size.X;
1308 float tys = m_tx_size.Y;
1309 setBillboardTextureMatrix(m_spritenode,
1310 txs, tys, col, row);
1314 void GenericCAO::updateTextures(const std::string &mod)
1316 ITextureSource *tsrc = m_gamedef->tsrc();
1318 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1319 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1320 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1324 if(m_prop.visual == "sprite")
1326 std::string texturestring = "unknown_node.png";
1327 if(m_prop.textures.size() >= 1)
1328 texturestring = m_prop.textures[0];
1329 texturestring += mod;
1330 m_spritenode->setMaterialTexture(0,
1331 tsrc->getTextureForMesh(texturestring));
1333 // This allows setting per-material colors. However, until a real lighting
1334 // system is added, the code below will have no effect. Once MineTest
1335 // has directional lighting, it should work automatically.
1336 if(m_prop.colors.size() >= 1)
1338 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1339 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1340 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1343 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1344 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1345 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1348 if(m_animated_meshnode)
1350 if(m_prop.visual == "mesh")
1352 for (u32 i = 0; i < m_prop.textures.size() &&
1353 i < m_animated_meshnode->getMaterialCount(); ++i)
1355 std::string texturestring = m_prop.textures[i];
1356 if(texturestring == "")
1357 continue; // Empty texture string means don't modify that material
1358 texturestring += mod;
1359 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1362 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1366 // Set material flags and texture
1367 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1368 material.TextureLayer[0].Texture = texture;
1369 material.setFlag(video::EMF_LIGHTING, false);
1370 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1372 m_animated_meshnode->getMaterial(i)
1373 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1374 m_animated_meshnode->getMaterial(i)
1375 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1376 m_animated_meshnode->getMaterial(i)
1377 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1379 for (u32 i = 0; i < m_prop.colors.size() &&
1380 i < m_animated_meshnode->getMaterialCount(); ++i)
1382 // This allows setting per-material colors. However, until a real lighting
1383 // system is added, the code below will have no effect. Once MineTest
1384 // has directional lighting, it should work automatically.
1385 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1386 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1387 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1393 if(m_prop.visual == "cube")
1395 for (u32 i = 0; i < 6; ++i)
1397 std::string texturestring = "unknown_node.png";
1398 if(m_prop.textures.size() > i)
1399 texturestring = m_prop.textures[i];
1400 texturestring += mod;
1403 // Set material flags and texture
1404 video::SMaterial& material = m_meshnode->getMaterial(i);
1405 material.setFlag(video::EMF_LIGHTING, false);
1406 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1407 material.setTexture(0,
1408 tsrc->getTextureForMesh(texturestring));
1409 material.getTextureMatrix(0).makeIdentity();
1411 // This allows setting per-material colors. However, until a real lighting
1412 // system is added, the code below will have no effect. Once MineTest
1413 // has directional lighting, it should work automatically.
1414 if(m_prop.colors.size() > i)
1416 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1417 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1418 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1421 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1422 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1423 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1426 else if(m_prop.visual == "upright_sprite")
1428 scene::IMesh *mesh = m_meshnode->getMesh();
1430 std::string tname = "unknown_object.png";
1431 if(m_prop.textures.size() >= 1)
1432 tname = m_prop.textures[0];
1434 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1435 buf->getMaterial().setTexture(0,
1436 tsrc->getTextureForMesh(tname));
1438 // This allows setting per-material colors. However, until a real lighting
1439 // system is added, the code below will have no effect. Once MineTest
1440 // has directional lighting, it should work automatically.
1441 if(m_prop.colors.size() >= 1)
1443 buf->getMaterial().AmbientColor = m_prop.colors[0];
1444 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1445 buf->getMaterial().SpecularColor = m_prop.colors[0];
1448 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1449 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1450 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1453 std::string tname = "unknown_object.png";
1454 if(m_prop.textures.size() >= 2)
1455 tname = m_prop.textures[1];
1456 else if(m_prop.textures.size() >= 1)
1457 tname = m_prop.textures[0];
1459 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1460 buf->getMaterial().setTexture(0,
1461 tsrc->getTextureForMesh(tname));
1463 // This allows setting per-material colors. However, until a real lighting
1464 // system is added, the code below will have no effect. Once MineTest
1465 // has directional lighting, it should work automatically.
1466 if(m_prop.colors.size() >= 2)
1468 buf->getMaterial().AmbientColor = m_prop.colors[1];
1469 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1470 buf->getMaterial().SpecularColor = m_prop.colors[1];
1472 else if(m_prop.colors.size() >= 1)
1474 buf->getMaterial().AmbientColor = m_prop.colors[0];
1475 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1476 buf->getMaterial().SpecularColor = m_prop.colors[0];
1479 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1480 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1481 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1487 void GenericCAO::updateAnimation()
1489 if(m_animated_meshnode == NULL)
1492 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1493 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1494 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1495 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1496 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1497 m_animated_meshnode->setTransitionTime(m_animation_blend);
1498 // Requires Irrlicht 1.8 or greater
1499 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1500 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1501 m_animated_meshnode->setLoopMode(m_animation_loop);
1505 void GenericCAO::updateBonePosition()
1507 if(m_bone_position.empty() || m_animated_meshnode == NULL)
1510 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1511 for(std::map<std::string,
1512 core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1513 ii != m_bone_position.end(); ++ii)
1515 std::string bone_name = (*ii).first;
1516 v3f bone_pos = (*ii).second.X;
1517 v3f bone_rot = (*ii).second.Y;
1518 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1521 bone->setPosition(bone_pos);
1522 bone->setRotation(bone_rot);
1527 void GenericCAO::updateAttachments()
1530 if (getParent() == NULL) { // Detach or don't attach
1531 scene::ISceneNode *node = getSceneNode();
1533 v3f old_position = node->getAbsolutePosition();
1534 v3f old_rotation = node->getRotation();
1535 node->setParent(m_smgr->getRootSceneNode());
1536 node->setPosition(old_position);
1537 node->setRotation(old_rotation);
1538 node->updateAbsolutePosition();
1540 if (m_is_local_player) {
1541 LocalPlayer *player = m_env->getLocalPlayer();
1542 player->isAttached = false;
1547 scene::ISceneNode *my_node = getSceneNode();
1549 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1550 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1551 getParent()->getAnimatedMeshSceneNode();
1552 if (parent_animated_mesh_node && m_attachment_bone != "") {
1553 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1556 if (my_node && parent_node) {
1557 my_node->setParent(parent_node);
1558 my_node->setPosition(m_attachment_position);
1559 my_node->setRotation(m_attachment_rotation);
1560 my_node->updateAbsolutePosition();
1562 if (m_is_local_player) {
1563 LocalPlayer *player = m_env->getLocalPlayer();
1564 player->isAttached = true;
1569 void GenericCAO::processMessage(const std::string &data)
1571 //infostream<<"GenericCAO: Got message"<<std::endl;
1572 std::istringstream is(data, std::ios::binary);
1574 u8 cmd = readU8(is);
1575 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1577 m_prop = gob_read_set_properties(is);
1579 m_selection_box = m_prop.collisionbox;
1580 m_selection_box.MinEdge *= BS;
1581 m_selection_box.MaxEdge *= BS;
1583 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1584 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1586 if(!m_initial_tx_basepos_set){
1587 m_initial_tx_basepos_set = true;
1588 m_tx_basepos = m_prop.initial_sprite_basepos;
1591 if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
1592 m_prop.nametag = m_name;
1596 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1598 // Not sent by the server if this object is an attachment.
1599 // We might however get here if the server notices the object being detached before the client.
1600 m_position = readV3F1000(is);
1601 m_velocity = readV3F1000(is);
1602 m_acceleration = readV3F1000(is);
1603 if(fabs(m_prop.automatic_rotate) < 0.001)
1604 m_yaw = readF1000(is);
1607 bool do_interpolate = readU8(is);
1608 bool is_end_position = readU8(is);
1609 float update_interval = readF1000(is);
1611 // Place us a bit higher if we're physical, to not sink into
1612 // the ground due to sucky collision detection...
1614 m_position += v3f(0,0.002,0);
1616 if(getParent() != NULL) // Just in case
1621 if(!m_prop.physical)
1622 pos_translator.update(m_position, is_end_position, update_interval);
1624 pos_translator.init(m_position);
1628 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1629 std::string mod = deSerializeString(is);
1630 updateTextures(mod);
1632 else if(cmd == GENERIC_CMD_SET_SPRITE) {
1633 v2s16 p = readV2S16(is);
1634 int num_frames = readU16(is);
1635 float framelength = readF1000(is);
1636 bool select_horiz_by_yawpitch = readU8(is);
1639 m_anim_num_frames = num_frames;
1640 m_anim_framelength = framelength;
1641 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1645 else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1646 float override_speed = readF1000(is);
1647 float override_jump = readF1000(is);
1648 float override_gravity = readF1000(is);
1649 // these are sent inverted so we get true when the server sends nothing
1650 bool sneak = !readU8(is);
1651 bool sneak_glitch = !readU8(is);
1654 if(m_is_local_player)
1656 LocalPlayer *player = m_env->getLocalPlayer();
1657 player->physics_override_speed = override_speed;
1658 player->physics_override_jump = override_jump;
1659 player->physics_override_gravity = override_gravity;
1660 player->physics_override_sneak = sneak;
1661 player->physics_override_sneak_glitch = sneak_glitch;
1664 else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1665 // TODO: change frames send as v2s32 value
1666 v2f range = readV2F1000(is);
1667 if (!m_is_local_player) {
1668 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1669 m_animation_speed = readF1000(is);
1670 m_animation_blend = readF1000(is);
1671 // these are sent inverted so we get true when the server sends nothing
1672 m_animation_loop = !readU8(is);
1675 LocalPlayer *player = m_env->getLocalPlayer();
1676 if(player->last_animation == NO_ANIM)
1678 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1679 m_animation_speed = readF1000(is);
1680 m_animation_blend = readF1000(is);
1681 // these are sent inverted so we get true when the server sends nothing
1682 m_animation_loop = !readU8(is);
1684 // update animation only if local animations present
1685 // and received animation is unknown (except idle animation)
1686 bool is_known = false;
1687 for (int i = 1;i<4;i++)
1689 if(m_animation_range.Y == player->local_animations[i].Y)
1693 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1699 else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1700 std::string bone = deSerializeString(is);
1701 v3f position = readV3F1000(is);
1702 v3f rotation = readV3F1000(is);
1703 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1705 updateBonePosition();
1706 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1707 u16 parentID = readS16(is);
1708 u16 oldparent = m_env->attachement_parent_ids[getId()];
1710 m_children.erase(std::remove(m_children.begin(), m_children.end(),
1711 getId()), m_children.end());
1713 m_env->attachement_parent_ids[getId()] = parentID;
1714 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1717 parentobj->m_children.push_back(getId());
1720 m_attachment_bone = deSerializeString(is);
1721 m_attachment_position = readV3F1000(is);
1722 m_attachment_rotation = readV3F1000(is);
1724 // localplayer itself can't be attached to localplayer
1725 if (!m_is_local_player) {
1726 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1727 // Objects attached to the local player should be hidden by default
1728 m_is_visible = !m_attached_to_local;
1731 updateAttachments();
1733 else if(cmd == GENERIC_CMD_PUNCHED) {
1734 /*s16 damage =*/ readS16(is);
1735 s16 result_hp = readS16(is);
1737 // Use this instead of the send damage to not interfere with prediction
1738 s16 damage = m_hp - result_hp;
1746 // TODO: Execute defined fast response
1747 // As there is no definition, make a smoke puff
1748 ClientSimpleObject *simple = createSmokePuff(
1749 m_smgr, m_env, m_position,
1750 m_prop.visual_size * BS);
1751 m_env->addSimpleObject(simple);
1753 // TODO: Execute defined fast response
1754 // Flashing shall suffice as there is no definition
1755 m_reset_textures_timer = 0.05;
1757 m_reset_textures_timer += 0.05 * damage;
1758 updateTextures("^[brighten");
1762 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1763 m_armor_groups.clear();
1764 int armor_groups_size = readU16(is);
1765 for(int i=0; i<armor_groups_size; i++)
1767 std::string name = deSerializeString(is);
1768 int rating = readS16(is);
1769 m_armor_groups[name] = rating;
1771 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1772 // Deprecated, for backwards compatibility only.
1773 readU8(is); // version
1774 m_prop.nametag_color = readARGB8(is);
1775 if (m_nametag != NULL) {
1776 m_nametag->nametag_color = m_prop.nametag_color;
1781 /* \pre punchitem != NULL
1783 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1784 float time_from_last_punch)
1786 assert(punchitem); // pre-condition
1787 const ToolCapabilities *toolcap =
1788 &punchitem->getToolCapabilities(m_gamedef->idef());
1789 PunchDamageResult result = getPunchDamage(
1793 time_from_last_punch);
1795 if(result.did_punch && result.damage != 0)
1797 if(result.damage < m_hp)
1799 m_hp -= result.damage;
1802 // TODO: Execute defined fast response
1803 // As there is no definition, make a smoke puff
1804 ClientSimpleObject *simple = createSmokePuff(
1805 m_smgr, m_env, m_position,
1806 m_prop.visual_size * BS);
1807 m_env->addSimpleObject(simple);
1809 // TODO: Execute defined fast response
1810 // Flashing shall suffice as there is no definition
1811 m_reset_textures_timer = 0.05;
1812 if(result.damage >= 2)
1813 m_reset_textures_timer += 0.05 * result.damage;
1814 updateTextures("^[brighten");
1820 std::string GenericCAO::debugInfoText()
1822 std::ostringstream os(std::ios::binary);
1823 os<<"GenericCAO hp="<<m_hp<<"\n";
1825 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1826 i != m_armor_groups.end(); ++i)
1828 os<<i->first<<"="<<i->second<<", ";
1835 GenericCAO proto_GenericCAO(NULL, NULL);