ContentCAO: Update light of all attached entities (#9975)
[oweals/minetest.git] / src / client / clientenvironment.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
22 #include "client.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
28 #include "event.h"
29 #include "collision.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "raycast.h"
33 #include "voxelalgorithms.h"
34 #include "settings.h"
35 #include "shader.h"
36 #include "content_cao.h"
37 #include <algorithm>
38 #include "client/renderingengine.h"
39
40 /*
41         CAOShaderConstantSetter
42 */
43
44 //! Shader constant setter for passing material emissive color to the CAO object_shader
45 class CAOShaderConstantSetter : public IShaderConstantSetter
46 {
47 public:
48         CAOShaderConstantSetter():
49                         m_emissive_color_setting("emissiveColor")
50         {}
51
52         ~CAOShaderConstantSetter() override = default;
53
54         void onSetConstants(video::IMaterialRendererServices *services,
55                         bool is_highlevel) override
56         {
57                 if (!is_highlevel)
58                         return;
59
60                 // Ambient color
61                 video::SColorf emissive_color(m_emissive_color);
62
63                 float as_array[4] = {
64                         emissive_color.r,
65                         emissive_color.g,
66                         emissive_color.b,
67                         emissive_color.a,
68                 };
69                 m_emissive_color_setting.set(as_array, services);
70         }
71
72         void onSetMaterial(const video::SMaterial& material) override
73         {
74                 m_emissive_color = material.EmissiveColor;
75         }
76
77 private:
78         video::SColor m_emissive_color;
79         CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
80 };
81
82 class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
83 {
84 public:
85         CAOShaderConstantSetterFactory()
86         {}
87
88         virtual IShaderConstantSetter* create()
89         {
90                 return new CAOShaderConstantSetter();
91         }
92 };
93
94 /*
95         ClientEnvironment
96 */
97
98 ClientEnvironment::ClientEnvironment(ClientMap *map,
99         ITextureSource *texturesource, Client *client):
100         Environment(client),
101         m_map(map),
102         m_texturesource(texturesource),
103         m_client(client)
104 {
105         auto *shdrsrc = m_client->getShaderSource();
106         shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
107 }
108
109 ClientEnvironment::~ClientEnvironment()
110 {
111         m_ao_manager.clear();
112
113         for (auto &simple_object : m_simple_objects) {
114                 delete simple_object;
115         }
116
117         // Drop/delete map
118         m_map->drop();
119
120         delete m_local_player;
121 }
122
123 Map & ClientEnvironment::getMap()
124 {
125         return *m_map;
126 }
127
128 ClientMap & ClientEnvironment::getClientMap()
129 {
130         return *m_map;
131 }
132
133 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
134 {
135         /*
136                 It is a failure if already is a local player
137         */
138         FATAL_ERROR_IF(m_local_player != NULL,
139                 "Local player already allocated");
140
141         m_local_player = player;
142 }
143
144 void ClientEnvironment::step(float dtime)
145 {
146         /* Step time of day */
147         stepTimeOfDay(dtime);
148
149         // Get some settings
150         bool fly_allowed = m_client->checkLocalPrivilege("fly");
151         bool free_move = fly_allowed && g_settings->getBool("free_move");
152
153         // Get local player
154         LocalPlayer *lplayer = getLocalPlayer();
155         assert(lplayer);
156         // collision info queue
157         std::vector<CollisionInfo> player_collisions;
158
159         /*
160                 Get the speed the player is going
161         */
162         bool is_climbing = lplayer->is_climbing;
163
164         f32 player_speed = lplayer->getSpeed().getLength();
165
166         /*
167                 Maximum position increment
168         */
169         //f32 position_max_increment = 0.05*BS;
170         f32 position_max_increment = 0.1*BS;
171
172         // Maximum time increment (for collision detection etc)
173         // time = distance / speed
174         f32 dtime_max_increment = 1;
175         if(player_speed > 0.001)
176                 dtime_max_increment = position_max_increment / player_speed;
177
178         // Maximum time increment is 10ms or lower
179         if(dtime_max_increment > 0.01)
180                 dtime_max_increment = 0.01;
181
182         // Don't allow overly huge dtime
183         if(dtime > 0.5)
184                 dtime = 0.5;
185
186         f32 dtime_downcount = dtime;
187
188         /*
189                 Stuff that has a maximum time increment
190         */
191
192         u32 loopcount = 0;
193         do
194         {
195                 loopcount++;
196
197                 f32 dtime_part;
198                 if(dtime_downcount > dtime_max_increment)
199                 {
200                         dtime_part = dtime_max_increment;
201                         dtime_downcount -= dtime_part;
202                 }
203                 else
204                 {
205                         dtime_part = dtime_downcount;
206                         /*
207                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
208                                 when dtime_part is so small that dtime_downcount -= dtime_part
209                                 does nothing
210                         */
211                         dtime_downcount = 0;
212                 }
213
214                 /*
215                         Handle local player
216                 */
217
218                 {
219                         // Apply physics
220                         if (!free_move && !is_climbing) {
221                                 // Gravity
222                                 v3f speed = lplayer->getSpeed();
223                                 if (!lplayer->in_liquid)
224                                         speed.Y -= lplayer->movement_gravity *
225                                                 lplayer->physics_override_gravity * dtime_part * 2.0f;
226
227                                 // Liquid floating / sinking
228                                 if (lplayer->in_liquid && !lplayer->swimming_vertical &&
229                                                 !lplayer->swimming_pitch)
230                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
231
232                                 // Liquid resistance
233                                 if (lplayer->in_liquid_stable || lplayer->in_liquid) {
234                                         // How much the node's viscosity blocks movement, ranges
235                                         // between 0 and 1. Should match the scale at which viscosity
236                                         // increase affects other liquid attributes.
237                                         static const f32 viscosity_factor = 0.3f;
238
239                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
240                                         f32 dl = d_wanted.getLength();
241                                         if (dl > lplayer->movement_liquid_fluidity_smooth)
242                                                 dl = lplayer->movement_liquid_fluidity_smooth;
243
244                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) +
245                                                 (1 - viscosity_factor);
246                                         v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
247                                         speed += d;
248                                 }
249
250                                 lplayer->setSpeed(speed);
251                         }
252
253                         /*
254                                 Move the lplayer.
255                                 This also does collision detection.
256                         */
257                         lplayer->move(dtime_part, this, position_max_increment,
258                                 &player_collisions);
259                 }
260         } while (dtime_downcount > 0.001);
261
262         bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
263
264         for (const CollisionInfo &info : player_collisions) {
265                 v3f speed_diff = info.new_speed - info.old_speed;;
266                 // Handle only fall damage
267                 // (because otherwise walking against something in fast_move kills you)
268                 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
269                         continue;
270                 // Get rid of other components
271                 speed_diff.X = 0;
272                 speed_diff.Z = 0;
273                 f32 pre_factor = 1; // 1 hp per node/s
274                 f32 tolerance = BS*14; // 5 without damage
275                 f32 post_factor = 1; // 1 hp per node/s
276                 if (info.type == COLLISION_NODE) {
277                         const ContentFeatures &f = m_client->ndef()->
278                                 get(m_map->getNode(info.node_p));
279                         // Determine fall damage multiplier
280                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
281                         pre_factor = 1.0f + (float)addp / 100.0f;
282                 }
283                 float speed = pre_factor * speed_diff.getLength();
284                 if (speed > tolerance && !player_immortal) {
285                         f32 damage_f = (speed - tolerance) / BS * post_factor;
286                         u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
287                         if (damage != 0) {
288                                 damageLocalPlayer(damage, true);
289                                 m_client->getEventManager()->put(
290                                         new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
291                         }
292                 }
293         }
294
295         if (m_client->modsLoaded())
296                 m_script->environment_step(dtime);
297
298         // Update lighting on local player (used for wield item)
299         u32 day_night_ratio = getDayNightRatio();
300         {
301                 // Get node at head
302
303                 // On InvalidPositionException, use this as default
304                 // (day: LIGHT_SUN, night: 0)
305                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
306
307                 v3s16 p = lplayer->getLightPosition();
308                 node_at_lplayer = m_map->getNode(p);
309
310                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
311                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
312         }
313
314         /*
315                 Step active objects and update lighting of them
316         */
317
318         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
319         auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
320                 // Step object
321                 cao->step(dtime, this);
322
323                 if (update_lighting)
324                         cao->updateLight(day_night_ratio);
325         };
326
327         m_ao_manager.step(dtime, cb_state);
328
329         /*
330                 Step and handle simple objects
331         */
332         g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
333         for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
334                 ClientSimpleObject *simple = *i;
335
336                 simple->step(dtime);
337                 if(simple->m_to_be_removed) {
338                         delete simple;
339                         i = m_simple_objects.erase(i);
340                 }
341                 else {
342                         ++i;
343                 }
344         }
345 }
346
347 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
348 {
349         m_simple_objects.push_back(simple);
350 }
351
352 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
353 {
354         ClientActiveObject *obj = getActiveObject(id);
355         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
356                 return (GenericCAO*) obj;
357
358         return NULL;
359 }
360
361 bool isFreeClientActiveObjectId(const u16 id,
362         ClientActiveObjectMap &objects)
363 {
364         return id != 0 && objects.find(id) == objects.end();
365
366 }
367
368 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
369 {
370         // try to reuse id's as late as possible
371         static u16 last_used_id = 0;
372         u16 startid = last_used_id;
373         for(;;) {
374                 last_used_id ++;
375                 if (isFreeClientActiveObjectId(last_used_id, objects))
376                         return last_used_id;
377
378                 if (last_used_id == startid)
379                         return 0;
380         }
381 }
382
383 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
384 {
385         // Register object. If failed return zero id
386         if (!m_ao_manager.registerObject(object))
387                 return 0;
388
389         object->addToScene(m_texturesource);
390
391         // Update lighting immediately
392         object->updateLight(getDayNightRatio());
393         return object->getId();
394 }
395
396 void ClientEnvironment::addActiveObject(u16 id, u8 type,
397         const std::string &init_data)
398 {
399         ClientActiveObject* obj =
400                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
401         if(obj == NULL)
402         {
403                 infostream<<"ClientEnvironment::addActiveObject(): "
404                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
405                         <<std::endl;
406                 return;
407         }
408
409         obj->setId(id);
410
411         try
412         {
413                 obj->initialize(init_data);
414         }
415         catch(SerializationError &e)
416         {
417                 errorstream<<"ClientEnvironment::addActiveObject():"
418                         <<" id="<<id<<" type="<<type
419                         <<": SerializationError in initialize(): "
420                         <<e.what()
421                         <<": init_data="<<serializeJsonString(init_data)
422                         <<std::endl;
423         }
424
425         u16 new_id = addActiveObject(obj);
426         // Object initialized:
427         if ((obj = getActiveObject(new_id))) {
428                 // Final step is to update all children which are already known
429                 // Data provided by AO_CMD_SPAWN_INFANT
430                 const auto &children = obj->getAttachmentChildIds();
431                 for (auto c_id : children) {
432                         if (auto *o = getActiveObject(c_id))
433                                 o->updateAttachments();
434                 }
435         }
436 }
437
438
439 void ClientEnvironment::removeActiveObject(u16 id)
440 {
441         // Get current attachment childs to detach them visually
442         std::unordered_set<int> attachment_childs;
443         if (auto *obj = getActiveObject(id))
444                 attachment_childs = obj->getAttachmentChildIds();
445
446         m_ao_manager.removeObject(id);
447
448         // Perform a proper detach in Irrlicht
449         for (auto c_id : attachment_childs) {
450                 if (ClientActiveObject *child = getActiveObject(c_id))
451                         child->updateAttachments();
452         }
453 }
454
455 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
456 {
457         ClientActiveObject *obj = getActiveObject(id);
458         if (obj == NULL) {
459                 infostream << "ClientEnvironment::processActiveObjectMessage():"
460                         << " got message for id=" << id << ", which doesn't exist."
461                         << std::endl;
462                 return;
463         }
464
465         try {
466                 obj->processMessage(data);
467         } catch (SerializationError &e) {
468                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
469                         << " id=" << id << " type=" << obj->getType()
470                         << " SerializationError in processMessage(): " << e.what()
471                         << std::endl;
472         }
473 }
474
475 /*
476         Callbacks for activeobjects
477 */
478
479 void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
480 {
481         LocalPlayer *lplayer = getLocalPlayer();
482         assert(lplayer);
483
484         if (handle_hp) {
485                 if (lplayer->hp > damage)
486                         lplayer->hp -= damage;
487                 else
488                         lplayer->hp = 0;
489         }
490
491         ClientEnvEvent event;
492         event.type = CEE_PLAYER_DAMAGE;
493         event.player_damage.amount = damage;
494         event.player_damage.send_to_server = handle_hp;
495         m_client_event_queue.push(event);
496 }
497
498 /*
499         Client likes to call these
500 */
501
502 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
503 {
504         FATAL_ERROR_IF(m_client_event_queue.empty(),
505                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
506
507         ClientEnvEvent event = m_client_event_queue.front();
508         m_client_event_queue.pop();
509         return event;
510 }
511
512 void ClientEnvironment::getSelectedActiveObjects(
513         const core::line3d<f32> &shootline_on_map,
514         std::vector<PointedThing> &objects)
515 {
516         std::vector<DistanceSortedActiveObject> allObjects;
517         getActiveObjects(shootline_on_map.start,
518                 shootline_on_map.getLength() + 10.0f, allObjects);
519         const v3f line_vector = shootline_on_map.getVector();
520
521         for (const auto &allObject : allObjects) {
522                 ClientActiveObject *obj = allObject.obj;
523                 aabb3f selection_box;
524                 if (!obj->getSelectionBox(&selection_box))
525                         continue;
526
527                 const v3f &pos = obj->getPosition();
528                 aabb3f offsetted_box(selection_box.MinEdge + pos,
529                         selection_box.MaxEdge + pos);
530
531                 v3f current_intersection;
532                 v3s16 current_normal;
533                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
534                                 &current_intersection, &current_normal)) {
535                         objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
536                                 (current_intersection - shootline_on_map.start).getLengthSQ());
537                 }
538         }
539 }