/* Minetest Copyright (C) 2010-2017 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "util/serialize.h" #include "util/pointedthing.h" #include "client.h" #include "clientenvironment.h" #include "clientsimpleobject.h" #include "clientmap.h" #include "scripting_client.h" #include "mapblock_mesh.h" #include "mtevent.h" #include "collision.h" #include "nodedef.h" #include "profiler.h" #include "raycast.h" #include "voxelalgorithms.h" #include "settings.h" #include "shader.h" #include "content_cao.h" #include #include "client/renderingengine.h" /* CAOShaderConstantSetter */ //! Shader constant setter for passing material emissive color to the CAO object_shader class CAOShaderConstantSetter : public IShaderConstantSetter { public: CAOShaderConstantSetter(): m_emissive_color_setting("emissiveColor") {} ~CAOShaderConstantSetter() override = default; void onSetConstants(video::IMaterialRendererServices *services) override { // Ambient color video::SColorf emissive_color(m_emissive_color); float as_array[4] = { emissive_color.r, emissive_color.g, emissive_color.b, emissive_color.a, }; m_emissive_color_setting.set(as_array, services); } void onSetMaterial(const video::SMaterial& material) override { m_emissive_color = material.EmissiveColor; } private: video::SColor m_emissive_color; CachedPixelShaderSetting m_emissive_color_setting; }; class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory { public: CAOShaderConstantSetterFactory() {} virtual IShaderConstantSetter* create() { return new CAOShaderConstantSetter(); } }; /* ClientEnvironment */ ClientEnvironment::ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client): Environment(client), m_map(map), m_texturesource(texturesource), m_client(client) { auto *shdrsrc = m_client->getShaderSource(); shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory()); } ClientEnvironment::~ClientEnvironment() { m_ao_manager.clear(); for (auto &simple_object : m_simple_objects) { delete simple_object; } // Drop/delete map m_map->drop(); delete m_local_player; } Map & ClientEnvironment::getMap() { return *m_map; } ClientMap & ClientEnvironment::getClientMap() { return *m_map; } void ClientEnvironment::setLocalPlayer(LocalPlayer *player) { /* It is a failure if already is a local player */ FATAL_ERROR_IF(m_local_player != NULL, "Local player already allocated"); m_local_player = player; } void ClientEnvironment::step(float dtime) { /* Step time of day */ stepTimeOfDay(dtime); // Get some settings bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool free_move = fly_allowed && g_settings->getBool("free_move"); // Get local player LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); // collision info queue std::vector player_collisions; /* Get the speed the player is going */ bool is_climbing = lplayer->is_climbing; f32 player_speed = lplayer->getSpeed().getLength(); /* Maximum position increment */ //f32 position_max_increment = 0.05*BS; f32 position_max_increment = 0.1*BS; // Maximum time increment (for collision detection etc) // time = distance / speed f32 dtime_max_increment = 1; if(player_speed > 0.001) dtime_max_increment = position_max_increment / player_speed; // Maximum time increment is 10ms or lower if(dtime_max_increment > 0.01) dtime_max_increment = 0.01; // Don't allow overly huge dtime if(dtime > 0.5) dtime = 0.5; /* Stuff that has a maximum time increment */ u32 steps = ceil(dtime / dtime_max_increment); f32 dtime_part = dtime / steps; for (; steps > 0; --steps) { /* Local player handling */ // Control local player lplayer->applyControl(dtime_part, this); // Apply physics if (!free_move && !is_climbing) { // Gravity v3f speed = lplayer->getSpeed(); if (!lplayer->in_liquid) speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2.0f; // Liquid floating / sinking if (lplayer->in_liquid && !lplayer->swimming_vertical && !lplayer->swimming_pitch) speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f; // Liquid resistance if (lplayer->in_liquid_stable || lplayer->in_liquid) { // How much the node's viscosity blocks movement, ranges // between 0 and 1. Should match the scale at which viscosity // increase affects other liquid attributes. static const f32 viscosity_factor = 0.3f; v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; f32 dl = d_wanted.getLength(); if (dl > lplayer->movement_liquid_fluidity_smooth) dl = lplayer->movement_liquid_fluidity_smooth; dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor); v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f); speed += d; } lplayer->setSpeed(speed); } /* Move the lplayer. This also does collision detection. */ lplayer->move(dtime_part, this, position_max_increment, &player_collisions); } bool player_immortal = false; f32 player_fall_factor = 1.0f; GenericCAO *playercao = lplayer->getCAO(); if (playercao) { player_immortal = playercao->isImmortal(); int addp_p = itemgroup_get(playercao->getGroups(), "fall_damage_add_percent"); // convert armor group into an usable fall damage factor player_fall_factor = 1.0f + (float)addp_p / 100.0f; } for (const CollisionInfo &info : player_collisions) { v3f speed_diff = info.new_speed - info.old_speed;; // Handle only fall damage // (because otherwise walking against something in fast_move kills you) if (speed_diff.Y < 0 || info.old_speed.Y >= 0) continue; // Get rid of other components speed_diff.X = 0; speed_diff.Z = 0; f32 pre_factor = 1; // 1 hp per node/s f32 tolerance = BS*14; // 5 without damage if (info.type == COLLISION_NODE) { const ContentFeatures &f = m_client->ndef()-> get(m_map->getNode(info.node_p)); // Determine fall damage modifier int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent"); // convert node group to an usable fall damage factor f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f; // combine both player fall damage modifiers pre_factor = node_fall_factor * player_fall_factor; } float speed = pre_factor * speed_diff.getLength(); if (speed > tolerance && !player_immortal && pre_factor > 0.0f) { f32 damage_f = (speed - tolerance) / BS; u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX); if (damage != 0) { damageLocalPlayer(damage, true); m_client->getEventManager()->put( new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE)); } } } if (m_client->modsLoaded()) m_script->environment_step(dtime); // Update lighting on local player (used for wield item) u32 day_night_ratio = getDayNightRatio(); { // Get node at head // On InvalidPositionException, use this as default // (day: LIGHT_SUN, night: 0) MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0); v3s16 p = lplayer->getLightPosition(); node_at_lplayer = m_map->getNode(p); u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); final_color_blend(&lplayer->light_color, light, day_night_ratio); } /* Step active objects and update lighting of them */ bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21); auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) { // Step object cao->step(dtime, this); if (update_lighting) cao->updateLight(day_night_ratio); }; m_ao_manager.step(dtime, cb_state); /* Step and handle simple objects */ g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size()); for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) { ClientSimpleObject *simple = *i; simple->step(dtime); if(simple->m_to_be_removed) { delete simple; i = m_simple_objects.erase(i); } else { ++i; } } } void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple) { m_simple_objects.push_back(simple); } GenericCAO* ClientEnvironment::getGenericCAO(u16 id) { ClientActiveObject *obj = getActiveObject(id); if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC) return (GenericCAO*) obj; return NULL; } u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) { // Register object. If failed return zero id if (!m_ao_manager.registerObject(object)) return 0; object->addToScene(m_texturesource, m_client->getSceneManager()); // Update lighting immediately object->updateLight(getDayNightRatio()); return object->getId(); } void ClientEnvironment::addActiveObject(u16 id, u8 type, const std::string &init_data) { ClientActiveObject* obj = ClientActiveObject::create((ActiveObjectType) type, m_client, this); if(obj == NULL) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id="<setId(id); try { obj->initialize(init_data); } catch(SerializationError &e) { errorstream<<"ClientEnvironment::addActiveObject():" <<" id="<processMessage(data); } catch (SerializationError &e) { errorstream<<"ClientEnvironment::processActiveObjectMessage():" << " id=" << id << " type=" << obj->getType() << " SerializationError in processMessage(): " << e.what() << std::endl; } } /* Callbacks for activeobjects */ void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp) { LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); if (handle_hp) { if (lplayer->hp > damage) lplayer->hp -= damage; else lplayer->hp = 0; } ClientEnvEvent event; event.type = CEE_PLAYER_DAMAGE; event.player_damage.amount = damage; event.player_damage.send_to_server = handle_hp; m_client_event_queue.push(event); } /* Client likes to call these */ ClientEnvEvent ClientEnvironment::getClientEnvEvent() { FATAL_ERROR_IF(m_client_event_queue.empty(), "ClientEnvironment::getClientEnvEvent(): queue is empty"); ClientEnvEvent event = m_client_event_queue.front(); m_client_event_queue.pop(); return event; } void ClientEnvironment::getSelectedActiveObjects( const core::line3d &shootline_on_map, std::vector &objects) { std::vector allObjects; getActiveObjects(shootline_on_map.start, shootline_on_map.getLength() + 10.0f, allObjects); const v3f line_vector = shootline_on_map.getVector(); for (const auto &allObject : allObjects) { ClientActiveObject *obj = allObject.obj; aabb3f selection_box; if (!obj->getSelectionBox(&selection_box)) continue; const v3f &pos = obj->getPosition(); aabb3f offsetted_box(selection_box.MinEdge + pos, selection_box.MaxEdge + pos); v3f current_intersection; v3s16 current_normal; if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector, ¤t_intersection, ¤t_normal)) { objects.emplace_back((s16) obj->getId(), current_intersection, current_normal, (current_intersection - shootline_on_map.start).getLengthSQ()); } } }