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1805 lines
50 KiB
1805 lines
50 KiB
/* |
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Minetest |
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License as published by |
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the Free Software Foundation; either version 2.1 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License for more details. |
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|
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You should have received a copy of the GNU Lesser General Public License along |
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with this program; if not, write to the Free Software Foundation, Inc., |
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. |
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*/ |
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|
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#include "content_cao.h" |
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#include "tile.h" |
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#include "environment.h" |
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#include "collision.h" |
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#include "settings.h" |
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#include <ICameraSceneNode.h> |
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#include <ITextSceneNode.h> |
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#include <IBillboardSceneNode.h> |
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#include "serialization.h" // For decompressZlib |
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#include "gamedef.h" |
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#include "clientobject.h" |
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#include "content_object.h" |
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#include "mesh.h" |
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#include "itemdef.h" |
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#include "tool.h" |
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#include "content_cso.h" |
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#include "sound.h" |
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#include "nodedef.h" |
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#include "localplayer.h" |
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#include "util/numeric.h" // For IntervalLimiter |
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#include "util/serialize.h" |
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#include "util/mathconstants.h" |
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#include "map.h" |
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#include "main.h" // g_settings |
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#include <IMeshManipulator.h> |
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#include <IAnimatedMeshSceneNode.h> |
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#include <IBoneSceneNode.h> |
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|
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class Settings; |
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struct ToolCapabilities; |
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|
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" |
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std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types; |
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|
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/* |
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SmoothTranslator |
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*/ |
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struct SmoothTranslator |
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{ |
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v3f vect_old; |
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v3f vect_show; |
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v3f vect_aim; |
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f32 anim_counter; |
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f32 anim_time; |
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f32 anim_time_counter; |
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bool aim_is_end; |
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SmoothTranslator(): |
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vect_old(0,0,0), |
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vect_show(0,0,0), |
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vect_aim(0,0,0), |
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anim_counter(0), |
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anim_time(0), |
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anim_time_counter(0), |
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aim_is_end(true) |
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{} |
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|
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void init(v3f vect) |
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{ |
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vect_old = vect; |
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vect_show = vect; |
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vect_aim = vect; |
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anim_counter = 0; |
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anim_time = 0; |
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anim_time_counter = 0; |
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aim_is_end = true; |
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} |
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void sharpen() |
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{ |
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init(vect_show); |
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} |
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1) |
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{ |
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aim_is_end = is_end_position; |
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vect_old = vect_show; |
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vect_aim = vect_new; |
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if(update_interval > 0){ |
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anim_time = update_interval; |
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} else { |
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if(anim_time < 0.001 || anim_time > 1.0) |
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anim_time = anim_time_counter; |
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else |
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anim_time = anim_time * 0.9 + anim_time_counter * 0.1; |
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} |
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anim_time_counter = 0; |
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anim_counter = 0; |
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} |
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void translate(f32 dtime) |
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{ |
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anim_time_counter = anim_time_counter + dtime; |
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anim_counter = anim_counter + dtime; |
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v3f vect_move = vect_aim - vect_old; |
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f32 moveratio = 1.0; |
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if(anim_time > 0.001) |
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moveratio = anim_time_counter / anim_time; |
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// Move a bit less than should, to avoid oscillation |
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moveratio = moveratio * 0.8; |
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float move_end = 1.5; |
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if(aim_is_end) |
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move_end = 1.0; |
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if(moveratio > move_end) |
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moveratio = move_end; |
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vect_show = vect_old + vect_move * moveratio; |
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} |
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bool is_moving() |
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{ |
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return ((anim_time_counter / anim_time) < 1.4); |
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} |
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}; |
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|
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/* |
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Other stuff |
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*/ |
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|
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, |
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float txs, float tys, int col, int row) |
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{ |
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video::SMaterial& material = bill->getMaterial(0); |
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core::matrix4& matrix = material.getTextureMatrix(0); |
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matrix.setTextureTranslate(txs*col, tys*row); |
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matrix.setTextureScale(txs, tys); |
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} |
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/* |
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TestCAO |
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*/ |
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class TestCAO : public ClientActiveObject |
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{ |
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public: |
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TestCAO(IGameDef *gamedef, ClientEnvironment *env); |
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virtual ~TestCAO(); |
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|
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u8 getType() const |
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{ |
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return ACTIVEOBJECT_TYPE_TEST; |
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} |
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); |
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, |
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IrrlichtDevice *irr); |
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void removeFromScene(); |
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void updateLight(u8 light_at_pos); |
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v3s16 getLightPosition(); |
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void updateNodePos(); |
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void step(float dtime, ClientEnvironment *env); |
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void processMessage(const std::string &data); |
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bool getCollisionBox(aabb3f *toset) { return false; } |
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private: |
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scene::IMeshSceneNode *m_node; |
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v3f m_position; |
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}; |
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// Prototype |
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TestCAO proto_TestCAO(NULL, NULL); |
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TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env): |
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ClientActiveObject(0, gamedef, env), |
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m_node(NULL), |
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m_position(v3f(0,10*BS,0)) |
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{ |
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ClientActiveObject::registerType(getType(), create); |
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} |
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TestCAO::~TestCAO() |
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{ |
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} |
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ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env) |
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{ |
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return new TestCAO(gamedef, env); |
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} |
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void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, |
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IrrlichtDevice *irr) |
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{ |
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if(m_node != NULL) |
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return; |
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//video::IVideoDriver* driver = smgr->getVideoDriver(); |
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scene::SMesh *mesh = new scene::SMesh(); |
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scene::IMeshBuffer *buf = new scene::SMeshBuffer(); |
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video::SColor c(255,255,255,255); |
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video::S3DVertex vertices[4] = |
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{ |
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video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), |
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), |
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), |
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0), |
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}; |
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u16 indices[] = {0,1,2,2,3,0}; |
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buf->append(vertices, 4, indices, 6); |
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// Set material |
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false); |
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); |
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buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png")); |
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); |
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); |
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; |
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// Add to mesh |
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mesh->addMeshBuffer(buf); |
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buf->drop(); |
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m_node = smgr->addMeshSceneNode(mesh, NULL); |
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mesh->drop(); |
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updateNodePos(); |
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} |
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void TestCAO::removeFromScene() |
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{ |
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if(m_node == NULL) |
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return; |
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m_node->remove(); |
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m_node = NULL; |
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} |
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void TestCAO::updateLight(u8 light_at_pos) |
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{ |
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} |
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v3s16 TestCAO::getLightPosition() |
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{ |
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return floatToInt(m_position, BS); |
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} |
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void TestCAO::updateNodePos() |
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{ |
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if(m_node == NULL) |
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return; |
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m_node->setPosition(m_position); |
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//m_node->setRotation(v3f(0, 45, 0)); |
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} |
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void TestCAO::step(float dtime, ClientEnvironment *env) |
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{ |
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if(m_node) |
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{ |
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v3f rot = m_node->getRotation(); |
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//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl; |
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rot.Y += dtime * 180; |
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m_node->setRotation(rot); |
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} |
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} |
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void TestCAO::processMessage(const std::string &data) |
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{ |
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infostream<<"TestCAO: Got data: "<<data<<std::endl; |
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std::istringstream is(data, std::ios::binary); |
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u16 cmd; |
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is>>cmd; |
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if(cmd == 0) |
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{ |
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v3f newpos; |
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is>>newpos.X; |
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is>>newpos.Y; |
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is>>newpos.Z; |
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m_position = newpos; |
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updateNodePos(); |
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} |
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} |
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/* |
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ItemCAO |
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*/ |
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class ItemCAO : public ClientActiveObject |
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{ |
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public: |
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ItemCAO(IGameDef *gamedef, ClientEnvironment *env); |
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virtual ~ItemCAO(); |
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u8 getType() const |
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{ |
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return ACTIVEOBJECT_TYPE_ITEM; |
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} |
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); |
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, |
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IrrlichtDevice *irr); |
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void removeFromScene(); |
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void updateLight(u8 light_at_pos); |
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v3s16 getLightPosition(); |
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void updateNodePos(); |
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void updateInfoText(); |
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void updateTexture(); |
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void step(float dtime, ClientEnvironment *env); |
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void processMessage(const std::string &data); |
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void initialize(const std::string &data); |
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core::aabbox3d<f32>* getSelectionBox() |
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{return &m_selection_box;} |
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v3f getPosition() |
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{return m_position;} |
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std::string infoText() |
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{return m_infotext;} |
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bool getCollisionBox(aabb3f *toset) { return false; } |
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private: |
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core::aabbox3d<f32> m_selection_box; |
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scene::IMeshSceneNode *m_node; |
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v3f m_position; |
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std::string m_itemstring; |
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std::string m_infotext; |
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}; |
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#include "inventory.h" |
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// Prototype |
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ItemCAO proto_ItemCAO(NULL, NULL); |
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ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env): |
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ClientActiveObject(0, gamedef, env), |
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m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.), |
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m_node(NULL), |
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m_position(v3f(0,10*BS,0)) |
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{ |
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if(!gamedef && !env) |
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{ |
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ClientActiveObject::registerType(getType(), create); |
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} |
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} |
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ItemCAO::~ItemCAO() |
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{ |
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} |
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ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env) |
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{ |
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return new ItemCAO(gamedef, env); |
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} |
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void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, |
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IrrlichtDevice *irr) |
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{ |
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if(m_node != NULL) |
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return; |
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//video::IVideoDriver* driver = smgr->getVideoDriver(); |
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scene::SMesh *mesh = new scene::SMesh(); |
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scene::IMeshBuffer *buf = new scene::SMeshBuffer(); |
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video::SColor c(255,255,255,255); |
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video::S3DVertex vertices[4] = |
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{ |
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/*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), |
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), |
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), |
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/ |
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video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1), |
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video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1), |
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video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0), |
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video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0), |
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}; |
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u16 indices[] = {0,1,2,2,3,0}; |
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buf->append(vertices, 4, indices, 6); |
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// Set material |
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false); |
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); |
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// Initialize with a generated placeholder texture |
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buf->getMaterial().setTexture(0, tsrc->getTexture("")); |
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); |
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); |
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; |
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// Add to mesh |
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mesh->addMeshBuffer(buf); |
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buf->drop(); |
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m_node = smgr->addMeshSceneNode(mesh, NULL); |
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mesh->drop(); |
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updateNodePos(); |
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/* |
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Update image of node |
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*/ |
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updateTexture(); |
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} |
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void ItemCAO::removeFromScene() |
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{ |
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if(m_node == NULL) |
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return; |
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m_node->remove(); |
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m_node = NULL; |
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} |
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void ItemCAO::updateLight(u8 light_at_pos) |
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{ |
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if(m_node == NULL) |
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return; |
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u8 li = decode_light(light_at_pos); |
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video::SColor color(255,li,li,li); |
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setMeshColor(m_node->getMesh(), color); |
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} |
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v3s16 ItemCAO::getLightPosition() |
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{ |
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return floatToInt(m_position + v3f(0,0.5*BS,0), BS); |
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} |
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void ItemCAO::updateNodePos() |
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{ |
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if(m_node == NULL) |
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return; |
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m_node->setPosition(m_position); |
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} |
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void ItemCAO::updateInfoText() |
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{ |
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try{ |
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IItemDefManager *idef = m_gamedef->idef(); |
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ItemStack item; |
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item.deSerialize(m_itemstring, idef); |
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if(item.isKnown(idef)) |
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m_infotext = item.getDefinition(idef).description; |
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else |
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m_infotext = "Unknown item: '" + m_itemstring + "'"; |
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if(item.count >= 2) |
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m_infotext += " (" + itos(item.count) + ")"; |
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} |
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catch(SerializationError &e) |
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{ |
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m_infotext = "Unknown item: '" + m_itemstring + "'"; |
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} |
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} |
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void ItemCAO::updateTexture() |
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{ |
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if(m_node == NULL) |
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return; |
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// Create an inventory item to see what is its image |
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std::istringstream is(m_itemstring, std::ios_base::binary); |
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video::ITexture *texture = NULL; |
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try{ |
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IItemDefManager *idef = m_gamedef->idef(); |
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ItemStack item; |
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item.deSerialize(is, idef); |
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texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef); |
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} |
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catch(SerializationError &e) |
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{ |
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infostream<<"WARNING: "<<__FUNCTION_NAME |
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<<": error deSerializing itemstring \"" |
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<<m_itemstring<<std::endl; |
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} |
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// Set meshbuffer texture |
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m_node->getMaterial(0).setTexture(0, texture); |
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} |
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void ItemCAO::step(float dtime, ClientEnvironment *env) |
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{ |
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if(m_node) |
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{ |
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/*v3f rot = m_node->getRotation(); |
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rot.Y += dtime * 120; |
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m_node->setRotation(rot);*/ |
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LocalPlayer *player = env->getLocalPlayer(); |
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assert(player); |
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v3f rot = m_node->getRotation(); |
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rot.Y = 180.0 - (player->getYaw()); |
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m_node->setRotation(rot); |
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} |
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} |
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void ItemCAO::processMessage(const std::string &data) |
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{ |
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//infostream<<"ItemCAO: Got message"<<std::endl; |
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std::istringstream is(data, std::ios::binary); |
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// command |
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u8 cmd = readU8(is); |
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if(cmd == 0) |
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{ |
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// pos |
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m_position = readV3F1000(is); |
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updateNodePos(); |
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} |
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if(cmd == 1) |
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{ |
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// itemstring |
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m_itemstring = deSerializeString(is); |
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updateInfoText(); |
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updateTexture(); |
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} |
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} |
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void ItemCAO::initialize(const std::string &data) |
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{ |
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infostream<<"ItemCAO: Got init data"<<std::endl; |
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|
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{ |
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std::istringstream is(data, std::ios::binary); |
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// version |
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u8 version = readU8(is); |
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// check version |
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if(version != 0) |
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return; |
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// pos |
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m_position = readV3F1000(is); |
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// itemstring |
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m_itemstring = deSerializeString(is); |
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} |
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updateNodePos(); |
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updateInfoText(); |
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} |
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|
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/* |
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GenericCAO |
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*/ |
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|
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#include "genericobject.h" |
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|
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class GenericCAO : public ClientActiveObject |
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{ |
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private: |
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// Only set at initialization |
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std::string m_name; |
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bool m_is_player; |
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bool m_is_local_player; |
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int m_id; |
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// Property-ish things |
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ObjectProperties m_prop; |
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// |
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scene::ISceneManager *m_smgr; |
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IrrlichtDevice *m_irr; |
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core::aabbox3d<f32> m_selection_box; |
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scene::IMeshSceneNode *m_meshnode; |
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scene::IAnimatedMeshSceneNode *m_animated_meshnode; |
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scene::IBillboardSceneNode *m_spritenode; |
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scene::ITextSceneNode* m_textnode; |
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v3f m_position; |
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v3f m_velocity; |
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v3f m_acceleration; |
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float m_yaw; |
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s16 m_hp; |
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SmoothTranslator pos_translator; |
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// Spritesheet/animation stuff |
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v2f m_tx_size; |
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v2s16 m_tx_basepos; |
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bool m_initial_tx_basepos_set; |
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bool m_tx_select_horiz_by_yawpitch; |
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v2f m_animation_range; |
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int m_animation_speed; |
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int m_animation_blend; |
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std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name |
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std::string m_attachment_bone; |
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v3f m_attachment_position; |
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v3f m_attachment_rotation; |
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bool m_attached_to_local; |
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int m_anim_frame; |
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int m_anim_num_frames; |
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float m_anim_framelength; |
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float m_anim_timer; |
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ItemGroupList m_armor_groups; |
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float m_reset_textures_timer; |
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bool m_visuals_expired; |
|
float m_step_distance_counter; |
|
u8 m_last_light; |
|
bool m_is_visible; |
|
|
|
public: |
|
GenericCAO(IGameDef *gamedef, ClientEnvironment *env): |
|
ClientActiveObject(0, gamedef, env), |
|
// |
|
m_is_player(false), |
|
m_is_local_player(false), |
|
m_id(0), |
|
// |
|
m_smgr(NULL), |
|
m_irr(NULL), |
|
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.), |
|
m_meshnode(NULL), |
|
m_animated_meshnode(NULL), |
|
m_spritenode(NULL), |
|
m_textnode(NULL), |
|
m_position(v3f(0,10*BS,0)), |
|
m_velocity(v3f(0,0,0)), |
|
m_acceleration(v3f(0,0,0)), |
|
m_yaw(0), |
|
m_hp(1), |
|
m_tx_size(1,1), |
|
m_tx_basepos(0,0), |
|
m_initial_tx_basepos_set(false), |
|
m_tx_select_horiz_by_yawpitch(false), |
|
m_animation_range(v2f(0,0)), |
|
m_animation_speed(15), |
|
m_animation_blend(0), |
|
m_bone_position(std::map<std::string, core::vector2d<v3f> >()), |
|
m_attachment_bone(""), |
|
m_attachment_position(v3f(0,0,0)), |
|
m_attachment_rotation(v3f(0,0,0)), |
|
m_attached_to_local(false), |
|
m_anim_frame(0), |
|
m_anim_num_frames(1), |
|
m_anim_framelength(0.2), |
|
m_anim_timer(0), |
|
m_reset_textures_timer(-1), |
|
m_visuals_expired(false), |
|
m_step_distance_counter(0), |
|
m_last_light(255), |
|
m_is_visible(false) |
|
{ |
|
if(gamedef == NULL) |
|
ClientActiveObject::registerType(getType(), create); |
|
} |
|
|
|
bool getCollisionBox(aabb3f *toset) { |
|
if (m_prop.physical) { |
|
aabb3f retval; |
|
//update collision box |
|
toset->MinEdge = m_prop.collisionbox.MinEdge * BS; |
|
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS; |
|
|
|
toset->MinEdge += m_position; |
|
toset->MaxEdge += m_position; |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool collideWithObjects() { |
|
return m_prop.collideWithObjects; |
|
} |
|
|
|
void initialize(const std::string &data) |
|
{ |
|
infostream<<"GenericCAO: Got init data"<<std::endl; |
|
std::istringstream is(data, std::ios::binary); |
|
int num_messages = 0; |
|
// version |
|
u8 version = readU8(is); |
|
// check version |
|
if(version == 1) // In PROTOCOL_VERSION 14 |
|
{ |
|
m_name = deSerializeString(is); |
|
m_is_player = readU8(is); |
|
m_id = readS16(is); |
|
m_position = readV3F1000(is); |
|
m_yaw = readF1000(is); |
|
m_hp = readS16(is); |
|
num_messages = readU8(is); |
|
} |
|
else if(version == 0) // In PROTOCOL_VERSION 13 |
|
{ |
|
m_name = deSerializeString(is); |
|
m_is_player = readU8(is); |
|
m_position = readV3F1000(is); |
|
m_yaw = readF1000(is); |
|
m_hp = readS16(is); |
|
num_messages = readU8(is); |
|
} |
|
else |
|
{ |
|
errorstream<<"GenericCAO: Unsupported init data version" |
|
<<std::endl; |
|
return; |
|
} |
|
|
|
for(int i=0; i<num_messages; i++){ |
|
std::string message = deSerializeLongString(is); |
|
processMessage(message); |
|
} |
|
|
|
pos_translator.init(m_position); |
|
updateNodePos(); |
|
|
|
if(m_is_player){ |
|
Player *player = m_env->getPlayer(m_name.c_str()); |
|
if(player && player->isLocal()){ |
|
m_is_local_player = true; |
|
} |
|
m_env->addPlayerName(m_name.c_str()); |
|
} |
|
} |
|
|
|
~GenericCAO() |
|
{ |
|
if(m_is_player){ |
|
m_env->removePlayerName(m_name.c_str()); |
|
} |
|
} |
|
|
|
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) |
|
{ |
|
return new GenericCAO(gamedef, env); |
|
} |
|
|
|
u8 getType() const |
|
{ |
|
return ACTIVEOBJECT_TYPE_GENERIC; |
|
} |
|
core::aabbox3d<f32>* getSelectionBox() |
|
{ |
|
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) |
|
return NULL; |
|
return &m_selection_box; |
|
} |
|
v3f getPosition() |
|
{ |
|
if(getParent() != NULL){ |
|
if(m_meshnode) |
|
return m_meshnode->getAbsolutePosition(); |
|
if(m_animated_meshnode) |
|
return m_animated_meshnode->getAbsolutePosition(); |
|
if(m_spritenode) |
|
return m_spritenode->getAbsolutePosition(); |
|
return m_position; |
|
} |
|
return pos_translator.vect_show; |
|
} |
|
|
|
scene::IMeshSceneNode *getMeshSceneNode() |
|
{ |
|
if(m_meshnode) |
|
return m_meshnode; |
|
return NULL; |
|
} |
|
|
|
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() |
|
{ |
|
if(m_animated_meshnode) |
|
return m_animated_meshnode; |
|
return NULL; |
|
} |
|
|
|
scene::IBillboardSceneNode *getSpriteSceneNode() |
|
{ |
|
if(m_spritenode) |
|
return m_spritenode; |
|
return NULL; |
|
} |
|
|
|
bool isPlayer() |
|
{ |
|
return m_is_player; |
|
} |
|
|
|
bool isLocalPlayer() |
|
{ |
|
return m_is_local_player; |
|
} |
|
|
|
void setAttachments() |
|
{ |
|
updateAttachments(); |
|
} |
|
|
|
ClientActiveObject *getParent() |
|
{ |
|
ClientActiveObject *obj = NULL; |
|
for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++) |
|
{ |
|
if(cii->X == getId()){ // This ID is our child |
|
if(cii->Y > 0){ // A parent ID exists for our child |
|
if(cii->X != cii->Y){ // The parent and child ID are not the same |
|
obj = m_env->getActiveObject(cii->Y); |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
if(obj) |
|
return obj; |
|
return NULL; |
|
} |
|
|
|
void removeFromScene(bool permanent) |
|
{ |
|
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) |
|
{ |
|
// Detach this object's children |
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) |
|
{ |
|
if(ii->Y == getId()) // Is a child of our object |
|
{ |
|
ii->Y = 0; |
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child |
|
if(obj) |
|
obj->setAttachments(); |
|
} |
|
} |
|
// Delete this object from the attachments list |
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) |
|
{ |
|
if(ii->X == getId()) // Is our object |
|
{ |
|
m_env->attachment_list.erase(ii); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
if(m_meshnode){ |
|
m_meshnode->remove(); |
|
m_meshnode = NULL; |
|
} |
|
if(m_animated_meshnode){ |
|
m_animated_meshnode->remove(); |
|
m_animated_meshnode = NULL; |
|
} |
|
if(m_spritenode){ |
|
m_spritenode->remove(); |
|
m_spritenode = NULL; |
|
} |
|
} |
|
|
|
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, |
|
IrrlichtDevice *irr) |
|
{ |
|
m_smgr = smgr; |
|
m_irr = irr; |
|
|
|
if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL) |
|
return; |
|
|
|
m_visuals_expired = false; |
|
|
|
if(!m_prop.is_visible || m_is_local_player) |
|
return; |
|
|
|
//video::IVideoDriver* driver = smgr->getVideoDriver(); |
|
|
|
if(m_prop.visual == "sprite"){ |
|
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl; |
|
m_spritenode = smgr->addBillboardSceneNode( |
|
NULL, v2f(1, 1), v3f(0,0,0), -1); |
|
m_spritenode->setMaterialTexture(0, |
|
tsrc->getTexture("unknown_node.png")); |
|
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); |
|
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); |
|
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); |
|
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true); |
|
u8 li = m_last_light; |
|
m_spritenode->setColor(video::SColor(255,li,li,li)); |
|
m_spritenode->setSize(m_prop.visual_size*BS); |
|
{ |
|
const float txs = 1.0 / 1; |
|
const float tys = 1.0 / 1; |
|
setBillboardTextureMatrix(m_spritenode, |
|
txs, tys, 0, 0); |
|
} |
|
} |
|
else if(m_prop.visual == "upright_sprite") |
|
{ |
|
scene::SMesh *mesh = new scene::SMesh(); |
|
double dx = BS*m_prop.visual_size.X/2; |
|
double dy = BS*m_prop.visual_size.Y/2; |
|
{ // Front |
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer(); |
|
u8 li = m_last_light; |
|
video::SColor c(255,li,li,li); |
|
video::S3DVertex vertices[4] = |
|
{ |
|
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1), |
|
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1), |
|
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0), |
|
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0), |
|
}; |
|
u16 indices[] = {0,1,2,2,3,0}; |
|
buf->append(vertices, 4, indices, 6); |
|
// Set material |
|
buf->getMaterial().setFlag(video::EMF_LIGHTING, false); |
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); |
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); |
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; |
|
// Add to mesh |
|
mesh->addMeshBuffer(buf); |
|
buf->drop(); |
|
} |
|
{ // Back |
|
scene::IMeshBuffer *buf = new scene::SMeshBuffer(); |
|
u8 li = m_last_light; |
|
video::SColor c(255,li,li,li); |
|
video::S3DVertex vertices[4] = |
|
{ |
|
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1), |
|
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1), |
|
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0), |
|
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0), |
|
}; |
|
u16 indices[] = {0,1,2,2,3,0}; |
|
buf->append(vertices, 4, indices, 6); |
|
// Set material |
|
buf->getMaterial().setFlag(video::EMF_LIGHTING, false); |
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); |
|
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); |
|
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; |
|
// Add to mesh |
|
mesh->addMeshBuffer(buf); |
|
buf->drop(); |
|
} |
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL); |
|
mesh->drop(); |
|
// Set it to use the materials of the meshbuffers directly. |
|
// This is needed for changing the texture in the future |
|
m_meshnode->setReadOnlyMaterials(true); |
|
} |
|
else if(m_prop.visual == "cube"){ |
|
infostream<<"GenericCAO::addToScene(): cube"<<std::endl; |
|
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS)); |
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL); |
|
mesh->drop(); |
|
|
|
m_meshnode->setScale(v3f(m_prop.visual_size.X, |
|
m_prop.visual_size.Y, |
|
m_prop.visual_size.X)); |
|
u8 li = m_last_light; |
|
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li)); |
|
|
|
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false); |
|
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); |
|
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); |
|
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); |
|
} |
|
else if(m_prop.visual == "mesh"){ |
|
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl; |
|
scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str()); |
|
if(mesh) |
|
{ |
|
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL); |
|
m_animated_meshnode->animateJoints(); // Needed for some animations |
|
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X, |
|
m_prop.visual_size.Y, |
|
m_prop.visual_size.X)); |
|
u8 li = m_last_light; |
|
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li)); |
|
|
|
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false); |
|
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); |
|
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); |
|
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); |
|
} |
|
else |
|
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl; |
|
} |
|
else if(m_prop.visual == "wielditem"){ |
|
infostream<<"GenericCAO::addToScene(): node"<<std::endl; |
|
infostream<<"textures: "<<m_prop.textures.size()<<std::endl; |
|
if(m_prop.textures.size() >= 1){ |
|
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl; |
|
IItemDefManager *idef = m_gamedef->idef(); |
|
ItemStack item(m_prop.textures[0], 1, 0, "", idef); |
|
scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); |
|
|
|
// Copy mesh to be able to set unique vertex colors |
|
scene::IMeshManipulator *manip = |
|
irr->getVideoDriver()->getMeshManipulator(); |
|
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh); |
|
|
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL); |
|
mesh->drop(); |
|
|
|
m_meshnode->setScale(v3f(m_prop.visual_size.X/2, |
|
m_prop.visual_size.Y/2, |
|
m_prop.visual_size.X/2)); |
|
u8 li = m_last_light; |
|
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li)); |
|
} |
|
} else { |
|
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual |
|
<<"\" not supported"<<std::endl; |
|
} |
|
updateTextures(""); |
|
|
|
scene::ISceneNode *node = NULL; |
|
if(m_spritenode) |
|
node = m_spritenode; |
|
else if(m_animated_meshnode) |
|
node = m_animated_meshnode; |
|
else if(m_meshnode) |
|
node = m_meshnode; |
|
if(node && m_is_player && !m_is_local_player){ |
|
// Add a text node for showing the name |
|
gui::IGUIEnvironment* gui = irr->getGUIEnvironment(); |
|
std::wstring wname = narrow_to_wide(m_name); |
|
m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(), |
|
wname.c_str(), video::SColor(255,255,255,255), node); |
|
m_textnode->setPosition(v3f(0, BS*1.1, 0)); |
|
} |
|
|
|
updateNodePos(); |
|
updateAnimation(); |
|
updateBonePosition(); |
|
updateAttachments(); |
|
} |
|
|
|
void expireVisuals() |
|
{ |
|
m_visuals_expired = true; |
|
} |
|
|
|
void updateLight(u8 light_at_pos) |
|
{ |
|
u8 li = decode_light(light_at_pos); |
|
if(li != m_last_light){ |
|
m_last_light = li; |
|
video::SColor color(255,li,li,li); |
|
if(m_meshnode) |
|
setMeshColor(m_meshnode->getMesh(), color); |
|
if(m_animated_meshnode) |
|
setMeshColor(m_animated_meshnode->getMesh(), color); |
|
if(m_spritenode) |
|
m_spritenode->setColor(color); |
|
} |
|
} |
|
|
|
v3s16 getLightPosition() |
|
{ |
|
return floatToInt(m_position, BS); |
|
} |
|
|
|
void updateNodePos() |
|
{ |
|
if(getParent() != NULL) |
|
return; |
|
|
|
if(m_meshnode){ |
|
m_meshnode->setPosition(pos_translator.vect_show); |
|
v3f rot = m_meshnode->getRotation(); |
|
rot.Y = -m_yaw; |
|
m_meshnode->setRotation(rot); |
|
} |
|
if(m_animated_meshnode){ |
|
m_animated_meshnode->setPosition(pos_translator.vect_show); |
|
v3f rot = m_animated_meshnode->getRotation(); |
|
rot.Y = -m_yaw; |
|
m_animated_meshnode->setRotation(rot); |
|
} |
|
if(m_spritenode){ |
|
m_spritenode->setPosition(pos_translator.vect_show); |
|
} |
|
} |
|
|
|
void step(float dtime, ClientEnvironment *env) |
|
{ |
|
if(m_visuals_expired && m_smgr && m_irr){ |
|
m_visuals_expired = false; |
|
|
|
// Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault |
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) |
|
{ |
|
if(ii->Y == getId()) // This is a child of our parent |
|
{ |
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child |
|
if(obj) |
|
{ |
|
scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode(); |
|
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode(); |
|
scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode(); |
|
if(m_child_meshnode) |
|
m_child_meshnode->setParent(m_smgr->getRootSceneNode()); |
|
if(m_child_animated_meshnode) |
|
m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode()); |
|
if(m_child_spritenode) |
|
m_child_spritenode->setParent(m_smgr->getRootSceneNode()); |
|
} |
|
} |
|
} |
|
|
|
removeFromScene(false); |
|
addToScene(m_smgr, m_gamedef->tsrc(), m_irr); |
|
|
|
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back |
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) |
|
{ |
|
if(ii->Y == getId()) // This is a child of our parent |
|
{ |
|
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child |
|
if(obj) |
|
obj->setAttachments(); |
|
} |
|
} |
|
} |
|
|
|
// Make sure m_is_visible is always applied |
|
if(m_meshnode) |
|
m_meshnode->setVisible(m_is_visible); |
|
if(m_animated_meshnode) |
|
m_animated_meshnode->setVisible(m_is_visible); |
|
if(m_spritenode) |
|
m_spritenode->setVisible(m_is_visible); |
|
if(m_textnode) |
|
m_textnode->setVisible(m_is_visible); |
|
|
|
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht |
|
{ |
|
// Set these for later |
|
m_position = getPosition(); |
|
m_velocity = v3f(0,0,0); |
|
m_acceleration = v3f(0,0,0); |
|
pos_translator.vect_show = m_position; |
|
|
|
if(m_is_local_player) // Update local player attachment position |
|
{ |
|
LocalPlayer *player = m_env->getLocalPlayer(); |
|
player->overridePosition = getParent()->getPosition(); |
|
m_env->getLocalPlayer()->parent = getParent(); |
|
} |
|
} |
|
else |
|
{ |
|
v3f lastpos = pos_translator.vect_show; |
|
|
|
if(m_prop.physical){ |
|
core::aabbox3d<f32> box = m_prop.collisionbox; |
|
box.MinEdge *= BS; |
|
box.MaxEdge *= BS; |
|
collisionMoveResult moveresult; |
|
f32 pos_max_d = BS*0.125; // Distance per iteration |
|
v3f p_pos = m_position; |
|
v3f p_velocity = m_velocity; |
|
v3f p_acceleration = m_acceleration; |
|
moveresult = collisionMoveSimple(env,env->getGameDef(), |
|
pos_max_d, box, m_prop.stepheight, dtime, |
|
p_pos, p_velocity, p_acceleration, |
|
this, m_prop.collideWithObjects); |
|
// Apply results |
|
m_position = p_pos; |
|
m_velocity = p_velocity; |
|
m_acceleration = p_acceleration; |
|
|
|
bool is_end_position = moveresult.collides; |
|
pos_translator.update(m_position, is_end_position, dtime); |
|
pos_translator.translate(dtime); |
|
updateNodePos(); |
|
} else { |
|
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; |
|
m_velocity += dtime * m_acceleration; |
|
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time); |
|
pos_translator.translate(dtime); |
|
updateNodePos(); |
|
} |
|
|
|
float moved = lastpos.getDistanceFrom(pos_translator.vect_show); |
|
m_step_distance_counter += moved; |
|
if(m_step_distance_counter > 1.5*BS){ |
|
m_step_distance_counter = 0; |
|
if(!m_is_local_player && m_prop.makes_footstep_sound){ |
|
INodeDefManager *ndef = m_gamedef->ndef(); |
|
v3s16 p = floatToInt(getPosition() + v3f(0, |
|
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); |
|
MapNode n = m_env->getMap().getNodeNoEx(p); |
|
SimpleSoundSpec spec = ndef->get(n).sound_footstep; |
|
m_gamedef->sound()->playSoundAt(spec, false, getPosition()); |
|
} |
|
} |
|
} |
|
|
|
m_anim_timer += dtime; |
|
if(m_anim_timer >= m_anim_framelength){ |
|
m_anim_timer -= m_anim_framelength; |
|
m_anim_frame++; |
|
if(m_anim_frame >= m_anim_num_frames) |
|
m_anim_frame = 0; |
|
} |
|
|
|
updateTexturePos(); |
|
|
|
if(m_reset_textures_timer >= 0){ |
|
m_reset_textures_timer -= dtime; |
|
if(m_reset_textures_timer <= 0){ |
|
m_reset_textures_timer = -1; |
|
updateTextures(""); |
|
} |
|
} |
|
if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){ |
|
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI; |
|
updateNodePos(); |
|
} |
|
} |
|
|
|
void updateTexturePos() |
|
{ |
|
if(m_spritenode){ |
|
scene::ICameraSceneNode* camera = |
|
m_spritenode->getSceneManager()->getActiveCamera(); |
|
if(!camera) |
|
return; |
|
v3f cam_to_entity = m_spritenode->getAbsolutePosition() |
|
- camera->getAbsolutePosition(); |
|
cam_to_entity.normalize(); |
|
|
|
int row = m_tx_basepos.Y; |
|
int col = m_tx_basepos.X; |
|
|
|
if(m_tx_select_horiz_by_yawpitch) |
|
{ |
|
if(cam_to_entity.Y > 0.75) |
|
col += 5; |
|
else if(cam_to_entity.Y < -0.75) |
|
col += 4; |
|
else{ |
|
float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.; |
|
float dir = mob_dir - m_yaw; |
|
dir = wrapDegrees_180(dir); |
|
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl; |
|
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1) |
|
col += 2; |
|
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1) |
|
col += 3; |
|
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1) |
|
col += 0; |
|
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1) |
|
col += 1; |
|
else |
|
col += 4; |
|
} |
|
} |
|
|
|
// Animation goes downwards |
|
row += m_anim_frame; |
|
|
|
float txs = m_tx_size.X; |
|
float tys = m_tx_size.Y; |
|
setBillboardTextureMatrix(m_spritenode, |
|
txs, tys, col, row); |
|
} |
|
} |
|
|
|
void updateTextures(const std::string &mod) |
|
{ |
|
ITextureSource *tsrc = m_gamedef->tsrc(); |
|
|
|
bool use_trilinear_filter = g_settings->getBool("trilinear_filter"); |
|
bool use_bilinear_filter = g_settings->getBool("bilinear_filter"); |
|
bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); |
|
|
|
if(m_spritenode) |
|
{ |
|
if(m_prop.visual == "sprite") |
|
{ |
|
std::string texturestring = "unknown_node.png"; |
|
if(m_prop.textures.size() >= 1) |
|
texturestring = m_prop.textures[0]; |
|
texturestring += mod; |
|
m_spritenode->setMaterialTexture(0, |
|
tsrc->getTexture(texturestring)); |
|
|
|
// This allows setting per-material colors. However, until a real lighting |
|
// system is added, the code below will have no effect. Once MineTest |
|
// has directional lighting, it should work automatically. |
|
if(m_prop.colors.size() >= 1) |
|
{ |
|
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; |
|
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0]; |
|
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; |
|
} |
|
|
|
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); |
|
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); |
|
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); |
|
} |
|
} |
|
if(m_animated_meshnode) |
|
{ |
|
if(m_prop.visual == "mesh") |
|
{ |
|
for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i) |
|
{ |
|
std::string texturestring = m_prop.textures[i]; |
|
if(texturestring == "") |
|
continue; // Empty texture string means don't modify that material |
|
texturestring += mod; |
|
video::ITexture* texture = tsrc->getTexture(texturestring); |
|
if(!texture) |
|
{ |
|
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl; |
|
continue; |
|
} |
|
|
|
// Set material flags and texture |
|
video::SMaterial& material = m_animated_meshnode->getMaterial(i); |
|
material.TextureLayer[0].Texture = texture; |
|
material.setFlag(video::EMF_LIGHTING, false); |
|
material.setFlag(video::EMF_BILINEAR_FILTER, false); |
|
|
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); |
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); |
|
m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); |
|
} |
|
for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i) |
|
{ |
|
// This allows setting per-material colors. However, until a real lighting |
|
// system is added, the code below will have no effect. Once MineTest |
|
// has directional lighting, it should work automatically. |
|
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; |
|
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; |
|
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; |
|
} |
|
} |
|
} |
|
if(m_meshnode) |
|
{ |
|
if(m_prop.visual == "cube") |
|
{ |
|
for (u32 i = 0; i < 6; ++i) |
|
{ |
|
std::string texturestring = "unknown_node.png"; |
|
if(m_prop.textures.size() > i) |
|
texturestring = m_prop.textures[i]; |
|
texturestring += mod; |
|
|
|
|
|
// Set material flags and texture |
|
video::SMaterial& material = m_meshnode->getMaterial(i); |
|
material.setFlag(video::EMF_LIGHTING, false); |
|
material.setFlag(video::EMF_BILINEAR_FILTER, false); |
|
material.setTexture(0, |
|
tsrc->getTexture(texturestring)); |
|
material.getTextureMatrix(0).makeIdentity(); |
|
|
|
// This allows setting per-material colors. However, until a real lighting |
|
// system is added, the code below will have no effect. Once MineTest |
|
// has directional lighting, it should work automatically. |
|
if(m_prop.colors.size() > i) |
|
{ |
|
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; |
|
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; |
|
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; |
|
} |
|
|
|
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); |
|
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); |
|
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); |
|
} |
|
} |
|
else if(m_prop.visual == "upright_sprite") |
|
{ |
|
scene::IMesh *mesh = m_meshnode->getMesh(); |
|
{ |
|
std::string tname = "unknown_object.png"; |
|
if(m_prop.textures.size() >= 1) |
|
tname = m_prop.textures[0]; |
|
tname += mod; |
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); |
|
buf->getMaterial().setTexture(0, |
|
tsrc->getTexture(tname)); |
|
|
|
// This allows setting per-material colors. However, until a real lighting |
|
// system is added, the code below will have no effect. Once MineTest |
|
// has directional lighting, it should work automatically. |
|
if(m_prop.colors.size() >= 1) |
|
{ |
|
buf->getMaterial().AmbientColor = m_prop.colors[0]; |
|
buf->getMaterial().DiffuseColor = m_prop.colors[0]; |
|
buf->getMaterial().SpecularColor = m_prop.colors[0]; |
|
} |
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); |
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); |
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); |
|
} |
|
{ |
|
std::string tname = "unknown_object.png"; |
|
if(m_prop.textures.size() >= 2) |
|
tname = m_prop.textures[1]; |
|
else if(m_prop.textures.size() >= 1) |
|
tname = m_prop.textures[0]; |
|
tname += mod; |
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); |
|
buf->getMaterial().setTexture(0, |
|
tsrc->getTexture(tname)); |
|
|
|
// This allows setting per-material colors. However, until a real lighting |
|
// system is added, the code below will have no effect. Once MineTest |
|
// has directional lighting, it should work automatically. |
|
if(m_prop.colors.size() >= 2) |
|
{ |
|
buf->getMaterial().AmbientColor = m_prop.colors[1]; |
|
buf->getMaterial().DiffuseColor = m_prop.colors[1]; |
|
buf->getMaterial().SpecularColor = m_prop.colors[1]; |
|
} |
|
else if(m_prop.colors.size() >= 1) |
|
{ |
|
buf->getMaterial().AmbientColor = m_prop.colors[0]; |
|
buf->getMaterial().DiffuseColor = m_prop.colors[0]; |
|
buf->getMaterial().SpecularColor = m_prop.colors[0]; |
|
} |
|
|
|
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); |
|
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); |
|
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void updateAnimation() |
|
{ |
|
if(m_animated_meshnode == NULL) |
|
return; |
|
|
|
m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y); |
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed); |
|
m_animated_meshnode->setTransitionTime(m_animation_blend); |
|
} |
|
|
|
void updateBonePosition() |
|
{ |
|
if(!m_bone_position.size() || m_animated_meshnode == NULL) |
|
return; |
|
|
|
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render |
|
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ |
|
std::string bone_name = (*ii).first; |
|
v3f bone_pos = (*ii).second.X; |
|
v3f bone_rot = (*ii).second.Y; |
|
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str()); |
|
if(bone) |
|
{ |
|
bone->setPosition(bone_pos); |
|
bone->setRotation(bone_rot); |
|
} |
|
} |
|
} |
|
|
|
void updateAttachments() |
|
{ |
|
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); |
|
m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden |
|
|
|
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach |
|
{ |
|
if(m_meshnode) |
|
{ |
|
v3f old_position = m_meshnode->getAbsolutePosition(); |
|
v3f old_rotation = m_meshnode->getRotation(); |
|
m_meshnode->setParent(m_smgr->getRootSceneNode()); |
|
m_meshnode->setPosition(old_position); |
|
m_meshnode->setRotation(old_rotation); |
|
m_meshnode->updateAbsolutePosition(); |
|
} |
|
if(m_animated_meshnode) |
|
{ |
|
v3f old_position = m_animated_meshnode->getAbsolutePosition(); |
|
v3f old_rotation = m_animated_meshnode->getRotation(); |
|
m_animated_meshnode->setParent(m_smgr->getRootSceneNode()); |
|
m_animated_meshnode->setPosition(old_position); |
|
m_animated_meshnode->setRotation(old_rotation); |
|
m_animated_meshnode->updateAbsolutePosition(); |
|
} |
|
if(m_spritenode) |
|
{ |
|
v3f old_position = m_spritenode->getAbsolutePosition(); |
|
v3f old_rotation = m_spritenode->getRotation(); |
|
m_spritenode->setParent(m_smgr->getRootSceneNode()); |
|
m_spritenode->setPosition(old_position); |
|
m_spritenode->setRotation(old_rotation); |
|
m_spritenode->updateAbsolutePosition(); |
|
} |
|
if(m_is_local_player) |
|
{ |
|
LocalPlayer *player = m_env->getLocalPlayer(); |
|
player->isAttached = false; |
|
} |
|
} |
|
else // Attach |
|
{ |
|
scene::IMeshSceneNode *parent_mesh = NULL; |
|
if(getParent()->getMeshSceneNode()) |
|
parent_mesh = getParent()->getMeshSceneNode(); |
|
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL; |
|
if(getParent()->getAnimatedMeshSceneNode()) |
|
parent_animated_mesh = getParent()->getAnimatedMeshSceneNode(); |
|
scene::IBillboardSceneNode *parent_sprite = NULL; |
|
if(getParent()->getSpriteSceneNode()) |
|
parent_sprite = getParent()->getSpriteSceneNode(); |
|
|
|
scene::IBoneSceneNode *parent_bone = NULL; |
|
if(parent_animated_mesh && m_attachment_bone != "") |
|
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str()); |
|
|
|
// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode |
|
// TODO: Perhaps use polymorphism here to save code duplication |
|
if(m_meshnode){ |
|
if(parent_bone){ |
|
m_meshnode->setParent(parent_bone); |
|
m_meshnode->setPosition(m_attachment_position); |
|
m_meshnode->setRotation(m_attachment_rotation); |
|
m_meshnode->updateAbsolutePosition(); |
|
} |
|
else |
|
{ |
|
if(parent_mesh){ |
|
m_meshnode->setParent(parent_mesh); |
|
m_meshnode->setPosition(m_attachment_position); |
|
m_meshnode->setRotation(m_attachment_rotation); |
|
m_meshnode->updateAbsolutePosition(); |
|
} |
|
else if(parent_animated_mesh){ |
|
m_meshnode->setParent(parent_animated_mesh); |
|
m_meshnode->setPosition(m_attachment_position); |
|
m_meshnode->setRotation(m_attachment_rotation); |
|
m_meshnode->updateAbsolutePosition(); |
|
} |
|
else if(parent_sprite){ |
|
m_meshnode->setParent(parent_sprite); |
|
m_meshnode->setPosition(m_attachment_position); |
|
m_meshnode->setRotation(m_attachment_rotation); |
|
m_meshnode->updateAbsolutePosition(); |
|
} |
|
} |
|
} |
|
if(m_animated_meshnode){ |
|
if(parent_bone){ |
|
m_animated_meshnode->setParent(parent_bone); |
|
m_animated_meshnode->setPosition(m_attachment_position); |
|
m_animated_meshnode->setRotation(m_attachment_rotation); |
|
m_animated_meshnode->updateAbsolutePosition(); |
|
} |
|
else |
|
{ |
|
if(parent_mesh){ |
|
m_animated_meshnode->setParent(parent_mesh); |
|
m_animated_meshnode->setPosition(m_attachment_position); |
|
m_animated_meshnode->setRotation(m_attachment_rotation); |
|
m_animated_meshnode->updateAbsolutePosition(); |
|
} |
|
else if(parent_animated_mesh){ |
|
m_animated_meshnode->setParent(parent_animated_mesh); |
|
m_animated_meshnode->setPosition(m_attachment_position); |
|
m_animated_meshnode->setRotation(m_attachment_rotation); |
|
m_animated_meshnode->updateAbsolutePosition(); |
|
} |
|
else if(parent_sprite){ |
|
m_animated_meshnode->setParent(parent_sprite); |
|
m_animated_meshnode->setPosition(m_attachment_position); |
|
m_animated_meshnode->setRotation(m_attachment_rotation); |
|
m_animated_meshnode->updateAbsolutePosition(); |
|
} |
|
} |
|
} |
|
if(m_spritenode){ |
|
if(parent_bone){ |
|
m_spritenode->setParent(parent_bone); |
|
m_spritenode->setPosition(m_attachment_position); |
|
m_spritenode->setRotation(m_attachment_rotation); |
|
m_spritenode->updateAbsolutePosition(); |
|
} |
|
else |
|
{ |
|
if(parent_mesh){ |
|
m_spritenode->setParent(parent_mesh); |
|
m_spritenode->setPosition(m_attachment_position); |
|
m_spritenode->setRotation(m_attachment_rotation); |
|
m_spritenode->updateAbsolutePosition(); |
|
} |
|
else if(parent_animated_mesh){ |
|
m_spritenode->setParent(parent_animated_mesh); |
|
m_spritenode->setPosition(m_attachment_position); |
|
m_spritenode->setRotation(m_attachment_rotation); |
|
m_spritenode->updateAbsolutePosition(); |
|
} |
|
else if(parent_sprite){ |
|
m_spritenode->setParent(parent_sprite); |
|
m_spritenode->setPosition(m_attachment_position); |
|
m_spritenode->setRotation(m_attachment_rotation); |
|
m_spritenode->updateAbsolutePosition(); |
|
} |
|
} |
|
} |
|
if(m_is_local_player) |
|
{ |
|
LocalPlayer *player = m_env->getLocalPlayer(); |
|
player->isAttached = true; |
|
} |
|
} |
|
} |
|
|
|
void processMessage(const std::string &data) |
|
{ |
|
//infostream<<"GenericCAO: Got message"<<std::endl; |
|
std::istringstream is(data, std::ios::binary); |
|
// command |
|
u8 cmd = readU8(is); |
|
if(cmd == GENERIC_CMD_SET_PROPERTIES) |
|
{ |
|
m_prop = gob_read_set_properties(is); |
|
|
|
m_selection_box = m_prop.collisionbox; |
|
m_selection_box.MinEdge *= BS; |
|
m_selection_box.MaxEdge *= BS; |
|
|
|
m_tx_size.X = 1.0 / m_prop.spritediv.X; |
|
m_tx_size.Y = 1.0 / m_prop.spritediv.Y; |
|
|
|
if(!m_initial_tx_basepos_set){ |
|
m_initial_tx_basepos_set = true; |
|
m_tx_basepos = m_prop.initial_sprite_basepos; |
|
} |
|
|
|
expireVisuals(); |
|
} |
|
else if(cmd == GENERIC_CMD_UPDATE_POSITION) |
|
{ |
|
// Not sent by the server if this object is an attachment. |
|
// We might however get here if the server notices the object being detached before the client. |
|
m_position = readV3F1000(is); |
|
m_velocity = readV3F1000(is); |
|
m_acceleration = readV3F1000(is); |
|
if(fabs(m_prop.automatic_rotate) < 0.001) |
|
m_yaw = readF1000(is); |
|
bool do_interpolate = readU8(is); |
|
bool is_end_position = readU8(is); |
|
float update_interval = readF1000(is); |
|
|
|
// Place us a bit higher if we're physical, to not sink into |
|
// the ground due to sucky collision detection... |
|
if(m_prop.physical) |
|
m_position += v3f(0,0.002,0); |
|
|
|
if(getParent() != NULL) // Just in case |
|
return; |
|
|
|
if(do_interpolate){ |
|
if(!m_prop.physical) |
|
pos_translator.update(m_position, is_end_position, update_interval); |
|
} else { |
|
pos_translator.init(m_position); |
|
} |
|
updateNodePos(); |
|
} |
|
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) |
|
{ |
|
std::string mod = deSerializeString(is); |
|
updateTextures(mod); |
|
} |
|
else if(cmd == GENERIC_CMD_SET_SPRITE) |
|
{ |
|
v2s16 p = readV2S16(is); |
|
int num_frames = readU16(is); |
|
float framelength = readF1000(is); |
|
bool select_horiz_by_yawpitch = readU8(is); |
|
|
|
m_tx_basepos = p; |
|
m_anim_num_frames = num_frames; |
|
m_anim_framelength = framelength; |
|
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch; |
|
|
|
updateTexturePos(); |
|
} |
|
else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) |
|
{ |
|
float override_speed = readF1000(is); |
|
float override_jump = readF1000(is); |
|
float override_gravity = readF1000(is); |
|
if(m_is_local_player) |
|
{ |
|
LocalPlayer *player = m_env->getLocalPlayer(); |
|
player->physics_override_speed = override_speed; |
|
player->physics_override_jump = override_jump; |
|
player->physics_override_gravity = override_gravity; |
|
} |
|
} |
|
else if(cmd == GENERIC_CMD_SET_ANIMATION) |
|
{ |
|
m_animation_range = readV2F1000(is); |
|
m_animation_speed = readF1000(is); |
|
m_animation_blend = readF1000(is); |
|
|
|
updateAnimation(); |
|
} |
|
else if(cmd == GENERIC_CMD_SET_BONE_POSITION) |
|
{ |
|
std::string bone = deSerializeString(is); |
|
v3f position = readV3F1000(is); |
|
v3f rotation = readV3F1000(is); |
|
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); |
|
|
|
updateBonePosition(); |
|
} |
|
else if(cmd == GENERIC_CMD_SET_ATTACHMENT) |
|
{ |
|
// If an entry already exists for this object, delete it first to avoid duplicates |
|
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) |
|
{ |
|
if(ii->X == getId()) // This is the ID of our object |
|
{ |
|
m_env->attachment_list.erase(ii); |
|
break; |
|
} |
|
} |
|
m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is))); |
|
m_attachment_bone = deSerializeString(is); |
|
m_attachment_position = readV3F1000(is); |
|
m_attachment_rotation = readV3F1000(is); |
|
|
|
updateAttachments(); |
|
} |
|
else if(cmd == GENERIC_CMD_PUNCHED) |
|
{ |
|
/*s16 damage =*/ readS16(is); |
|
s16 result_hp = readS16(is); |
|
|
|
m_hp = result_hp; |
|
} |
|
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) |
|
{ |
|
m_armor_groups.clear(); |
|
int armor_groups_size = readU16(is); |
|
for(int i=0; i<armor_groups_size; i++){ |
|
std::string name = deSerializeString(is); |
|
int rating = readS16(is); |
|
m_armor_groups[name] = rating; |
|
} |
|
} |
|
} |
|
|
|
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, |
|
float time_from_last_punch=1000000) |
|
{ |
|
assert(punchitem); |
|
const ToolCapabilities *toolcap = |
|
&punchitem->getToolCapabilities(m_gamedef->idef()); |
|
PunchDamageResult result = getPunchDamage( |
|
m_armor_groups, |
|
toolcap, |
|
punchitem, |
|
time_from_last_punch); |
|
|
|
if(result.did_punch && result.damage != 0) |
|
{ |
|
if(result.damage < m_hp){ |
|
m_hp -= result.damage; |
|
} else { |
|
m_hp = 0; |
|
// TODO: Execute defined fast response |
|
// As there is no definition, make a smoke puff |
|
ClientSimpleObject *simple = createSmokePuff( |
|
m_smgr, m_env, m_position, |
|
m_prop.visual_size * BS); |
|
m_env->addSimpleObject(simple); |
|
} |
|
// TODO: Execute defined fast response |
|
// Flashing shall suffice as there is no definition |
|
m_reset_textures_timer = 0.05; |
|
if(result.damage >= 2) |
|
m_reset_textures_timer += 0.05 * result.damage; |
|
updateTextures("^[brighten"); |
|
} |
|
|
|
return false; |
|
} |
|
|
|
std::string debugInfoText() |
|
{ |
|
std::ostringstream os(std::ios::binary); |
|
os<<"GenericCAO hp="<<m_hp<<"\n"; |
|
os<<"armor={"; |
|
for(ItemGroupList::const_iterator i = m_armor_groups.begin(); |
|
i != m_armor_groups.end(); i++){ |
|
os<<i->first<<"="<<i->second<<", "; |
|
} |
|
os<<"}"; |
|
return os.str(); |
|
} |
|
}; |
|
|
|
// Prototype |
|
GenericCAO proto_GenericCAO(NULL, NULL); |
|
|
|
|
|
|