diff options
Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r-- | src/client/content_cao.cpp | 798 |
1 files changed, 363 insertions, 435 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index 36a47d57c..cf671d5ca 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -53,7 +53,8 @@ struct ToolCapabilities; std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types; -template <typename T> void SmoothTranslator<T>::init(T current) +template<typename T> +void SmoothTranslator<T>::init(T current) { val_old = current; val_current = current; @@ -63,9 +64,8 @@ template <typename T> void SmoothTranslator<T>::init(T current) aim_is_end = true; } -template <typename T> -void SmoothTranslator<T>::update( - T new_target, bool is_end_position, float update_interval) +template<typename T> +void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval) { aim_is_end = is_end_position; val_old = val_current; @@ -81,7 +81,8 @@ void SmoothTranslator<T>::update( anim_time_counter = 0; } -template <typename T> void SmoothTranslator<T>::translate(f32 dtime) +template<typename T> +void SmoothTranslator<T>::translate(f32 dtime) { anim_time_counter = anim_time_counter + dtime; T val_diff = val_target - val_old; @@ -109,7 +110,8 @@ void SmoothTranslatorWrapped::translate(f32 dtime) // Move a bit less than should, to avoid oscillation moveratio = std::min(moveratio * 0.8f, move_end); - wrappedApproachShortest(val_current, val_target, val_diff * moveratio, 360.f); + wrappedApproachShortest(val_current, val_target, + val_diff * moveratio, 360.f); } void SmoothTranslatorWrappedv3f::translate(f32 dtime) @@ -137,26 +139,26 @@ void SmoothTranslatorWrappedv3f::translate(f32 dtime) // Move a bit less than should, to avoid oscillation moveratio = std::min(moveratio * 0.8f, move_end); - wrappedApproachShortest( - val_current.X, val_target.X, val_diff_v3f.X * moveratio, 360.f); + wrappedApproachShortest(val_current.X, val_target.X, + val_diff_v3f.X * moveratio, 360.f); - wrappedApproachShortest( - val_current.Y, val_target.Y, val_diff_v3f.Y * moveratio, 360.f); + wrappedApproachShortest(val_current.Y, val_target.Y, + val_diff_v3f.Y * moveratio, 360.f); - wrappedApproachShortest( - val_current.Z, val_target.Z, val_diff_v3f.Z * moveratio, 360.f); + wrappedApproachShortest(val_current.Z, val_target.Z, + val_diff_v3f.Z * moveratio, 360.f); } /* Other stuff */ -static void setBillboardTextureMatrix( - scene::IBillboardSceneNode *bill, float txs, float tys, int col, int row) +static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, + float txs, float tys, int col, int row) { - video::SMaterial &material = bill->getMaterial(0); - core::matrix4 &matrix = material.getTextureMatrix(0); - matrix.setTextureTranslate(txs * col, tys * row); + video::SMaterial& material = bill->getMaterial(0); + core::matrix4& matrix = material.getTextureMatrix(0); + matrix.setTextureTranslate(txs*col, tys*row); matrix.setTextureScale(txs, tys); } @@ -179,9 +181,12 @@ public: TestCAO(Client *client, ClientEnvironment *env); virtual ~TestCAO() = default; - ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_TEST; } + ActiveObjectType getType() const + { + return ACTIVEOBJECT_TYPE_TEST; + } - static ClientActiveObject *create(Client *client, ClientEnvironment *env); + static ClientActiveObject* create(Client *client, ClientEnvironment *env); void addToScene(ITextureSource *tsrc); void removeFromScene(bool permanent); @@ -193,7 +198,6 @@ public: void processMessage(const std::string &data); bool getCollisionBox(aabb3f *toset) const { return false; } - private: scene::IMeshSceneNode *m_node; v3f m_position; @@ -202,38 +206,40 @@ private: // Prototype TestCAO proto_TestCAO(NULL, NULL); -TestCAO::TestCAO(Client *client, ClientEnvironment *env) : - ClientActiveObject(0, client, env), m_node(NULL), - m_position(v3f(0, 10 * BS, 0)) +TestCAO::TestCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env), + m_node(NULL), + m_position(v3f(0,10*BS,0)) { ClientActiveObject::registerType(getType(), create); } -ClientActiveObject *TestCAO::create(Client *client, ClientEnvironment *env) +ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env) { return new TestCAO(client, env); } void TestCAO::addToScene(ITextureSource *tsrc) { - if (m_node != NULL) + if(m_node != NULL) return; - // video::IVideoDriver* driver = smgr->getVideoDriver(); + //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); - video::SColor c(255, 255, 255, 255); - video::S3DVertex vertices[4] = { - video::S3DVertex(-BS / 2, -BS / 4, 0, 0, 0, 0, c, 0, 1), - video::S3DVertex(BS / 2, -BS / 4, 0, 0, 0, 0, c, 1, 1), - video::S3DVertex(BS / 2, BS / 4, 0, 0, 0, 0, c, 1, 0), - video::S3DVertex(-BS / 2, BS / 4, 0, 0, 0, 0, c, 0, 0), + video::SColor c(255,255,255,255); + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0), }; - u16 indices[] = {0, 1, 2, 2, 3, 0}; + u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material - buf->getMaterial().setFlag(video::EMF_LIGHTING, true); // false + buf->getMaterial().setFlag(video::EMF_LIGHTING, true); // false buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); @@ -266,14 +272,15 @@ void TestCAO::updateNodePos() return; m_node->setPosition(m_position); - // m_node->setRotation(v3f(0, 45, 0)); + //m_node->setRotation(v3f(0, 45, 0)); } void TestCAO::step(float dtime, ClientEnvironment *env) { - if (m_node) { + if(m_node) + { v3f rot = m_node->getRotation(); - // infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl; + //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl; rot.Y += dtime * 180; m_node->setRotation(rot); } @@ -281,15 +288,16 @@ void TestCAO::step(float dtime, ClientEnvironment *env) void TestCAO::processMessage(const std::string &data) { - infostream << "TestCAO: Got data: " << data << std::endl; + infostream<<"TestCAO: Got data: "<<data<<std::endl; std::istringstream is(data, std::ios::binary); u16 cmd; - is >> cmd; - if (cmd == 0) { + is>>cmd; + if(cmd == 0) + { v3f newpos; - is >> newpos.X; - is >> newpos.Y; - is >> newpos.Z; + is>>newpos.X; + is>>newpos.Y; + is>>newpos.Z; m_position = newpos; updateNodePos(); } @@ -301,7 +309,7 @@ void TestCAO::processMessage(const std::string &data) #include "clientobject.h" -GenericCAO::GenericCAO(Client *client, ClientEnvironment *env) : +GenericCAO::GenericCAO(Client *client, ClientEnvironment *env): ClientActiveObject(0, client, env) { if (client == NULL) { @@ -313,8 +321,9 @@ GenericCAO::GenericCAO(Client *client, ClientEnvironment *env) : bool GenericCAO::getCollisionBox(aabb3f *toset) const { - if (m_prop.physical) { - // update collision box + if (m_prop.physical) + { + //update collision box toset->MinEdge = m_prop.collisionbox.MinEdge * BS; toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS; @@ -334,7 +343,7 @@ bool GenericCAO::collideWithObjects() const void GenericCAO::initialize(const std::string &data) { - infostream << "GenericCAO: Got init data" << std::endl; + infostream<<"GenericCAO: Got init data"<<std::endl; processInitData(data); if (m_is_player) { @@ -356,7 +365,8 @@ void GenericCAO::processInitData(const std::string &data) const u8 version = readU8(is); if (version < 1) { - errorstream << "GenericCAO: Unsupported init data version" << std::endl; + errorstream << "GenericCAO: Unsupported init data version" + << std::endl; return; } @@ -388,8 +398,8 @@ GenericCAO::~GenericCAO() bool GenericCAO::getSelectionBox(aabb3f *toset) const { - if (!m_prop.is_visible || !m_is_visible || m_is_local_player || - !m_prop.pointable) { + if (!m_prop.is_visible || !m_is_visible || m_is_local_player + || !m_prop.pointable) { return false; } *toset = m_selection_box; @@ -405,7 +415,7 @@ const v3f GenericCAO::getPosition() const if (m_matrixnode) { v3s16 camera_offset = m_env->getCameraOffset(); return m_matrixnode->getAbsolutePosition() + - intToFloat(camera_offset, BS); + intToFloat(camera_offset, BS); } return m_position; @@ -451,8 +461,7 @@ void GenericCAO::setChildrenVisible(bool toset) } } -void GenericCAO::setAttachment( - int parent_id, const std::string &bone, v3f position, v3f rotation) +void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) { int old_parent = m_attachment_parent_id; m_attachment_parent_id = parent_id; @@ -470,12 +479,12 @@ void GenericCAO::setAttachment( if (parent) parent->addAttachmentChild(m_id); } - + updateAttachments(); } -void GenericCAO::getAttachment( - int *parent_id, std::string *bone, v3f *position, v3f *rotation) const +void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position, + v3f *rotation) const { *parent_id = m_attachment_parent_id; *bone = m_attachment_bone; @@ -514,10 +523,10 @@ void GenericCAO::removeAttachmentChild(int child_id) m_attachment_child_ids.erase(child_id); } -ClientActiveObject *GenericCAO::getParent() const +ClientActiveObject* GenericCAO::getParent() const { - return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) - : nullptr; + return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) : + nullptr; } void GenericCAO::removeFromScene(bool permanent) @@ -535,7 +544,7 @@ void GenericCAO::removeFromScene(bool permanent) m_meshnode->remove(); m_meshnode->drop(); m_meshnode = nullptr; - } else if (m_animated_meshnode) { + } else if (m_animated_meshnode) { m_animated_meshnode->remove(); m_animated_meshnode->drop(); m_animated_meshnode = nullptr; @@ -581,30 +590,26 @@ void GenericCAO::addToScene(ITextureSource *tsrc) MaterialType material_type; if (m_prop.shaded && m_prop.glow == 0) - material_type = (m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA - : TILE_MATERIAL_BASIC; + material_type = (m_prop.use_texture_alpha) ? + TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC; else - material_type = (m_prop.use_texture_alpha) - ? TILE_MATERIAL_PLAIN_ALPHA - : TILE_MATERIAL_PLAIN; + material_type = (m_prop.use_texture_alpha) ? + TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN; - u32 shader_id = shader_source->getShader( - "object_shader", material_type, NDT_NORMAL); + u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL); m_material_type = shader_source->getShaderInfo(shader_id).material; } else { - m_material_type = - (m_prop.use_texture_alpha) - ? video::EMT_TRANSPARENT_ALPHA_CHANNEL - : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + m_material_type = (m_prop.use_texture_alpha) ? + video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; } auto grabMatrixNode = [this] { - m_matrixnode = RenderingEngine::get_scene_manager() - ->addDummyTransformationSceneNode(); + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(); m_matrixnode->grab(); }; - auto setSceneNodeMaterial = [this](scene::ISceneNode *node) { + auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) { node->setMaterialFlag(video::EMF_LIGHTING, false); node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); node->setMaterialFlag(video::EMF_FOG_ENABLE, true); @@ -618,22 +623,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc) if (m_prop.visual == "sprite") { grabMatrixNode(); - m_spritenode = RenderingEngine::get_scene_manager() - ->addBillboardSceneNode(m_matrixnode, - v2f(1, 1), v3f(0, 0, 0), - -1); + m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode( + m_matrixnode, v2f(1, 1), v3f(0,0,0), -1); m_spritenode->grab(); - m_spritenode->setMaterialTexture( - 0, tsrc->getTextureForMesh("unknown_node.png")); + m_spritenode->setMaterialTexture(0, + tsrc->getTextureForMesh("unknown_node.png")); setSceneNodeMaterial(m_spritenode); - m_spritenode->setSize( - v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS); + m_spritenode->setSize(v2f(m_prop.visual_size.X, + m_prop.visual_size.Y) * BS); { const float txs = 1.0 / 1; const float tys = 1.0 / 1; - setBillboardTextureMatrix(m_spritenode, txs, tys, 0, 0); + setBillboardTextureMatrix(m_spritenode, + txs, tys, 0, 0); } } else if (m_prop.visual == "upright_sprite") { grabMatrixNode(); @@ -645,17 +649,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc) { // Front scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::S3DVertex vertices[4] = { - video::S3DVertex(-dx, -dy, 0, 0, 0, 1, c, 1, 1), - video::S3DVertex(dx, -dy, 0, 0, 0, 1, c, 0, 1), - video::S3DVertex(dx, dy, 0, 0, 0, 1, c, 0, 0), - video::S3DVertex(-dx, dy, 0, 0, 0, 1, c, 1, 0), + video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1), + video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1), + video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0), + video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0), }; if (m_is_player) { // Move minimal Y position to 0 (feet position) for (video::S3DVertex &vertex : vertices) vertex.Pos.Y += dy; } - u16 indices[] = {0, 1, 2, 2, 3, 0}; + u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); @@ -665,10 +669,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc) if (m_enable_shaders) { buf->getMaterial().EmissiveColor = c; - buf->getMaterial().setFlag( - video::EMF_GOURAUD_SHADING, false); - buf->getMaterial().setFlag( - video::EMF_NORMALIZE_NORMALS, true); + buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false); + buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true); } // Add to mesh @@ -678,17 +680,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc) { // Back scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::S3DVertex vertices[4] = { - video::S3DVertex(dx, -dy, 0, 0, 0, -1, c, 1, 1), - video::S3DVertex(-dx, -dy, 0, 0, 0, -1, c, 0, 1), - video::S3DVertex(-dx, dy, 0, 0, 0, -1, c, 0, 0), - video::S3DVertex(dx, dy, 0, 0, 0, -1, c, 1, 0), + video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1), + video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1), + video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0), + video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0), }; if (m_is_player) { // Move minimal Y position to 0 (feet position) for (video::S3DVertex &vertex : vertices) vertex.Pos.Y += dy; } - u16 indices[] = {0, 1, 2, 2, 3, 0}; + u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); @@ -698,18 +700,16 @@ void GenericCAO::addToScene(ITextureSource *tsrc) if (m_enable_shaders) { buf->getMaterial().EmissiveColor = c; - buf->getMaterial().setFlag( - video::EMF_GOURAUD_SHADING, false); - buf->getMaterial().setFlag( - video::EMF_NORMALIZE_NORMALS, true); + buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false); + buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true); } // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } - m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode( - mesh, m_matrixnode); + m_meshnode = RenderingEngine::get_scene_manager()-> + addMeshSceneNode(mesh, m_matrixnode); m_meshnode->grab(); mesh->drop(); // Set it to use the materials of the meshbuffers directly. @@ -717,54 +717,47 @@ void GenericCAO::addToScene(ITextureSource *tsrc) m_meshnode->setReadOnlyMaterials(true); } else if (m_prop.visual == "cube") { grabMatrixNode(); - scene::IMesh *mesh = createCubeMesh(v3f(BS, BS, BS)); - m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode( - mesh, m_matrixnode); + scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS)); + m_meshnode = RenderingEngine::get_scene_manager()-> + addMeshSceneNode(mesh, m_matrixnode); m_meshnode->grab(); mesh->drop(); m_meshnode->setScale(m_prop.visual_size); - m_meshnode->setMaterialFlag( - video::EMF_BACK_FACE_CULLING, m_prop.backface_culling); + m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, + m_prop.backface_culling); setSceneNodeMaterial(m_meshnode); } else if (m_prop.visual == "mesh") { grabMatrixNode(); scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true); if (mesh) { - m_animated_meshnode = - RenderingEngine::get_scene_manager() - ->addAnimatedMeshSceneNode(mesh, - m_matrixnode); + m_animated_meshnode = RenderingEngine::get_scene_manager()-> + addAnimatedMeshSceneNode(mesh, m_matrixnode); m_animated_meshnode->grab(); mesh->drop(); // The scene node took hold of it if (!checkMeshNormals(mesh)) { - infostream << "GenericCAO: recalculating normals for " - "mesh " - << m_prop.mesh << std::endl; - m_smgr->getMeshManipulator()->recalculateNormals( - mesh, true, false); + infostream << "GenericCAO: recalculating normals for mesh " + << m_prop.mesh << std::endl; + m_smgr->getMeshManipulator()-> + recalculateNormals(mesh, true, false); } - m_animated_meshnode - ->animateJoints(); // Needed for some animations + m_animated_meshnode->animateJoints(); // Needed for some animations m_animated_meshnode->setScale(m_prop.visual_size); // set vertex colors to ensure alpha is set - setMeshColor(m_animated_meshnode->getMesh(), - video::SColor(0xFFFFFFFF)); + setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF)); - setAnimatedMeshColor( - m_animated_meshnode, video::SColor(0xFFFFFFFF)); + setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF)); setSceneNodeMaterial(m_animated_meshnode); m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, - m_prop.backface_culling); + m_prop.backface_culling); } else - errorstream << "GenericCAO::addToScene(): Could not load mesh " - << m_prop.mesh << std::endl; + errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl; } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") { grabMatrixNode(); ItemStack item; @@ -773,24 +766,24 @@ void GenericCAO::addToScene(ITextureSource *tsrc) infostream << "textures: " << m_prop.textures.size() << std::endl; if (!m_prop.textures.empty()) { infostream << "textures[0]: " << m_prop.textures[0] - << std::endl; + << std::endl; IItemDefManager *idef = m_client->idef(); item = ItemStack(m_prop.textures[0], 1, 0, idef); } } else { - infostream << "serialized form: " << m_prop.wield_item - << std::endl; + infostream << "serialized form: " << m_prop.wield_item << std::endl; item.deSerialize(m_prop.wield_item, m_client->idef()); } m_wield_meshnode = new WieldMeshSceneNode( - RenderingEngine::get_scene_manager(), -1); - m_wield_meshnode->setItem(item, m_client, (m_prop.visual == "wielditem")); + RenderingEngine::get_scene_manager(), -1); + m_wield_meshnode->setItem(item, m_client, + (m_prop.visual == "wielditem")); m_wield_meshnode->setScale(m_prop.visual_size / 2.0f); m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF)); } else { - infostream << "GenericCAO::addToScene(): \"" << m_prop.visual - << "\" not supported" << std::endl; + infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual + <<"\" not supported"<<std::endl; } /* don't update while punch texture modifier is active */ @@ -811,7 +804,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc) } void GenericCAO::updateLight(u32 day_night_ratio) -{ +{ if (m_glow < 0) return; @@ -820,15 +813,14 @@ void GenericCAO::updateLight(u32 day_night_ratio) if (g_settings->getBool("fullbright")) light_at_pos = 255; - + v3s16 pos[3]; u16 npos = getLightPosition(pos); for (u16 i = 0; i < npos; i++) { bool this_ok; MapNode n = m_env->getMap().getNode(pos[i], &this_ok); if (this_ok) { - u8 this_light = n.getLightBlend( - day_night_ratio, m_client->ndef()); + u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef()); light_at_pos = MYMAX(light_at_pos, this_light); pos_ok = true; } @@ -899,8 +891,7 @@ u16 GenericCAO::getLightPosition(v3s16 *pos) void GenericCAO::updateNametag() { - if (m_is_local_player && - !g_settings->getBool("freecam")) // No nametag for local player + if (m_is_local_player && ! g_settings->getBool("freecam")) // No nametag for local player return; if (m_prop.nametag.empty()) { @@ -920,8 +911,8 @@ void GenericCAO::updateNametag() pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f; if (!m_nametag) { // Add nametag - m_nametag = m_client->getCamera()->addNametag( - node, m_prop.nametag, m_prop.nametag_color, pos); + m_nametag = m_client->getCamera()->addNametag(node, + m_prop.nametag, m_prop.nametag_color, pos); } else { // Update nametag m_nametag->nametag_text = m_prop.nametag; @@ -939,11 +930,11 @@ void GenericCAO::updateNodePos() if (node) { v3s16 camera_offset = m_env->getCameraOffset(); - v3f pos = pos_translator.val_current - intToFloat(camera_offset, BS); + v3f pos = pos_translator.val_current - + intToFloat(camera_offset, BS); getPosRotMatrix().setTranslation(pos); if (node != m_spritenode) { // rotate if not a sprite - v3f rot = m_is_local_player ? -m_rotation - : -rot_translator.val_current; + v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current; setPitchYawRoll(getPosRotMatrix(), rot); } } @@ -956,7 +947,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) LocalPlayer *player = m_env->getLocalPlayer(); m_position = player->getLegitPosition(); pos_translator.val_current = m_position; - if (!g_settings->getBool("freecam")) { + if (! g_settings->getBool("freecam")) { m_rotation.Y = wrapDegrees_0_360(player->getYaw()); rot_translator.val_current = m_rotation; } @@ -964,43 +955,39 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) if (m_is_visible) { int old_anim = player->last_animation; float old_anim_speed = player->last_animation_speed; - m_velocity = v3f(0, 0, 0); - m_acceleration = v3f(0, 0, 0); + m_velocity = v3f(0,0,0); + m_acceleration = v3f(0,0,0); const PlayerControl &controls = player->getPlayerControl(); bool walking = false; - if ((controls.up || controls.down || controls.left || - controls.right || - controls.forw_move_joystick_axis != 0.f || - controls.sidew_move_joystick_axis != 0.f) && - !g_settings->getBool("freecam")) + if ((controls.up || controls.down || controls.left || controls.right || + controls.forw_move_joystick_axis != 0.f || + controls.sidew_move_joystick_axis != 0.f) && ! g_settings->getBool("freecam")) walking = true; f32 new_speed = player->local_animation_speed; - v2s32 new_anim = v2s32(0, 0); + v2s32 new_anim = v2s32(0,0); bool allow_update = false; // increase speed if using fast or flying fast - if ((g_settings->getBool("fast_move") && - m_client->checkLocalPrivilege("fast")) && + if((g_settings->getBool("fast_move") && + m_client->checkLocalPrivilege("fast")) && (controls.aux1 || - (!player->touching_ground && - g_settings->getBool( - "free_move") && - m_client->checkLocalPrivilege( - "fly")))) - new_speed *= 1.5; + (!player->touching_ground && + g_settings->getBool("free_move") && + m_client->checkLocalPrivilege("fly")))) + new_speed *= 1.5; // slowdown speed if sneeking - if (controls.sneak && walking && !g_settings->getBool("no_slow")) + if (controls.sneak && walking && ! g_settings->getBool("no_slow")) new_speed /= 2; if (walking && (controls.LMB || controls.RMB)) { new_anim = player->local_animations[3]; player->last_animation = WD_ANIM; - } else if (walking) { + } else if(walking) { new_anim = player->local_animations[1]; player->last_animation = WALK_ANIM; - } else if (controls.LMB || controls.RMB) { + } else if(controls.LMB || controls.RMB) { new_anim = player->local_animations[2]; player->last_animation = DIG_ANIM; } @@ -1023,9 +1010,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) // Update local player animations if ((player->last_animation != old_anim || - m_animation_speed != old_anim_speed) && - player->last_animation != NO_ANIM && allow_update) - updateAnimation(); + m_animation_speed != old_anim_speed) && + player->last_animation != NO_ANIM && allow_update) + updateAnimation(); + } } @@ -1038,20 +1026,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) ClientActiveObject *obj = m_env->getActiveObject(cao_id); if (obj) { scene::ISceneNode *child_node = obj->getSceneNode(); - // The node's parent is always an - // IDummyTraformationSceneNode, so we need to reparent - // that one instead. + // The node's parent is always an IDummyTraformationSceneNode, + // so we need to reparent that one instead. if (child_node) - child_node->getParent()->setParent( - m_smgr->getRootSceneNode()); + child_node->getParent()->setParent(m_smgr->getRootSceneNode()); } } removeFromScene(false); addToScene(m_client->tsrc()); - // Attachments, part 2: Now that the parent has been refreshed, put its - // attachments back + // Attachments, part 2: Now that the parent has been refreshed, put its attachments back for (u16 cao_id : m_attachment_child_ids) { ClientActiveObject *obj = m_env->getActiveObject(cao_id); if (obj) @@ -1064,31 +1049,31 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) if (node) node->setVisible(m_is_visible); - if (getParent() != - NULL) // Attachments should be glued to their parent by Irrlicht + 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); + m_velocity = v3f(0,0,0); + m_acceleration = v3f(0,0,0); pos_translator.val_current = m_position; pos_translator.val_target = m_position; } else { rot_translator.translate(dtime); v3f lastpos = pos_translator.val_current; - if (m_prop.physical) { + if(m_prop.physical) + { aabb3f box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; - f32 pos_max_d = BS * 0.125; // Distance per iteration + f32 pos_max_d = BS*0.125; // Distance per iteration v3f p_pos = m_position; v3f p_velocity = m_velocity; - moveresult = collisionMoveSimple(env, env->getGameDef(), - pos_max_d, box, m_prop.stepheight, dtime, &p_pos, - &p_velocity, m_acceleration, this, - m_prop.collideWithObjects); + moveresult = collisionMoveSimple(env,env->getGameDef(), + pos_max_d, box, m_prop.stepheight, dtime, + &p_pos, &p_velocity, m_acceleration, + this, m_prop.collideWithObjects); // Apply results m_position = p_pos; m_velocity = p_velocity; @@ -1096,8 +1081,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) bool is_end_position = moveresult.collides; pos_translator.update(m_position, is_end_position, dtime); } else { - m_position += dtime * m_velocity + - 0.5 * dtime * dtime * m_acceleration; + 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); @@ -1111,62 +1095,56 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) m_step_distance_counter = 0.0f; if (!m_is_local_player && m_prop.makes_footstep_sound) { const NodeDefManager *ndef = m_client->ndef(); - v3s16 p = floatToInt( - getPosition() + v3f(0.0f, - (m_prop.collisionbox.MinEdge.Y - - 0.5f) * - BS, - 0.0f), - BS); + v3s16 p = floatToInt(getPosition() + + v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS); MapNode n = m_env->getMap().getNode(p); SimpleSoundSpec spec = ndef->get(n).sound_footstep; // Reduce footstep gain, as non-local-player footsteps are // somehow louder. spec.gain *= 0.6f; - m_client->sound()->playSoundAt( - spec, false, getPosition()); + m_client->sound()->playSoundAt(spec, false, getPosition()); } } } m_anim_timer += dtime; - if (m_anim_timer >= m_anim_framelength) { + if(m_anim_timer >= m_anim_framelength) + { m_anim_timer -= m_anim_framelength; m_anim_frame++; - if (m_anim_frame >= m_anim_num_frames) + if(m_anim_frame >= m_anim_num_frames) m_anim_frame = 0; } updateTexturePos(); - if (m_reset_textures_timer >= 0) { + if(m_reset_textures_timer >= 0) + { m_reset_textures_timer -= dtime; - if (m_reset_textures_timer <= 0) { + if(m_reset_textures_timer <= 0) { m_reset_textures_timer = -1; updateTextures(m_previous_texture_modifier); } } if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) { - // This is the child node's rotation. It is only used for - // automatic_rotate. + // This is the child node's rotation. It is only used for automatic_rotate. v3f local_rot = node->getRotation(); - local_rot.Y = modulo360f( - local_rot.Y - - dtime * core::RADTODEG * m_prop.automatic_rotate); + local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG * + m_prop.automatic_rotate); node->setRotation(local_rot); } if (!getParent() && m_prop.automatic_face_movement_dir && (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) { - float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI + - m_prop.automatic_face_movement_dir_offset; + float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI + + m_prop.automatic_face_movement_dir_offset; float max_rotation_per_sec = m_prop.automatic_face_movement_max_rotation_per_sec; if (max_rotation_per_sec > 0) { wrappedApproachShortest(m_rotation.Y, target_yaw, - dtime * max_rotation_per_sec, 360.f); + dtime * max_rotation_per_sec, 360.f); } else { // Negative values of max_rotation_per_sec mean disabled. m_rotation.Y = target_yaw; @@ -1191,13 +1169,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) void GenericCAO::updateTexturePos() { - if (m_spritenode) { - scene::ICameraSceneNode *camera = + if(m_spritenode) + { + scene::ICameraSceneNode* camera = m_spritenode->getSceneManager()->getActiveCamera(); - if (!camera) + if(!camera) return; - v3f cam_to_entity = m_spritenode->getAbsolutePosition() - - camera->getAbsolutePosition(); + v3f cam_to_entity = m_spritenode->getAbsolutePosition() + - camera->getAbsolutePosition(); cam_to_entity.normalize(); int row = m_tx_basepos.Y; @@ -1209,17 +1188,17 @@ void GenericCAO::updateTexturePos() 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 mob_dir = + atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.; float dir = mob_dir - m_rotation.Y; dir = wrapDegrees_180(dir); if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f) col += 2; - else if (std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f) + else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f) col += 3; - else if (std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f) + else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f) col += 0; - else if (std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f) + else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f) col += 1; else col += 4; @@ -1256,106 +1235,87 @@ void GenericCAO::updateTextures(std::string mod) texturestring += mod; m_spritenode->getMaterial(0).MaterialType = m_material_type; m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f; - m_spritenode->setMaterialTexture( - 0, tsrc->getTextureForMesh(texturestring)); + m_spritenode->setMaterialTexture(0, + tsrc->getTextureForMesh(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. + // 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.empty()) { - 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).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); + 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) { + i < m_animated_meshnode->getMaterialCount(); ++i) { std::string texturestring = m_prop.textures[i]; if (texturestring.empty()) - continue; // Empty texture string means don't - // modify that material + continue; // Empty texture string means don't modify that material texturestring += mod; - video::ITexture *texture = - tsrc->getTextureForMesh(texturestring); + video::ITexture* texture = tsrc->getTextureForMesh(texturestring); if (!texture) { - errorstream << "GenericCAO::updateTextures(): " - "Could not load texture " - << texturestring << std::endl; + errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl; continue; } // Set material flags and texture - video::SMaterial &material = - m_animated_meshnode->getMaterial(i); + video::SMaterial& material = m_animated_meshnode->getMaterial(i); material.MaterialType = m_material_type; material.MaterialTypeParam = 0.5f; material.TextureLayer[0].Texture = texture; material.setFlag(video::EMF_LIGHTING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, - m_prop.backface_culling); + material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling); // don't filter low-res textures, makes them look blurry // player models have a res of 64 - const core::dimension2d<u32> &size = - texture->getOriginalSize(); + const core::dimension2d<u32> &size = texture->getOriginalSize(); const u32 res = std::min(size.Height, size.Width); use_trilinear_filter &= res > 64; use_bilinear_filter &= res > 64; - 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); + 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]; + 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) { + 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) + 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); + video::SMaterial& material = m_meshnode->getMaterial(i); material.MaterialType = m_material_type; material.MaterialTypeParam = 0.5f; material.setFlag(video::EMF_LIGHTING, false); @@ -1364,28 +1324,19 @@ void GenericCAO::updateTextures(std::string mod) tsrc->getTextureForMesh(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]; + // 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); + 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(); @@ -1395,28 +1346,21 @@ void GenericCAO::updateTextures(std::string mod) tname = m_prop.textures[0]; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); - buf->getMaterial().setTexture( - 0, tsrc->getTextureForMesh(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.empty()) { - buf->getMaterial().AmbientColor = - m_prop.colors[0]; - buf->getMaterial().DiffuseColor = - m_prop.colors[0]; - buf->getMaterial().SpecularColor = - m_prop.colors[0]; + buf->getMaterial().setTexture(0, + tsrc->getTextureForMesh(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.empty()) { + 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); + 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"; @@ -1426,35 +1370,25 @@ void GenericCAO::updateTextures(std::string mod) tname = m_prop.textures[0]; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); - buf->getMaterial().setTexture( - 0, tsrc->getTextureForMesh(tname)); + buf->getMaterial().setTexture(0, + tsrc->getTextureForMesh(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. + // 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]; + 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.empty()) { - buf->getMaterial().AmbientColor = - m_prop.colors[0]; - buf->getMaterial().DiffuseColor = - m_prop.colors[0]; - buf->getMaterial().SpecularColor = - m_prop.colors[0]; + 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); + 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); } // Set mesh color (only if lighting is disabled) if (!m_prop.colors.empty() && m_glow < 0) @@ -1469,15 +1403,13 @@ void GenericCAO::updateAnimation() return; if (m_animated_meshnode->getStartFrame() != m_animation_range.X || - m_animated_meshnode->getEndFrame() != m_animation_range.Y) - m_animated_meshnode->setFrameLoop( - m_animation_range.X, m_animation_range.Y); + m_animated_meshnode->getEndFrame() != m_animation_range.Y) + m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y); if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed) m_animated_meshnode->setAnimationSpeed(m_animation_speed); m_animated_meshnode->setTransitionTime(m_animation_blend); // Requires Irrlicht 1.8 or greater -#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || \ - IRRLICHT_VERSION_MAJOR > 1 +#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1 if (m_animated_meshnode->getLoopMode() != m_animation_loop) m_animated_meshnode->setLoopMode(m_animation_loop); #endif @@ -1496,13 +1428,10 @@ void GenericCAO::updateBonePosition() if (m_bone_position.empty() || !m_animated_meshnode) return; - m_animated_meshnode->setJointMode( - irr::scene::EJUOR_CONTROL); // To write positions to the mesh on - // render + m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render for (auto &it : m_bone_position) { std::string bone_name = it.first; - irr::scene::IBoneSceneNode *bone = - m_animated_meshnode->getJointNode(bone_name.c_str()); + irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str()); if (bone) { bone->setPosition(it.second.X); bone->setRotation(it.second.Y); @@ -1515,8 +1444,7 @@ void GenericCAO::updateBonePosition() if (!bone) continue; - // If bone is manually positioned there is no need to perform the bug - // check + //If bone is manually positioned there is no need to perform the bug check bool skip = false; for (auto &it : m_bone_position) { if (it.first == bone->getName()) { @@ -1528,10 +1456,9 @@ void GenericCAO::updateBonePosition() continue; // Workaround for Irrlicht bug - // We check each bone to see if it has been rotated ~180deg from its - // expected position due to a bug in Irricht when using EJUOR_CONTROL - // joint control. If the bug is detected we update the bone to the proper - // position and update the bones transformation. + // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht + // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position + // and update the bones transformation. v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees(); float offset = fabsf(bone_rot.X - bone->getRotation().X); if (offset > 179.9f && offset < 180.1f) { @@ -1577,26 +1504,25 @@ void GenericCAO::updateAttachments() v3f old_pos = getPosition(); m_matrixnode->setParent(m_smgr->getRootSceneNode()); - getPosRotMatrix().setTranslation( - old_pos - intToFloat(camera_offset, BS)); + getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS)); m_matrixnode->updateAbsolutePosition(); } - } else // Attach + } + else // Attach { parent->updateAttachments(); scene::ISceneNode *parent_node = parent->getSceneNode(); scene::IAnimatedMeshSceneNode *parent_animated_mesh_node = parent->getAnimatedMeshSceneNode(); if (parent_animated_mesh_node && !m_attachment_bone.empty()) { - parent_node = parent_animated_mesh_node->getJointNode( - m_attachment_bone.c_str()); + parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str()); } if (m_matrixnode && parent_node) { m_matrixnode->setParent(parent_node); parent_node->updateAbsolutePosition(); getPosRotMatrix().setTranslation(m_attachment_position); - // setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation); + //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation); // use Irrlicht eulers instead getPosRotMatrix().setRotationDegrees(m_attachment_rotation); m_matrixnode->updateAbsolutePosition(); @@ -1616,20 +1542,23 @@ bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const */ bool uses_legacy_texture = new_.wield_item.empty() && - (new_.visual == "wielditem" || new_.visual == "item"); + (new_.visual == "wielditem" || new_.visual == "item"); // Ordered to compare primitive types before std::vectors return old.backface_culling != new_.backface_culling || - old.is_visible != new_.is_visible || old.mesh != new_.mesh || - old.shaded != new_.shaded || - old.use_texture_alpha != new_.use_texture_alpha || - old.visual != new_.visual || old.visual_size != new_.visual_size || - old.wield_item != new_.wield_item || old.colors != new_.colors || - (uses_legacy_texture && old.textures != new_.textures); + old.is_visible != new_.is_visible || + old.mesh != new_.mesh || + old.shaded != new_.shaded || + old.use_texture_alpha != new_.use_texture_alpha || + old.visual != new_.visual || + old.visual_size != new_.visual_size || + old.wield_item != new_.wield_item || + old.colors != new_.colors || + (uses_legacy_texture && old.textures != new_.textures); } void GenericCAO::processMessage(const std::string &data) { - // infostream<<"GenericCAO: Got message"<<std::endl; + //infostream<<"GenericCAO: Got message"<<std::endl; std::istringstream is(data, std::ios::binary); // command u8 cmd = readU8(is); @@ -1651,7 +1580,7 @@ void GenericCAO::processMessage(const std::string &data) m_tx_size.X = 1.0f / m_prop.spritediv.X; m_tx_size.Y = 1.0f / m_prop.spritediv.Y; - if (!m_initial_tx_basepos_set) { + if(!m_initial_tx_basepos_set){ m_initial_tx_basepos_set = true; m_tx_basepos = m_prop.initial_sprite_basepos; } @@ -1672,9 +1601,8 @@ void GenericCAO::processMessage(const std::string &data) if (expire_visuals) { expireVisuals(); } else { - infostream << "GenericCAO: properties updated but expiring " - "visuals" - << " not necessary" << std::endl; + infostream << "GenericCAO: properties updated but expiring visuals" + << " not necessary" << std::endl; if (textures_changed) { // don't update while punch texture modifier is active if (m_reset_textures_timer < 0) @@ -1684,8 +1612,7 @@ void GenericCAO::processMessage(const std::string &data) } } else if (cmd == AO_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. + // We might however get here if the server notices the object being detached before the client. m_position = readV3F32(is); m_velocity = readV3F32(is); m_acceleration = readV3F32(is); @@ -1698,16 +1625,16 @@ void GenericCAO::processMessage(const std::string &data) // 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(m_prop.physical) + m_position += v3f(0,0.002,0); - if (getParent() != NULL) // Just in case + if(getParent() != NULL) // Just in case return; - if (do_interpolate) { - if (!m_prop.physical) - pos_translator.update(m_position, is_end_position, - update_interval); + if(do_interpolate) + { + if(!m_prop.physical) + pos_translator.update(m_position, is_end_position, update_interval); } else { pos_translator.init(m_position); } @@ -1716,8 +1643,7 @@ void GenericCAO::processMessage(const std::string &data) } else if (cmd == AO_CMD_SET_TEXTURE_MOD) { std::string mod = deSerializeString(is); - // immediately reset a engine issued texture modifier if a mod sends a - // different one + // immediately reset a engine issued texture modifier if a mod sends a different one if (m_reset_textures_timer > 0) { m_reset_textures_timer = -1; updateTextures(m_previous_texture_modifier); @@ -1744,7 +1670,9 @@ void GenericCAO::processMessage(const std::string &data) bool sneak_glitch = !readU8(is); bool new_move = !readU8(is); - if (m_is_local_player) { + + if(m_is_local_player) + { LocalPlayer *player = m_env->getLocalPlayer(); player->physics_override_speed = override_speed; player->physics_override_jump = override_jump; @@ -1760,33 +1688,31 @@ void GenericCAO::processMessage(const std::string &data) m_animation_range = v2s32((s32)range.X, (s32)range.Y); m_animation_speed = readF32(is); m_animation_blend = readF32(is); - // these are sent inverted so we get true when the server sends - // nothing + // these are sent inverted so we get true when the server sends nothing m_animation_loop = !readU8(is); updateAnimation(); } else { LocalPlayer *player = m_env->getLocalPlayer(); - if (player->last_animation == NO_ANIM) { + if(player->last_animation == NO_ANIM) + { m_animation_range = v2s32((s32)range.X, (s32)range.Y); m_animation_speed = readF32(is); m_animation_blend = readF32(is); - // these are sent inverted so we get true when the server - // sends nothing + // these are sent inverted so we get true when the server sends nothing m_animation_loop = !readU8(is); } // update animation only if local animations present // and received animation is unknown (except idle animation) bool is_known = false; - for (int i = 1; i < 4; i++) { - if (m_animation_range.Y == player->local_animations[i].Y) + for (int i = 1;i<4;i++) + { + if(m_animation_range.Y == player->local_animations[i].Y) is_known = true; } - if (!is_known || - (player->local_animations[1].Y + - player->local_animations[2] - .Y < - 1)) { - updateAnimation(); + if(!is_known || + (player->local_animations[1].Y + player->local_animations[2].Y < 1)) + { + updateAnimation(); } } } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) { @@ -1821,23 +1747,21 @@ void GenericCAO::processMessage(const std::string &data) if (m_is_local_player) m_env->getLocalPlayer()->hp = m_hp; - if (damage > 0) { - if (m_hp == 0) { + if (damage > 0) + { + if (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, - v2f(m_prop.visual_size.X, - m_prop.visual_size.Y) * - BS); + ClientSimpleObject *simple = createSmokePuff( + m_smgr, m_env, m_position, + v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS); m_env->addSimpleObject(simple); - } else if (m_reset_textures_timer < 0 && - !m_prop.damage_texture_modifier.empty()) { + } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) { m_reset_textures_timer = 0.05; - if (damage >= 2) + if(damage >= 2) m_reset_textures_timer += 0.05 * damage; - updateTextures(m_current_texture_modifier + - m_prop.damage_texture_modifier); + updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier); } } @@ -1851,7 +1775,8 @@ void GenericCAO::processMessage(const std::string &data) } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) { m_armor_groups.clear(); int armor_groups_size = readU16(is); - for (int i = 0; i < armor_groups_size; i++) { + for(int i=0; i<armor_groups_size; i++) + { std::string name = deSerializeString(is); int rating = readS16(is); m_armor_groups[name] = rating; @@ -1866,42 +1791,44 @@ void GenericCAO::processMessage(const std::string &data) // Don't do anything and also don't log a warning } else { warningstream << FUNCTION_NAME - << ": unknown command or outdated client \"" << +cmd << "\"" - << std::endl; + << ": unknown command or outdated client \"" + << +cmd << "\"" << std::endl; } } /* \pre punchitem != NULL */ -bool GenericCAO::directReportPunch( - v3f dir, const ItemStack *punchitem, float time_from_last_punch) +bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, + float time_from_last_punch) { - assert(punchitem); // pre-condition + assert(punchitem); // pre-condition const ToolCapabilities *toolcap = &punchitem->getToolCapabilities(m_client->idef()); PunchDamageResult result = getPunchDamage( - m_armor_groups, toolcap, punchitem, time_from_last_punch); + m_armor_groups, + toolcap, + punchitem, + time_from_last_punch); - if (result.did_punch && result.damage != 0) { - if (result.damage < m_hp) { + 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, - v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * - BS); + ClientSimpleObject *simple = createSmokePuff( + m_smgr, m_env, m_position, + v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS); m_env->addSimpleObject(simple); } - if (m_reset_textures_timer < 0 && - !m_prop.damage_texture_modifier.empty()) { + if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) { m_reset_textures_timer = 0.05; if (result.damage >= 2) m_reset_textures_timer += 0.05 * result.damage; - updateTextures(m_current_texture_modifier + - m_prop.damage_texture_modifier); + updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier); } } @@ -1911,13 +1838,14 @@ bool GenericCAO::directReportPunch( std::string GenericCAO::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<<"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 << "}"; + os<<"}"; return os.str(); } |