diff options
Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r-- | src/client/content_cao.cpp | 798 |
1 files changed, 435 insertions, 363 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index cf671d5ca..36a47d57c 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -53,8 +53,7 @@ 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; @@ -64,8 +63,9 @@ 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; @@ -81,8 +81,7 @@ void SmoothTranslator<T>::update(T new_target, bool is_end_position, float updat 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; @@ -110,8 +109,7 @@ 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) @@ -139,26 +137,26 @@ 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); } @@ -181,12 +179,9 @@ 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); @@ -198,6 +193,7 @@ public: void processMessage(const std::string &data); bool getCollisionBox(aabb3f *toset) const { return false; } + private: scene::IMeshSceneNode *m_node; v3f m_position; @@ -206,40 +202,38 @@ 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); @@ -272,15 +266,14 @@ 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); } @@ -288,16 +281,15 @@ 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(); } @@ -309,7 +301,7 @@ 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) { @@ -321,9 +313,8 @@ 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; @@ -343,7 +334,7 @@ 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) { @@ -365,8 +356,7 @@ 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; } @@ -398,8 +388,8 @@ 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; @@ -415,7 +405,7 @@ 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; @@ -461,7 +451,8 @@ 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; @@ -479,12 +470,12 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit 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; @@ -523,10 +514,10 @@ 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) @@ -544,7 +535,7 @@ 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; @@ -590,26 +581,30 @@ 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); @@ -623,21 +618,22 @@ 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(); @@ -649,17 +645,17 @@ 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); @@ -669,8 +665,10 @@ 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 @@ -680,17 +678,17 @@ 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); @@ -700,16 +698,18 @@ 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. @@ -717,47 +717,54 @@ 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; @@ -766,24 +773,24 @@ 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 */ @@ -804,7 +811,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc) } void GenericCAO::updateLight(u32 day_night_ratio) -{ +{ if (m_glow < 0) return; @@ -813,14 +820,15 @@ 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; } @@ -891,7 +899,8 @@ 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()) { @@ -911,8 +920,8 @@ 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; @@ -930,11 +939,11 @@ 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); } } @@ -947,7 +956,7 @@ 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; } @@ -955,39 +964,43 @@ 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; } @@ -1010,10 +1023,9 @@ 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(); } } @@ -1026,17 +1038,20 @@ 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) @@ -1049,31 +1064,31 @@ 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; @@ -1081,7 +1096,8 @@ 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); @@ -1095,56 +1111,62 @@ 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; @@ -1169,14 +1191,13 @@ 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; @@ -1188,17 +1209,17 @@ 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; @@ -1235,87 +1256,106 @@ 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); @@ -1324,19 +1364,28 @@ 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(); @@ -1346,21 +1395,28 @@ 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"; @@ -1370,25 +1426,35 @@ 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) @@ -1403,13 +1469,15 @@ 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 @@ -1428,10 +1496,13 @@ 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); @@ -1444,7 +1515,8 @@ 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()) { @@ -1456,9 +1528,10 @@ 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) { @@ -1504,25 +1577,26 @@ 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(); @@ -1542,23 +1616,20 @@ 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); @@ -1580,7 +1651,7 @@ 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; } @@ -1601,8 +1672,9 @@ 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) @@ -1612,7 +1684,8 @@ 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); @@ -1625,16 +1698,16 @@ 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); } @@ -1643,7 +1716,8 @@ 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); @@ -1670,9 +1744,7 @@ 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; @@ -1688,31 +1760,33 @@ 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) { @@ -1747,21 +1821,23 @@ 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); } } @@ -1775,8 +1851,7 @@ 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; @@ -1791,44 +1866,42 @@ 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); } } @@ -1838,14 +1911,13 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, 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(); } |