std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
ClientActiveObject* m_attachment_parent;
std::string m_attachment_bone;
- v3f m_attacmhent_position;
+ v3f m_attachment_position;
v3f m_attachment_rotation;
int m_anim_frame;
int m_anim_num_frames;
// Nothing to do for m_bone_posrot
m_attachment_parent(NULL),
m_attachment_bone(""),
- m_attacmhent_position(v3f(0,0,0)),
+ m_attachment_position(v3f(0,0,0)),
m_attachment_rotation(v3f(0,0,0)),
m_anim_frame(0),
m_anim_num_frames(1),
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
- m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
updateNodePos();
}
- if(m_animated_meshnode)
- errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
+ // REMAINING ATTACHMENT ISSUES:
+ // Absolute Position of attachments is printed differently here than what it's set to in the SetAttachment function.
+ // Apparently here it prints the origin of the parent, but ignores the offset it was actually set to.
+
+ //if(m_animated_meshnode != NULL && m_attachment_parent != NULL)
+ // errorstream<<"Attachment position, step: "<<m_animated_meshnode->getAbsolutePosition().X<<","<<m_animated_meshnode->getAbsolutePosition().Y<<","<<m_animated_meshnode->getAbsolutePosition().Z<<std::endl;
}
void updateTexturePos()
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
- if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
+ if(m_attachment_parent == NULL || m_attachment_parent->isLocalPlayer()) // Detach
+ {
+ if(m_meshnode)
+ {
+ v3f old_position = m_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_meshnode->getRotation();
+ m_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_meshnode->setPosition(old_position);
+ m_meshnode->setRotation(old_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ if(m_animated_meshnode)
+ {
+ v3f old_position = m_animated_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_animated_meshnode->getRotation();
+ m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_animated_meshnode->setPosition(old_position);
+ m_animated_meshnode->setRotation(old_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ if(m_spritenode)
+ {
+ v3f old_position = m_spritenode->getAbsolutePosition();
+ v3f old_rotation = m_spritenode->getRotation();
+ m_spritenode->setParent(m_smgr->getRootSceneNode());
+ m_spritenode->setPosition(old_position);
+ m_spritenode->setRotation(old_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ }
+ else // Attach
{
// REMAINING ATTACHMENT ISSUES:
// The code below should cause the child to get attached, but for some reason it's not working
- // A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
+ // A debug print confirms both position and absolute position are set accordingly, but the object still doesn't show
+ // Position and Absolute Position were tested to be set properly here
scene::IMeshSceneNode *parent_mesh = NULL;
if(m_attachment_parent->getMeshSceneNode())
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
- if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
- parent_bone = NULL;
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
- m_meshnode->setPosition(parent_bone->getPosition());
- m_meshnode->setRotation(parent_bone->getRotation());
+ m_meshnode->setParent(parent_bone);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
- //m_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
- m_meshnode->setPosition(parent_mesh->getPosition());
- m_meshnode->setRotation(parent_mesh->getRotation());
+ m_meshnode->setParent(parent_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
- //m_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
- m_meshnode->setPosition(parent_animated_mesh->getPosition());
- m_meshnode->setRotation(parent_animated_mesh->getRotation());
+ m_meshnode->setParent(parent_animated_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
- //m_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
- m_meshnode->setPosition(parent_sprite->getPosition());
- m_meshnode->setRotation(parent_sprite->getRotation());
+ m_meshnode->setParent(parent_sprite);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
- //m_meshnode->setParent(parent_sprite);
}
}
}
if(m_animated_meshnode){
if(parent_bone){
- m_animated_meshnode->setPosition(parent_bone->getPosition());
- m_animated_meshnode->setRotation(parent_bone->getRotation());
+ m_animated_meshnode->setParent(parent_bone);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
- //m_animated_meshnode->setParent(parent_bone);
}
else
{
if(parent_mesh){
- m_animated_meshnode->setPosition(parent_mesh->getPosition());
- m_animated_meshnode->setRotation(parent_mesh->getRotation());
+ m_animated_meshnode->setParent(parent_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
- //m_animated_meshnode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
- m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
- m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
+ m_animated_meshnode->setParent(parent_animated_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
- //m_animated_meshnode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
- m_animated_meshnode->setPosition(parent_sprite->getPosition());
- m_animated_meshnode->setRotation(parent_sprite->getRotation());
+ m_animated_meshnode->setParent(parent_sprite);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
- //m_animated_meshnode->setParent(parent_sprite);
}
}
}
if(m_spritenode){
if(parent_bone){
- m_spritenode->setPosition(parent_bone->getPosition());
- m_spritenode->setRotation(parent_bone->getRotation());
+ m_spritenode->setParent(parent_bone);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
- //m_spritenode->setParent(parent_bone);
}
else
{
if(parent_mesh){
- m_spritenode->setPosition(parent_mesh->getPosition());
- m_spritenode->setRotation(parent_mesh->getRotation());
+ m_spritenode->setParent(parent_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
- //m_spritenode->setParent(parent_mesh);
}
else if(parent_animated_mesh){
- m_spritenode->setPosition(parent_animated_mesh->getPosition());
- m_spritenode->setRotation(parent_animated_mesh->getRotation());
+ m_spritenode->setParent(parent_animated_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
- //m_spritenode->setParent(parent_animated_mesh);
}
else if(parent_sprite){
- m_spritenode->setPosition(parent_sprite->getPosition());
- m_spritenode->setRotation(parent_sprite->getRotation());
+ m_spritenode->setParent(parent_sprite);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
- //m_spritenode->setParent(parent_sprite);
}
}
}
m_frame_speed = readF1000(is);
m_frame_blend = readF1000(is);
- updateAnimations();
- expireVisuals();
+ expireVisuals(); // Automatically calls the proper function next
}
else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
{
v3f rotation = readV3F1000(is);
m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
- updateBonePosRot();
- expireVisuals();
+ expireVisuals(); // Automatically calls the proper function next
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
obj = NULL;
m_attachment_parent = obj;
m_attachment_bone = deSerializeString(is);
- m_attacmhent_position = readV3F1000(is);
+ m_attachment_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);
- updateAttachments();
+ expireVisuals(); // Automatically calls the proper function next
}
else if(cmd == GENERIC_CMD_PUNCHED)
{
m_last_sent_velocity(0,0,0),
m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
- m_armor_groups_sent(false)
+ m_armor_groups_sent(false),
+ m_animations_sent(false),
+ m_animations_bone_sent(false),
+ m_attachment_sent(false)
{
// Only register type if no environment supplied
if(env == NULL){
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
+
+ if(m_animations_sent == false){
+ m_animations_sent = true;
+ std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_animations_bone_sent == false){
+ m_animations_bone_sent = true;
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
+ std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+ }
+
+ if(m_attachment_sent == false){
+ m_attachment_sent = true;
+ std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
}
std::string LuaEntitySAO::getClientInitializationData()
void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
- std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_animation_frames = frames;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animations_sent = false;
}
void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
- std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
+ m_animations_bone_sent = false;
}
void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
m_parent = parent;
// Client attachment:
- std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_attachment_parent_id = parent->getId();
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
m_properties_sent(true),
m_privs(privs),
m_is_singleplayer(is_singleplayer),
+ m_animations_sent(false),
+ m_animations_bone_sent(false),
+ m_attachment_sent(false),
// public
m_teleported(false),
m_inventory_not_sent(false),
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
+
+ if(m_animations_sent == false){
+ m_animations_sent = true;
+ std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_animations_bone_sent == false){
+ m_animations_bone_sent = true;
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
+ std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+ }
+
+ if(m_attachment_sent == false){
+ m_attachment_sent = true;
+ std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
}
void PlayerSAO::setBasePosition(const v3f &position)
void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
- std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ // store these so they can be updated to clients
+ m_animation_frames = frames;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animations_sent = false;
}
void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
- std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ // store these so they can be updated to clients
+ m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
+ m_animations_bone_sent = false;
}
void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
m_parent = parent;
// Client attachment:
- std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_attachment_parent_id = parent->getId();
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
}
ObjectProperties* PlayerSAO::accessObjectProperties()
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
+
+ v2f m_animation_frames;
+ float m_animation_speed;
+ float m_animation_blend;
+ bool m_animations_sent;
+
+ std::map<std::string, core::vector2d<v3f> > m_animation_bone;
+ bool m_animations_bone_sent;
+
ServerActiveObject *m_parent;
+ int m_attachment_parent_id;
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attachment_sent;
};
/*
bool m_position_not_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
- ServerActiveObject *m_parent;
+
+
+
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
+ v2f m_animation_frames;
+ float m_animation_speed;
+ float m_animation_blend;
+ bool m_animations_sent;
+
+ std::map<std::string, core::vector2d<v3f> > m_animation_bone;
+ bool m_animations_bone_sent;
+
+ ServerActiveObject *m_parent;
+ int m_attachment_parent_id;
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attachment_sent;
+
public:
// Some flags used by Server
bool m_teleported;