void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server) { /*infostream<<"Client::addUpdateMeshTask(): " <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" <<std::endl;*/ MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p); if(b == NULL) return; /* Create a task to update the mesh of the block */ MeshMakeData *data = new MeshMakeData; { //TimeTaker timer("data fill"); // Release: ~0ms // Debug: 1-6ms, avg=2ms data->fill(getDayNightRatio(), b); } // Debug wait //while(m_mesh_update_thread.m_queue_in.size() > 0) sleep_ms(10); // Add task to queue m_mesh_update_thread.m_queue_in.addBlock(p, data, ack_to_server); /*infostream<<"Mesh update input queue size is " <<m_mesh_update_thread.m_queue_in.size() <<std::endl;*/ #if 0 // Temporary test: make mesh directly in here { //TimeTaker timer("make mesh"); // 10ms scene::SMesh *mesh_new = NULL; mesh_new = makeMapBlockMesh(data); b->replaceMesh(mesh_new); delete data; } #endif /* Mark mesh as non-expired at this point so that it can already be marked as expired again if the data changes */ b->setMeshExpired(false); }
void ClientEnvironment::step(float dtime) { DSTACK(__FUNCTION_NAME); // Get some settings bool free_move = g_settings.getBool("free_move"); bool footprints = g_settings.getBool("footprints"); // Get local player LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); // collision info queue core::list<CollisionInfo> player_collisions; /* Get the speed the player is going */ bool is_climbing = lplayer->is_climbing; f32 player_speed = 0.001; // just some small value player_speed = lplayer->getSpeed().getLength(); /* Maximum position increment */ //f32 position_max_increment = 0.05*BS; f32 position_max_increment = 0.1*BS; // Maximum time increment (for collision detection etc) // time = distance / speed f32 dtime_max_increment = position_max_increment / player_speed; // Maximum time increment is 10ms or lower if(dtime_max_increment > 0.01) dtime_max_increment = 0.01; // Don't allow overly huge dtime if(dtime > 0.5) dtime = 0.5; f32 dtime_downcount = dtime; /* Stuff that has a maximum time increment */ u32 loopcount = 0; do { loopcount++; f32 dtime_part; if(dtime_downcount > dtime_max_increment) { dtime_part = dtime_max_increment; dtime_downcount -= dtime_part; } else { dtime_part = dtime_downcount; /* Setting this to 0 (no -=dtime_part) disables an infinite loop when dtime_part is so small that dtime_downcount -= dtime_part does nothing */ dtime_downcount = 0; } /* Handle local player */ { v3f lplayerpos = lplayer->getPosition(); // Apply physics if(free_move == false && is_climbing == false) { // Gravity v3f speed = lplayer->getSpeed(); if(lplayer->swimming_up == false) speed.Y -= 9.81 * BS * dtime_part * 2; // Water resistance if(lplayer->in_water_stable || lplayer->in_water) { f32 max_down = 2.0*BS; if(speed.Y < -max_down) speed.Y = -max_down; f32 max = 2.5*BS; if(speed.getLength() > max) { speed = speed / speed.getLength() * max; } } lplayer->setSpeed(speed); } /* Move the lplayer. This also does collision detection. */ lplayer->move(dtime_part, *m_map, position_max_increment, &player_collisions); } } while(dtime_downcount > 0.001); //std::cout<<"Looped "<<loopcount<<" times."<<std::endl; for(core::list<CollisionInfo>::Iterator i = player_collisions.begin(); i != player_collisions.end(); i++) { CollisionInfo &info = *i; if(info.t == COLLISION_FALL) { //f32 tolerance = BS*10; // 2 without damage f32 tolerance = BS*12; // 3 without damage f32 factor = 1; if(info.speed > tolerance) { f32 damage_f = (info.speed - tolerance)/BS*factor; u16 damage = (u16)(damage_f+0.5); if(lplayer->hp > damage) lplayer->hp -= damage; else lplayer->hp = 0; ClientEnvEvent event; event.type = CEE_PLAYER_DAMAGE; event.player_damage.amount = damage; m_client_event_queue.push_back(event); } } } /* Stuff that can be done in an arbitarily large dtime */ for(core::list<Player*>::Iterator i = m_players.begin(); i != m_players.end(); i++) { Player *player = *i; v3f playerpos = player->getPosition(); /* Handle non-local players */ if(player->isLocal() == false) { // Move player->move(dtime, *m_map, 100*BS); // Update lighting on remote players on client u8 light = LIGHT_MAX; try{ // Get node at head v3s16 p = floatToInt(playerpos + v3f(0,BS+BS/2,0), BS); MapNode n = m_map->getNode(p); light = n.getLightBlend(getDayNightRatio()); } catch(InvalidPositionException &e) {} player->updateLight(light); } /* Add footsteps to grass */ if(footprints) { // Get node that is at BS/4 under player v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS); try{ MapNode n = m_map->getNode(bottompos); if(n.getContent() == CONTENT_GRASS) { n.setContent(CONTENT_GRASS_FOOTSTEPS); m_map->setNode(bottompos, n); // Update mesh on client if(m_map->mapType() == MAPTYPE_CLIENT) { v3s16 p_blocks = getNodeBlockPos(bottompos); MapBlock *b = m_map->getBlockNoCreate(p_blocks); //b->updateMesh(getDayNightRatio()); b->setMeshExpired(true); } } } catch(InvalidPositionException &e) { } } } /* Step active objects and update lighting of them */ for(core::map<u16, ClientActiveObject*>::Iterator i = m_active_objects.getIterator(); i.atEnd()==false; i++) { ClientActiveObject* obj = i.getNode()->getValue(); // Step object obj->step(dtime, this); if(m_active_object_light_update_interval.step(dtime, 0.21)) { // Update lighting //u8 light = LIGHT_MAX; u8 light = 0; try{ // Get node at head v3s16 p = obj->getLightPosition(); MapNode n = m_map->getNode(p); light = n.getLightBlend(getDayNightRatio()); } catch(InvalidPositionException &e) {} obj->updateLight(light); } } }