]> git.lizzy.rs Git - dragonfireclient.git/blob - src/client/content_cao.cpp
Fix lighting of upright_sprite entities (#12336)
[dragonfireclient.git] / src / client / content_cao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_cao.h"
21 #include <IBillboardSceneNode.h>
22 #include <ICameraSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include "client/client.h"
26 #include "client/renderingengine.h"
27 #include "client/sound.h"
28 #include "client/tile.h"
29 #include "util/basic_macros.h"
30 #include "util/numeric.h"
31 #include "util/serialize.h"
32 #include "camera.h" // CameraModes
33 #include "collision.h"
34 #include "content_cso.h"
35 #include "environment.h"
36 #include "itemdef.h"
37 #include "localplayer.h"
38 #include "map.h"
39 #include "mesh.h"
40 #include "nodedef.h"
41 #include "serialization.h" // For decompressZlib
42 #include "settings.h"
43 #include "sound.h"
44 #include "tool.h"
45 #include "wieldmesh.h"
46 #include <algorithm>
47 #include <cmath>
48 #include "client/shader.h"
49 #include "client/minimap.h"
50
51 class Settings;
52 struct ToolCapabilities;
53
54 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
55
56 template<typename T>
57 void SmoothTranslator<T>::init(T current)
58 {
59         val_old = current;
60         val_current = current;
61         val_target = current;
62         anim_time = 0;
63         anim_time_counter = 0;
64         aim_is_end = true;
65 }
66
67 template<typename T>
68 void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
69 {
70         aim_is_end = is_end_position;
71         val_old = val_current;
72         val_target = new_target;
73         if (update_interval > 0) {
74                 anim_time = update_interval;
75         } else {
76                 if (anim_time < 0.001 || anim_time > 1.0)
77                         anim_time = anim_time_counter;
78                 else
79                         anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
80         }
81         anim_time_counter = 0;
82 }
83
84 template<typename T>
85 void SmoothTranslator<T>::translate(f32 dtime)
86 {
87         anim_time_counter = anim_time_counter + dtime;
88         T val_diff = val_target - val_old;
89         f32 moveratio = 1.0;
90         if (anim_time > 0.001)
91                 moveratio = anim_time_counter / anim_time;
92         f32 move_end = aim_is_end ? 1.0 : 1.5;
93
94         // Move a bit less than should, to avoid oscillation
95         moveratio = std::min(moveratio * 0.8f, move_end);
96         val_current = val_old + val_diff * moveratio;
97 }
98
99 void SmoothTranslatorWrapped::translate(f32 dtime)
100 {
101         anim_time_counter = anim_time_counter + dtime;
102         f32 val_diff = std::abs(val_target - val_old);
103         if (val_diff > 180.f)
104                 val_diff = 360.f - val_diff;
105
106         f32 moveratio = 1.0;
107         if (anim_time > 0.001)
108                 moveratio = anim_time_counter / anim_time;
109         f32 move_end = aim_is_end ? 1.0 : 1.5;
110
111         // Move a bit less than should, to avoid oscillation
112         moveratio = std::min(moveratio * 0.8f, move_end);
113         wrappedApproachShortest(val_current, val_target,
114                 val_diff * moveratio, 360.f);
115 }
116
117 void SmoothTranslatorWrappedv3f::translate(f32 dtime)
118 {
119         anim_time_counter = anim_time_counter + dtime;
120
121         v3f val_diff_v3f;
122         val_diff_v3f.X = std::abs(val_target.X - val_old.X);
123         val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
124         val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
125
126         if (val_diff_v3f.X > 180.f)
127                 val_diff_v3f.X = 360.f - val_diff_v3f.X;
128
129         if (val_diff_v3f.Y > 180.f)
130                 val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
131
132         if (val_diff_v3f.Z > 180.f)
133                 val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
134
135         f32 moveratio = 1.0;
136         if (anim_time > 0.001)
137                 moveratio = anim_time_counter / anim_time;
138         f32 move_end = aim_is_end ? 1.0 : 1.5;
139
140         // Move a bit less than should, to avoid oscillation
141         moveratio = std::min(moveratio * 0.8f, move_end);
142         wrappedApproachShortest(val_current.X, val_target.X,
143                 val_diff_v3f.X * moveratio, 360.f);
144
145         wrappedApproachShortest(val_current.Y, val_target.Y,
146                 val_diff_v3f.Y * moveratio, 360.f);
147
148         wrappedApproachShortest(val_current.Z, val_target.Z,
149                 val_diff_v3f.Z * moveratio, 360.f);
150 }
151
152 /*
153         Other stuff
154 */
155
156 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
157                 float txs, float tys, int col, int row)
158 {
159         video::SMaterial& material = bill->getMaterial(0);
160         core::matrix4& matrix = material.getTextureMatrix(0);
161         matrix.setTextureTranslate(txs*col, tys*row);
162         matrix.setTextureScale(txs, tys);
163 }
164
165 // Evaluate transform chain recursively; irrlicht does not do this for us
166 static void updatePositionRecursive(scene::ISceneNode *node)
167 {
168         scene::ISceneNode *parent = node->getParent();
169         if (parent)
170                 updatePositionRecursive(parent);
171         node->updateAbsolutePosition();
172 }
173
174 static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
175 {
176         thread_local std::vector<u64> logged;
177
178         std::string message = from.str();
179         u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
180
181         if (std::find(logged.begin(), logged.end(), hash) != logged.end())
182                 return false;
183         logged.push_back(hash);
184         log_to << message << std::endl;
185         return true;
186 }
187
188 /*
189         TestCAO
190 */
191
192 class TestCAO : public ClientActiveObject
193 {
194 public:
195         TestCAO(Client *client, ClientEnvironment *env);
196         virtual ~TestCAO() = default;
197
198         ActiveObjectType getType() const
199         {
200                 return ACTIVEOBJECT_TYPE_TEST;
201         }
202
203         static ClientActiveObject* create(Client *client, ClientEnvironment *env);
204
205         void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
206         void removeFromScene(bool permanent);
207         void updateLight(u32 day_night_ratio);
208         void updateNodePos();
209
210         void step(float dtime, ClientEnvironment *env);
211
212         void processMessage(const std::string &data);
213
214         bool getCollisionBox(aabb3f *toset) const { return false; }
215 private:
216         scene::IMeshSceneNode *m_node;
217         v3f m_position;
218 };
219
220 // Prototype
221 TestCAO proto_TestCAO(NULL, NULL);
222
223 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
224         ClientActiveObject(0, client, env),
225         m_node(NULL),
226         m_position(v3f(0,10*BS,0))
227 {
228         ClientActiveObject::registerType(getType(), create);
229 }
230
231 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
232 {
233         return new TestCAO(client, env);
234 }
235
236 void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
237 {
238         if(m_node != NULL)
239                 return;
240
241         //video::IVideoDriver* driver = smgr->getVideoDriver();
242
243         scene::SMesh *mesh = new scene::SMesh();
244         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
245         video::SColor c(255,255,255,255);
246         video::S3DVertex vertices[4] =
247         {
248                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
249                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
250                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
251                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
252         };
253         u16 indices[] = {0,1,2,2,3,0};
254         buf->append(vertices, 4, indices, 6);
255         // Set material
256         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
257         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
258         buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
259         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
260         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
261         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
262         // Add to mesh
263         mesh->addMeshBuffer(buf);
264         buf->drop();
265         m_node = smgr->addMeshSceneNode(mesh, NULL);
266         mesh->drop();
267         updateNodePos();
268 }
269
270 void TestCAO::removeFromScene(bool permanent)
271 {
272         if (!m_node)
273                 return;
274
275         m_node->remove();
276         m_node = NULL;
277 }
278
279 void TestCAO::updateLight(u32 day_night_ratio)
280 {
281 }
282
283 void TestCAO::updateNodePos()
284 {
285         if (!m_node)
286                 return;
287
288         m_node->setPosition(m_position);
289         //m_node->setRotation(v3f(0, 45, 0));
290 }
291
292 void TestCAO::step(float dtime, ClientEnvironment *env)
293 {
294         if(m_node)
295         {
296                 v3f rot = m_node->getRotation();
297                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
298                 rot.Y += dtime * 180;
299                 m_node->setRotation(rot);
300         }
301 }
302
303 void TestCAO::processMessage(const std::string &data)
304 {
305         infostream<<"TestCAO: Got data: "<<data<<std::endl;
306         std::istringstream is(data, std::ios::binary);
307         u16 cmd;
308         is>>cmd;
309         if(cmd == 0)
310         {
311                 v3f newpos;
312                 is>>newpos.X;
313                 is>>newpos.Y;
314                 is>>newpos.Z;
315                 m_position = newpos;
316                 updateNodePos();
317         }
318 }
319
320 /*
321         GenericCAO
322 */
323
324 #include "clientobject.h"
325
326 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
327                 ClientActiveObject(0, client, env)
328 {
329         if (client == NULL) {
330                 ClientActiveObject::registerType(getType(), create);
331         } else {
332                 m_client = client;
333         }
334 }
335
336 bool GenericCAO::getCollisionBox(aabb3f *toset) const
337 {
338         if (m_prop.physical)
339         {
340                 //update collision box
341                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
342                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
343
344                 toset->MinEdge += m_position;
345                 toset->MaxEdge += m_position;
346
347                 return true;
348         }
349
350         return false;
351 }
352
353 bool GenericCAO::collideWithObjects() const
354 {
355         return m_prop.collideWithObjects;
356 }
357
358 void GenericCAO::initialize(const std::string &data)
359 {
360         infostream<<"GenericCAO: Got init data"<<std::endl;
361         processInitData(data);
362
363         m_enable_shaders = g_settings->getBool("enable_shaders");
364 }
365
366 void GenericCAO::processInitData(const std::string &data)
367 {
368         std::istringstream is(data, std::ios::binary);
369         const u8 version = readU8(is);
370
371         if (version < 1) {
372                 errorstream << "GenericCAO: Unsupported init data version"
373                                 << std::endl;
374                 return;
375         }
376
377         // PROTOCOL_VERSION >= 37
378         m_name = deSerializeString16(is);
379         m_is_player = readU8(is);
380         m_id = readU16(is);
381         m_position = readV3F32(is);
382         m_rotation = readV3F32(is);
383         m_hp = readU16(is);
384
385         if (m_is_player) {
386                 // Check if it's the current player
387                 LocalPlayer *player = m_env->getLocalPlayer();
388                 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
389                         m_is_local_player = true;
390                         m_is_visible = false;
391                         player->setCAO(this);
392                 }
393         }
394
395         const u8 num_messages = readU8(is);
396
397         for (int i = 0; i < num_messages; i++) {
398                 std::string message = deSerializeString32(is);
399                 processMessage(message);
400         }
401
402         m_rotation = wrapDegrees_0_360_v3f(m_rotation);
403         pos_translator.init(m_position);
404         rot_translator.init(m_rotation);
405         updateNodePos();
406 }
407
408 GenericCAO::~GenericCAO()
409 {
410         removeFromScene(true);
411 }
412
413 bool GenericCAO::getSelectionBox(aabb3f *toset) const
414 {
415         if (!m_prop.is_visible || !m_is_visible || m_is_local_player
416                         || !m_prop.pointable) {
417                 return false;
418         }
419         *toset = m_selection_box;
420         return true;
421 }
422
423 const v3f GenericCAO::getPosition() const
424 {
425         if (!getParent())
426                 return pos_translator.val_current;
427
428         // Calculate real position in world based on MatrixNode
429         if (m_matrixnode) {
430                 v3s16 camera_offset = m_env->getCameraOffset();
431                 return m_matrixnode->getAbsolutePosition() +
432                                 intToFloat(camera_offset, BS);
433         }
434
435         return m_position;
436 }
437
438 bool GenericCAO::isImmortal() const
439 {
440         return itemgroup_get(getGroups(), "immortal");
441 }
442
443 scene::ISceneNode *GenericCAO::getSceneNode() const
444 {
445         if (m_meshnode) {
446                 return m_meshnode;
447         }
448
449         if (m_animated_meshnode) {
450                 return m_animated_meshnode;
451         }
452
453         if (m_wield_meshnode) {
454                 return m_wield_meshnode;
455         }
456
457         if (m_spritenode) {
458                 return m_spritenode;
459         }
460         return NULL;
461 }
462
463 scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
464 {
465         return m_animated_meshnode;
466 }
467
468 void GenericCAO::setChildrenVisible(bool toset)
469 {
470         for (u16 cao_id : m_attachment_child_ids) {
471                 GenericCAO *obj = m_env->getGenericCAO(cao_id);
472                 if (obj) {
473                         // Check if the entity is forced to appear in first person.
474                         obj->setVisible(obj->m_force_visible ? true : toset);
475                 }
476         }
477 }
478
479 void GenericCAO::setAttachment(int parent_id, const std::string &bone,
480                 v3f position, v3f rotation, bool force_visible)
481 {
482         int old_parent = m_attachment_parent_id;
483         m_attachment_parent_id = parent_id;
484         m_attachment_bone = bone;
485         m_attachment_position = position;
486         m_attachment_rotation = rotation;
487         m_force_visible = force_visible;
488
489         ClientActiveObject *parent = m_env->getActiveObject(parent_id);
490
491         if (parent_id != old_parent) {
492                 if (auto *o = m_env->getActiveObject(old_parent))
493                         o->removeAttachmentChild(m_id);
494                 if (parent)
495                         parent->addAttachmentChild(m_id);
496         }
497         updateAttachments();
498
499         // Forcibly show attachments if required by set_attach
500         if (m_force_visible) {
501                 m_is_visible = true;
502         } else if (!m_is_local_player) {
503                 // Objects attached to the local player should be hidden in first person
504                 m_is_visible = !m_attached_to_local ||
505                         m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
506                 m_force_visible = false;
507         } else {
508                 // Local players need to have this set,
509                 // otherwise first person attachments fail.
510                 m_is_visible = true;
511         }
512 }
513
514 void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
515         v3f *rotation, bool *force_visible) const
516 {
517         *parent_id = m_attachment_parent_id;
518         *bone = m_attachment_bone;
519         *position = m_attachment_position;
520         *rotation = m_attachment_rotation;
521         *force_visible = m_force_visible;
522 }
523
524 void GenericCAO::clearChildAttachments()
525 {
526         // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
527         while (!m_attachment_child_ids.empty()) {
528                 int child_id = *m_attachment_child_ids.begin();
529
530                 if (ClientActiveObject *child = m_env->getActiveObject(child_id))
531                         child->setAttachment(0, "", v3f(), v3f(), false);
532
533                 removeAttachmentChild(child_id);
534         }
535 }
536
537 void GenericCAO::clearParentAttachment()
538 {
539         if (m_attachment_parent_id)
540                 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
541         else
542                 setAttachment(0, "", v3f(), v3f(), false);
543 }
544
545 void GenericCAO::addAttachmentChild(int child_id)
546 {
547         m_attachment_child_ids.insert(child_id);
548 }
549
550 void GenericCAO::removeAttachmentChild(int child_id)
551 {
552         m_attachment_child_ids.erase(child_id);
553 }
554
555 ClientActiveObject* GenericCAO::getParent() const
556 {
557         return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
558                         nullptr;
559 }
560
561 void GenericCAO::removeFromScene(bool permanent)
562 {
563         // Should be true when removing the object permanently
564         // and false when refreshing (eg: updating visuals)
565         if (m_env && permanent) {
566                 // The client does not know whether this object does re-appear to
567                 // a later time, thus do not clear child attachments.
568
569                 clearParentAttachment();
570         }
571
572         if (auto shadow = RenderingEngine::get_shadow_renderer())
573                 shadow->removeNodeFromShadowList(getSceneNode());
574
575         if (m_meshnode) {
576                 m_meshnode->remove();
577                 m_meshnode->drop();
578                 m_meshnode = nullptr;
579         } else if (m_animated_meshnode) {
580                 m_animated_meshnode->remove();
581                 m_animated_meshnode->drop();
582                 m_animated_meshnode = nullptr;
583         } else if (m_wield_meshnode) {
584                 m_wield_meshnode->remove();
585                 m_wield_meshnode->drop();
586                 m_wield_meshnode = nullptr;
587         } else if (m_spritenode) {
588                 m_spritenode->remove();
589                 m_spritenode->drop();
590                 m_spritenode = nullptr;
591         }
592
593         if (m_matrixnode) {
594                 m_matrixnode->remove();
595                 m_matrixnode->drop();
596                 m_matrixnode = nullptr;
597         }
598
599         if (m_nametag) {
600                 m_client->getCamera()->removeNametag(m_nametag);
601                 m_nametag = nullptr;
602         }
603
604         if (m_marker && m_client->getMinimap())
605                 m_client->getMinimap()->removeMarker(&m_marker);
606 }
607
608 void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
609 {
610         m_smgr = smgr;
611
612         if (getSceneNode() != NULL) {
613                 return;
614         }
615
616         m_visuals_expired = false;
617
618         if (!m_prop.is_visible)
619                 return;
620
621         infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
622
623         if (m_enable_shaders) {
624                 IShaderSource *shader_source = m_client->getShaderSource();
625                 MaterialType material_type;
626
627                 if (m_prop.shaded && m_prop.glow == 0)
628                         material_type = (m_prop.use_texture_alpha) ?
629                                 TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
630                 else
631                         material_type = (m_prop.use_texture_alpha) ?
632                                 TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
633
634                 u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
635                 m_material_type = shader_source->getShaderInfo(shader_id).material;
636         } else {
637                 m_material_type = (m_prop.use_texture_alpha) ?
638                         video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
639         }
640
641         auto grabMatrixNode = [this] {
642                 m_matrixnode = m_smgr->addDummyTransformationSceneNode();
643                 m_matrixnode->grab();
644         };
645
646         auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
647                 node->setMaterialFlag(video::EMF_LIGHTING, false);
648                 node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
649                 node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
650                 node->setMaterialType(m_material_type);
651
652                 if (m_enable_shaders) {
653                         node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
654                         node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
655                 }
656         };
657
658         if (m_prop.visual == "sprite") {
659                 grabMatrixNode();
660                 m_spritenode = m_smgr->addBillboardSceneNode(
661                                 m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
662                 m_spritenode->grab();
663                 m_spritenode->setMaterialTexture(0,
664                                 tsrc->getTextureForMesh("no_texture.png"));
665
666                 setSceneNodeMaterial(m_spritenode);
667
668                 m_spritenode->setSize(v2f(m_prop.visual_size.X,
669                                 m_prop.visual_size.Y) * BS);
670                 {
671                         const float txs = 1.0 / 1;
672                         const float tys = 1.0 / 1;
673                         setBillboardTextureMatrix(m_spritenode,
674                                         txs, tys, 0, 0);
675                 }
676         } else if (m_prop.visual == "upright_sprite") {
677                 grabMatrixNode();
678                 scene::SMesh *mesh = new scene::SMesh();
679                 double dx = BS * m_prop.visual_size.X / 2;
680                 double dy = BS * m_prop.visual_size.Y / 2;
681                 video::SColor c(0xFFFFFFFF);
682
683                 { // Front
684                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
685                         video::S3DVertex vertices[4] = {
686                                 video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
687                                 video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
688                                 video::S3DVertex( dx,  dy, 0, 0,0,1, c, 0,0),
689                                 video::S3DVertex(-dx,  dy, 0, 0,0,1, c, 1,0),
690                         };
691                         if (m_is_player) {
692                                 // Move minimal Y position to 0 (feet position)
693                                 for (video::S3DVertex &vertex : vertices)
694                                         vertex.Pos.Y += dy;
695                         }
696                         u16 indices[] = {0,1,2,2,3,0};
697                         buf->append(vertices, 4, indices, 6);
698                         // Set material
699                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
700                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
701                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
702                         buf->getMaterial().MaterialType = m_material_type;
703
704                         if (m_enable_shaders) {
705                                 buf->getMaterial().EmissiveColor = c;
706                                 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
707                                 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
708                         }
709
710                         // Add to mesh
711                         mesh->addMeshBuffer(buf);
712                         buf->drop();
713                 }
714                 { // Back
715                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
716                         video::S3DVertex vertices[4] = {
717                                 video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
718                                 video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
719                                 video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
720                                 video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
721                         };
722                         if (m_is_player) {
723                                 // Move minimal Y position to 0 (feet position)
724                                 for (video::S3DVertex &vertex : vertices)
725                                         vertex.Pos.Y += dy;
726                         }
727                         u16 indices[] = {0,1,2,2,3,0};
728                         buf->append(vertices, 4, indices, 6);
729                         // Set material
730                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
731                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
732                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
733                         buf->getMaterial().MaterialType = m_material_type;
734
735                         if (m_enable_shaders) {
736                                 buf->getMaterial().EmissiveColor = c;
737                                 buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
738                                 buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
739                         }
740
741                         // Add to mesh
742                         mesh->addMeshBuffer(buf);
743                         buf->drop();
744                 }
745                 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
746                 m_meshnode->grab();
747                 mesh->drop();
748         } else if (m_prop.visual == "cube") {
749                 grabMatrixNode();
750                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
751                 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
752                 m_meshnode->grab();
753                 mesh->drop();
754
755                 m_meshnode->setScale(m_prop.visual_size);
756                 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
757                         m_prop.backface_culling);
758
759                 setSceneNodeMaterial(m_meshnode);
760         } else if (m_prop.visual == "mesh") {
761                 grabMatrixNode();
762                 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
763                 if (mesh) {
764                         if (!checkMeshNormals(mesh)) {
765                                 infostream << "GenericCAO: recalculating normals for mesh "
766                                         << m_prop.mesh << std::endl;
767                                 m_smgr->getMeshManipulator()->
768                                                 recalculateNormals(mesh, true, false);
769                         }
770
771                         m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
772                         m_animated_meshnode->grab();
773                         mesh->drop(); // The scene node took hold of it
774                         m_animated_meshnode->animateJoints(); // Needed for some animations
775                         m_animated_meshnode->setScale(m_prop.visual_size);
776
777                         // set vertex colors to ensure alpha is set
778                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
779
780                         setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
781
782                         setSceneNodeMaterial(m_animated_meshnode);
783
784                         m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
785                                 m_prop.backface_culling);
786                 } else
787                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
788         } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
789                 grabMatrixNode();
790                 ItemStack item;
791                 if (m_prop.wield_item.empty()) {
792                         // Old format, only textures are specified.
793                         infostream << "textures: " << m_prop.textures.size() << std::endl;
794                         if (!m_prop.textures.empty()) {
795                                 infostream << "textures[0]: " << m_prop.textures[0]
796                                         << std::endl;
797                                 IItemDefManager *idef = m_client->idef();
798                                 item = ItemStack(m_prop.textures[0], 1, 0, idef);
799                         }
800                 } else {
801                         infostream << "serialized form: " << m_prop.wield_item << std::endl;
802                         item.deSerialize(m_prop.wield_item, m_client->idef());
803                 }
804                 m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
805                 m_wield_meshnode->setItem(item, m_client,
806                         (m_prop.visual == "wielditem"));
807
808                 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
809                 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
810         } else {
811                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
812                                 <<"\" not supported"<<std::endl;
813         }
814
815         /* don't update while punch texture modifier is active */
816         if (m_reset_textures_timer < 0)
817                 updateTextures(m_current_texture_modifier);
818
819         if (scene::ISceneNode *node = getSceneNode()) {
820                 if (m_matrixnode)
821                         node->setParent(m_matrixnode);
822
823                 if (auto shadow = RenderingEngine::get_shadow_renderer())
824                         shadow->addNodeToShadowList(node);
825         }
826
827         updateNametag();
828         updateMarker();
829         updateNodePos();
830         updateAnimation();
831         updateBonePosition();
832         updateAttachments();
833         setNodeLight(m_last_light);
834         updateMeshCulling();
835
836         if (m_animated_meshnode) {
837                 u32 mat_count = m_animated_meshnode->getMaterialCount();
838                 if (mat_count == 0 || m_prop.textures.empty()) {
839                         // nothing
840                 } else if (mat_count > m_prop.textures.size()) {
841                         std::ostringstream oss;
842                         oss << "GenericCAO::addToScene(): Model "
843                                 << m_prop.mesh << " loaded with " << mat_count
844                                 << " mesh buffers but only " << m_prop.textures.size()
845                                 << " texture(s) specifed, this is deprecated.";
846                         logOnce(oss, warningstream);
847
848                         video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
849                         for (u32 i = 1; i < mat_count; i++) {
850                                 auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
851                                 if (!layer.Texture)
852                                         layer.Texture = last;
853                                 last = layer.Texture;
854                         }
855                 }
856         }
857 }
858
859 void GenericCAO::updateLight(u32 day_night_ratio)
860 {
861         if (m_glow < 0)
862                 return;
863
864         u16 light_at_pos = 0;
865         u8 light_at_pos_intensity = 0;
866         bool pos_ok = false;
867
868         v3s16 pos[3];
869         u16 npos = getLightPosition(pos);
870         for (u16 i = 0; i < npos; i++) {
871                 bool this_ok;
872                 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
873                 if (this_ok) {
874                         u16 this_light = getInteriorLight(n, 0, m_client->ndef());
875                         u8 this_light_intensity = MYMAX(this_light & 0xFF, (this_light >> 8) && 0xFF);
876                         if (this_light_intensity > light_at_pos_intensity) {
877                                 light_at_pos = this_light;
878                                 light_at_pos_intensity = this_light_intensity;
879                         }
880                         pos_ok = true;
881                 }
882         }
883         if (!pos_ok)
884                 light_at_pos = LIGHT_SUN;
885
886         video::SColor light = encode_light(light_at_pos, m_glow);
887         if (!m_enable_shaders)
888                 final_color_blend(&light, light_at_pos, day_night_ratio);
889
890         if (light != m_last_light) {
891                 m_last_light = light;
892                 setNodeLight(light);
893         }
894 }
895
896 void GenericCAO::setNodeLight(const video::SColor &light_color)
897 {
898         if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
899                 if (m_wield_meshnode)
900                         m_wield_meshnode->setNodeLightColor(light_color);
901                 return;
902         }
903
904         if (m_enable_shaders) {
905                 if (m_prop.visual == "upright_sprite") {
906                         if (!m_meshnode)
907                                 return;
908                         for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
909                                 m_meshnode->getMaterial(i).EmissiveColor = light_color;
910                 } else {
911                         scene::ISceneNode *node = getSceneNode();
912                         if (!node)
913                                 return;
914
915                         for (u32 i = 0; i < node->getMaterialCount(); ++i) {
916                                 video::SMaterial &material = node->getMaterial(i);
917                                 material.EmissiveColor = light_color;
918                         }
919                 }
920         } else {
921                 if (m_meshnode) {
922                         setMeshColor(m_meshnode->getMesh(), light_color);
923                 } else if (m_animated_meshnode) {
924                         setAnimatedMeshColor(m_animated_meshnode, light_color);
925                 } else if (m_spritenode) {
926                         m_spritenode->setColor(light_color);
927                 }
928         }
929 }
930
931 u16 GenericCAO::getLightPosition(v3s16 *pos)
932 {
933         const auto &box = m_prop.collisionbox;
934         pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
935         pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
936
937         // Skip center pos if it falls into the same node as Min or MaxEdge
938         if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
939                 return 2;
940         pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
941         return 3;
942 }
943
944 void GenericCAO::updateMarker()
945 {
946         if (!m_client->getMinimap())
947                 return;
948
949         if (!m_prop.show_on_minimap) {
950                 if (m_marker)
951                         m_client->getMinimap()->removeMarker(&m_marker);
952                 return;
953         }
954
955         if (m_marker)
956                 return;
957
958         scene::ISceneNode *node = getSceneNode();
959         if (!node)
960                 return;
961         m_marker = m_client->getMinimap()->addMarker(node);
962 }
963
964 void GenericCAO::updateNametag()
965 {
966         if (m_is_local_player) // No nametag for local player
967                 return;
968
969         if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
970                 // Delete nametag
971                 if (m_nametag) {
972                         m_client->getCamera()->removeNametag(m_nametag);
973                         m_nametag = nullptr;
974                 }
975                 return;
976         }
977
978         scene::ISceneNode *node = getSceneNode();
979         if (!node)
980                 return;
981
982         v3f pos;
983         pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
984         if (!m_nametag) {
985                 // Add nametag
986                 m_nametag = m_client->getCamera()->addNametag(node,
987                         m_prop.nametag, m_prop.nametag_color,
988                         m_prop.nametag_bgcolor, pos);
989         } else {
990                 // Update nametag
991                 m_nametag->text = m_prop.nametag;
992                 m_nametag->textcolor = m_prop.nametag_color;
993                 m_nametag->bgcolor = m_prop.nametag_bgcolor;
994                 m_nametag->pos = pos;
995         }
996 }
997
998 void GenericCAO::updateNodePos()
999 {
1000         if (getParent() != NULL)
1001                 return;
1002
1003         scene::ISceneNode *node = getSceneNode();
1004
1005         if (node) {
1006                 v3s16 camera_offset = m_env->getCameraOffset();
1007                 v3f pos = pos_translator.val_current -
1008                                 intToFloat(camera_offset, BS);
1009                 getPosRotMatrix().setTranslation(pos);
1010                 if (node != m_spritenode) { // rotate if not a sprite
1011                         v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
1012                         setPitchYawRoll(getPosRotMatrix(), rot);
1013                 }
1014         }
1015 }
1016
1017 void GenericCAO::step(float dtime, ClientEnvironment *env)
1018 {
1019         // Handle model animations and update positions instantly to prevent lags
1020         if (m_is_local_player) {
1021                 LocalPlayer *player = m_env->getLocalPlayer();
1022                 m_position = player->getPosition();
1023                 pos_translator.val_current = m_position;
1024                 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
1025                 rot_translator.val_current = m_rotation;
1026
1027                 if (m_is_visible) {
1028                         int old_anim = player->last_animation;
1029                         float old_anim_speed = player->last_animation_speed;
1030                         m_velocity = v3f(0,0,0);
1031                         m_acceleration = v3f(0,0,0);
1032                         const PlayerControl &controls = player->getPlayerControl();
1033                         f32 new_speed = player->local_animation_speed;
1034
1035                         bool walking = false;
1036                         if (controls.movement_speed > 0.001f) {
1037                                 new_speed *= controls.movement_speed;
1038                                 walking = true;
1039                         }
1040
1041                         v2s32 new_anim = v2s32(0,0);
1042                         bool allow_update = false;
1043
1044                         // increase speed if using fast or flying fast
1045                         if((g_settings->getBool("fast_move") &&
1046                                         m_client->checkLocalPrivilege("fast")) &&
1047                                         (controls.aux1 ||
1048                                         (!player->touching_ground &&
1049                                         g_settings->getBool("free_move") &&
1050                                         m_client->checkLocalPrivilege("fly"))))
1051                                         new_speed *= 1.5;
1052                         // slowdown speed if sneaking
1053                         if (controls.sneak && walking)
1054                                 new_speed /= 2;
1055
1056                         if (walking && (controls.dig || controls.place)) {
1057                                 new_anim = player->local_animations[3];
1058                                 player->last_animation = WD_ANIM;
1059                         } else if (walking) {
1060                                 new_anim = player->local_animations[1];
1061                                 player->last_animation = WALK_ANIM;
1062                         } else if (controls.dig || controls.place) {
1063                                 new_anim = player->local_animations[2];
1064                                 player->last_animation = DIG_ANIM;
1065                         }
1066
1067                         // Apply animations if input detected and not attached
1068                         // or set idle animation
1069                         if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1070                                 allow_update = true;
1071                                 m_animation_range = new_anim;
1072                                 m_animation_speed = new_speed;
1073                                 player->last_animation_speed = m_animation_speed;
1074                         } else {
1075                                 player->last_animation = NO_ANIM;
1076
1077                                 if (old_anim != NO_ANIM) {
1078                                         m_animation_range = player->local_animations[0];
1079                                         updateAnimation();
1080                                 }
1081                         }
1082
1083                         // Update local player animations
1084                         if ((player->last_animation != old_anim ||
1085                                         m_animation_speed != old_anim_speed) &&
1086                                         player->last_animation != NO_ANIM && allow_update)
1087                                 updateAnimation();
1088
1089                 }
1090         }
1091
1092         if (m_visuals_expired && m_smgr) {
1093                 m_visuals_expired = false;
1094
1095                 // Attachments, part 1: All attached objects must be unparented first,
1096                 // or Irrlicht causes a segmentation fault
1097                 for (u16 cao_id : m_attachment_child_ids) {
1098                         ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1099                         if (obj) {
1100                                 scene::ISceneNode *child_node = obj->getSceneNode();
1101                                 // The node's parent is always an IDummyTraformationSceneNode,
1102                                 // so we need to reparent that one instead.
1103                                 if (child_node)
1104                                         child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1105                         }
1106                 }
1107
1108                 removeFromScene(false);
1109                 addToScene(m_client->tsrc(), m_smgr);
1110
1111                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1112                 for (u16 cao_id : m_attachment_child_ids) {
1113                         ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1114                         if (obj)
1115                                 obj->updateAttachments();
1116                 }
1117         }
1118
1119         // Make sure m_is_visible is always applied
1120         scene::ISceneNode *node = getSceneNode();
1121         if (node)
1122                 node->setVisible(m_is_visible);
1123
1124         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1125         {
1126                 // Set these for later
1127                 m_position = getPosition();
1128                 m_velocity = v3f(0,0,0);
1129                 m_acceleration = v3f(0,0,0);
1130                 pos_translator.val_current = m_position;
1131                 pos_translator.val_target = m_position;
1132         } else {
1133                 rot_translator.translate(dtime);
1134                 v3f lastpos = pos_translator.val_current;
1135
1136                 if(m_prop.physical)
1137                 {
1138                         aabb3f box = m_prop.collisionbox;
1139                         box.MinEdge *= BS;
1140                         box.MaxEdge *= BS;
1141                         collisionMoveResult moveresult;
1142                         f32 pos_max_d = BS*0.125; // Distance per iteration
1143                         v3f p_pos = m_position;
1144                         v3f p_velocity = m_velocity;
1145                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1146                                         pos_max_d, box, m_prop.stepheight, dtime,
1147                                         &p_pos, &p_velocity, m_acceleration,
1148                                         this, m_prop.collideWithObjects);
1149                         // Apply results
1150                         m_position = p_pos;
1151                         m_velocity = p_velocity;
1152
1153                         bool is_end_position = moveresult.collides;
1154                         pos_translator.update(m_position, is_end_position, dtime);
1155                 } else {
1156                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1157                         m_velocity += dtime * m_acceleration;
1158                         pos_translator.update(m_position, pos_translator.aim_is_end,
1159                                         pos_translator.anim_time);
1160                 }
1161                 pos_translator.translate(dtime);
1162                 updateNodePos();
1163
1164                 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1165                 m_step_distance_counter += moved;
1166                 if (m_step_distance_counter > 1.5f * BS) {
1167                         m_step_distance_counter = 0.0f;
1168                         if (!m_is_local_player && m_prop.makes_footstep_sound) {
1169                                 const NodeDefManager *ndef = m_client->ndef();
1170                                 v3s16 p = floatToInt(getPosition() +
1171                                         v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1172                                 MapNode n = m_env->getMap().getNode(p);
1173                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1174                                 // Reduce footstep gain, as non-local-player footsteps are
1175                                 // somehow louder.
1176                                 spec.gain *= 0.6f;
1177                                 m_client->sound()->playSoundAt(spec, false, getPosition());
1178                         }
1179                 }
1180         }
1181
1182         m_anim_timer += dtime;
1183         if(m_anim_timer >= m_anim_framelength)
1184         {
1185                 m_anim_timer -= m_anim_framelength;
1186                 m_anim_frame++;
1187                 if(m_anim_frame >= m_anim_num_frames)
1188                         m_anim_frame = 0;
1189         }
1190
1191         updateTexturePos();
1192
1193         if(m_reset_textures_timer >= 0)
1194         {
1195                 m_reset_textures_timer -= dtime;
1196                 if(m_reset_textures_timer <= 0) {
1197                         m_reset_textures_timer = -1;
1198                         updateTextures(m_previous_texture_modifier);
1199                 }
1200         }
1201
1202         if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
1203                 // This is the child node's rotation. It is only used for automatic_rotate.
1204                 v3f local_rot = node->getRotation();
1205                 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1206                                 m_prop.automatic_rotate);
1207                 node->setRotation(local_rot);
1208         }
1209
1210         if (!getParent() && m_prop.automatic_face_movement_dir &&
1211                         (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
1212                 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1213                                 + m_prop.automatic_face_movement_dir_offset;
1214                 float max_rotation_per_sec =
1215                                 m_prop.automatic_face_movement_max_rotation_per_sec;
1216
1217                 if (max_rotation_per_sec > 0) {
1218                         wrappedApproachShortest(m_rotation.Y, target_yaw,
1219                                 dtime * max_rotation_per_sec, 360.f);
1220                 } else {
1221                         // Negative values of max_rotation_per_sec mean disabled.
1222                         m_rotation.Y = target_yaw;
1223                 }
1224
1225                 rot_translator.val_current = m_rotation;
1226                 updateNodePos();
1227         }
1228
1229         if (m_animated_meshnode) {
1230                 // Everything must be updated; the whole transform
1231                 // chain as well as the animated mesh node.
1232                 // Otherwise, bone attachments would be relative to
1233                 // a position that's one frame old.
1234                 if (m_matrixnode)
1235                         updatePositionRecursive(m_matrixnode);
1236                 m_animated_meshnode->updateAbsolutePosition();
1237                 m_animated_meshnode->animateJoints();
1238                 updateBonePosition();
1239         }
1240 }
1241
1242 void GenericCAO::updateTexturePos()
1243 {
1244         if(m_spritenode)
1245         {
1246                 scene::ICameraSceneNode* camera =
1247                                 m_spritenode->getSceneManager()->getActiveCamera();
1248                 if(!camera)
1249                         return;
1250                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1251                                 - camera->getAbsolutePosition();
1252                 cam_to_entity.normalize();
1253
1254                 int row = m_tx_basepos.Y;
1255                 int col = m_tx_basepos.X;
1256
1257                 // Yawpitch goes rightwards
1258                 if (m_tx_select_horiz_by_yawpitch) {
1259                         if (cam_to_entity.Y > 0.75)
1260                                 col += 5;
1261                         else if (cam_to_entity.Y < -0.75)
1262                                 col += 4;
1263                         else {
1264                                 float mob_dir =
1265                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1266                                 float dir = mob_dir - m_rotation.Y;
1267                                 dir = wrapDegrees_180(dir);
1268                                 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1269                                         col += 2;
1270                                 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1271                                         col += 3;
1272                                 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1273                                         col += 0;
1274                                 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1275                                         col += 1;
1276                                 else
1277                                         col += 4;
1278                         }
1279                 }
1280
1281                 // Animation goes downwards
1282                 row += m_anim_frame;
1283
1284                 float txs = m_tx_size.X;
1285                 float tys = m_tx_size.Y;
1286                 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1287         }
1288
1289         else if (m_meshnode) {
1290                 if (m_prop.visual == "upright_sprite") {
1291                         int row = m_tx_basepos.Y;
1292                         int col = m_tx_basepos.X;
1293
1294                         // Animation goes downwards
1295                         row += m_anim_frame;
1296
1297                         const auto &tx = m_tx_size;
1298                         v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1299                                 tx * v2f(col+1, row+1),
1300                                 tx * v2f(col, row+1),
1301                                 tx * v2f(col, row),
1302                                 tx * v2f(col+1, row),
1303                         };
1304                         auto mesh = m_meshnode->getMesh();
1305                         setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1306                         setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1307                 }
1308         }
1309 }
1310
1311 // Do not pass by reference, see header.
1312 void GenericCAO::updateTextures(std::string mod)
1313 {
1314         ITextureSource *tsrc = m_client->tsrc();
1315
1316         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1317         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1318         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1319
1320         m_previous_texture_modifier = m_current_texture_modifier;
1321         m_current_texture_modifier = mod;
1322         m_glow = m_prop.glow;
1323
1324         video::ITexture *shadow_texture = nullptr;
1325         if (auto shadow = RenderingEngine::get_shadow_renderer())
1326                 shadow_texture = shadow->get_texture();
1327
1328         const u32 TEXTURE_LAYER_SHADOW = 3;
1329
1330         if (m_spritenode) {
1331                 if (m_prop.visual == "sprite") {
1332                         std::string texturestring = "no_texture.png";
1333                         if (!m_prop.textures.empty())
1334                                 texturestring = m_prop.textures[0];
1335                         texturestring += mod;
1336                         m_spritenode->getMaterial(0).MaterialType = m_material_type;
1337                         m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1338                         m_spritenode->setMaterialTexture(0,
1339                                         tsrc->getTextureForMesh(texturestring));
1340                         m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
1341
1342                         // This allows setting per-material colors. However, until a real lighting
1343                         // system is added, the code below will have no effect. Once MineTest
1344                         // has directional lighting, it should work automatically.
1345                         if (!m_prop.colors.empty()) {
1346                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1347                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1348                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1349                         }
1350
1351                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1352                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1353                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1354                 }
1355         }
1356
1357         else if (m_animated_meshnode) {
1358                 if (m_prop.visual == "mesh") {
1359                         for (u32 i = 0; i < m_prop.textures.size() &&
1360                                         i < m_animated_meshnode->getMaterialCount(); ++i) {
1361                                 std::string texturestring = m_prop.textures[i];
1362                                 if (texturestring.empty())
1363                                         continue; // Empty texture string means don't modify that material
1364                                 texturestring += mod;
1365                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1366                                 if (!texture) {
1367                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1368                                         continue;
1369                                 }
1370
1371                                 // Set material flags and texture
1372                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1373                                 material.MaterialType = m_material_type;
1374                                 material.MaterialTypeParam = 0.5f;
1375                                 material.TextureLayer[0].Texture = texture;
1376                                 material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
1377                                 material.setFlag(video::EMF_LIGHTING, true);
1378                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1379                                 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1380
1381                                 // don't filter low-res textures, makes them look blurry
1382                                 // player models have a res of 64
1383                                 const core::dimension2d<u32> &size = texture->getOriginalSize();
1384                                 const u32 res = std::min(size.Height, size.Width);
1385                                 use_trilinear_filter &= res > 64;
1386                                 use_bilinear_filter &= res > 64;
1387
1388                                 m_animated_meshnode->getMaterial(i)
1389                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1390                                 m_animated_meshnode->getMaterial(i)
1391                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1392                                 m_animated_meshnode->getMaterial(i)
1393                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1394                         }
1395                         for (u32 i = 0; i < m_prop.colors.size() &&
1396                         i < m_animated_meshnode->getMaterialCount(); ++i)
1397                         {
1398                                 // This allows setting per-material colors. However, until a real lighting
1399                                 // system is added, the code below will have no effect. Once MineTest
1400                                 // has directional lighting, it should work automatically.
1401                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1402                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1403                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1404                         }
1405                 }
1406         }
1407
1408         else if (m_meshnode) {
1409                 if(m_prop.visual == "cube")
1410                 {
1411                         for (u32 i = 0; i < 6; ++i)
1412                         {
1413                                 std::string texturestring = "no_texture.png";
1414                                 if(m_prop.textures.size() > i)
1415                                         texturestring = m_prop.textures[i];
1416                                 texturestring += mod;
1417
1418
1419                                 // Set material flags and texture
1420                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1421                                 material.MaterialType = m_material_type;
1422                                 material.MaterialTypeParam = 0.5f;
1423                                 material.setFlag(video::EMF_LIGHTING, false);
1424                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1425                                 material.setTexture(0,
1426                                                 tsrc->getTextureForMesh(texturestring));
1427                                 material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
1428                                 material.getTextureMatrix(0).makeIdentity();
1429
1430                                 // This allows setting per-material colors. However, until a real lighting
1431                                 // system is added, the code below will have no effect. Once MineTest
1432                                 // has directional lighting, it should work automatically.
1433                                 if(m_prop.colors.size() > i)
1434                                 {
1435                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1436                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1437                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1438                                 }
1439
1440                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1441                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1442                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1443                         }
1444                 } else if (m_prop.visual == "upright_sprite") {
1445                         scene::IMesh *mesh = m_meshnode->getMesh();
1446                         {
1447                                 std::string tname = "no_texture.png";
1448                                 if (!m_prop.textures.empty())
1449                                         tname = m_prop.textures[0];
1450                                 tname += mod;
1451                                 auto& material = m_meshnode->getMaterial(0);
1452                                 material.setTexture(0,
1453                                                 tsrc->getTextureForMesh(tname));
1454                                 material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
1455
1456                                 // This allows setting per-material colors. However, until a real lighting
1457                                 // system is added, the code below will have no effect. Once MineTest
1458                                 // has directional lighting, it should work automatically.
1459                                 if(!m_prop.colors.empty()) {
1460                                         material.AmbientColor = m_prop.colors[0];
1461                                         material.DiffuseColor = m_prop.colors[0];
1462                                         material.SpecularColor = m_prop.colors[0];
1463                                 }
1464
1465                                 material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1466                                 material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1467                                 material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1468                         }
1469                         {
1470                                 std::string tname = "no_texture.png";
1471                                 if (m_prop.textures.size() >= 2)
1472                                         tname = m_prop.textures[1];
1473                                 else if (!m_prop.textures.empty())
1474                                         tname = m_prop.textures[0];
1475                                 tname += mod;
1476                                 auto& material = m_meshnode->getMaterial(1);
1477                                 material.setTexture(0,
1478                                                 tsrc->getTextureForMesh(tname));
1479                                 material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
1480
1481                                 // This allows setting per-material colors. However, until a real lighting
1482                                 // system is added, the code below will have no effect. Once MineTest
1483                                 // has directional lighting, it should work automatically.
1484                                 if (m_prop.colors.size() >= 2) {
1485                                         material.AmbientColor = m_prop.colors[1];
1486                                         material.DiffuseColor = m_prop.colors[1];
1487                                         material.SpecularColor = m_prop.colors[1];
1488                                 } else if (!m_prop.colors.empty()) {
1489                                         material.AmbientColor = m_prop.colors[0];
1490                                         material.DiffuseColor = m_prop.colors[0];
1491                                         material.SpecularColor = m_prop.colors[0];
1492                                 }
1493
1494                                 material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1495                                 material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1496                                 material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1497                         }
1498                         // Set mesh color (only if lighting is disabled)
1499                         if (!m_prop.colors.empty() && m_glow < 0)
1500                                 setMeshColor(mesh, m_prop.colors[0]);
1501                 }
1502         }
1503         // Prevent showing the player after changing texture
1504         if (m_is_local_player)
1505                 updateMeshCulling();
1506 }
1507
1508 void GenericCAO::updateAnimation()
1509 {
1510         if (!m_animated_meshnode)
1511                 return;
1512
1513         if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1514                 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1515                         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1516         if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1517                 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1518         m_animated_meshnode->setTransitionTime(m_animation_blend);
1519         if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1520                 m_animated_meshnode->setLoopMode(m_animation_loop);
1521 }
1522
1523 void GenericCAO::updateAnimationSpeed()
1524 {
1525         if (!m_animated_meshnode)
1526                 return;
1527
1528         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1529 }
1530
1531 void GenericCAO::updateBonePosition()
1532 {
1533         if (m_bone_position.empty() || !m_animated_meshnode)
1534                 return;
1535
1536         m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
1537         for (auto &it : m_bone_position) {
1538                 std::string bone_name = it.first;
1539                 scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1540                 if (bone) {
1541                         bone->setPosition(it.second.X);
1542                         bone->setRotation(it.second.Y);
1543                 }
1544         }
1545
1546         // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1547         for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1548                 scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1549                 if (!bone)
1550                         continue;
1551
1552                 //If bone is manually positioned there is no need to perform the bug check
1553                 bool skip = false;
1554                 for (auto &it : m_bone_position) {
1555                         if (it.first == bone->getName()) {
1556                                 skip = true;
1557                                 break;
1558                         }
1559                 }
1560                 if (skip)
1561                         continue;
1562
1563                 // Workaround for Irrlicht bug
1564                 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1565                 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1566                 // and update the bones transformation.
1567                 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1568                 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1569                 if (offset > 179.9f && offset < 180.1f) {
1570                         bone->setRotation(bone_rot);
1571                         bone->updateAbsolutePosition();
1572                 }
1573         }
1574         // The following is needed for set_bone_pos to propagate to
1575         // attached objects correctly.
1576         // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1577         for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1578                 auto bone = m_animated_meshnode->getJointNode(i);
1579                 // Look for the root bone.
1580                 if (bone && bone->getParent() == m_animated_meshnode) {
1581                         // Update entire skeleton.
1582                         bone->updateAbsolutePositionOfAllChildren();
1583                         break;
1584                 }
1585         }
1586 }
1587
1588 void GenericCAO::updateAttachments()
1589 {
1590         ClientActiveObject *parent = getParent();
1591
1592         m_attached_to_local = parent && parent->isLocalPlayer();
1593
1594         /*
1595         Following cases exist:
1596                 m_attachment_parent_id == 0 && !parent
1597                         This object is not attached
1598                 m_attachment_parent_id != 0 && parent
1599                         This object is attached
1600                 m_attachment_parent_id != 0 && !parent
1601                         This object will be attached as soon the parent is known
1602                 m_attachment_parent_id == 0 && parent
1603                         Impossible case
1604         */
1605
1606         if (!parent) { // Detach or don't attach
1607                 if (m_matrixnode) {
1608                         v3s16 camera_offset = m_env->getCameraOffset();
1609                         v3f old_pos = getPosition();
1610
1611                         m_matrixnode->setParent(m_smgr->getRootSceneNode());
1612                         getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1613                         m_matrixnode->updateAbsolutePosition();
1614                 }
1615         }
1616         else // Attach
1617         {
1618                 parent->updateAttachments();
1619                 scene::ISceneNode *parent_node = parent->getSceneNode();
1620                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1621                                 parent->getAnimatedMeshSceneNode();
1622                 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1623                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1624                 }
1625
1626                 if (m_matrixnode && parent_node) {
1627                         m_matrixnode->setParent(parent_node);
1628                         parent_node->updateAbsolutePosition();
1629                         getPosRotMatrix().setTranslation(m_attachment_position);
1630                         //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1631                         // use Irrlicht eulers instead
1632                         getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1633                         m_matrixnode->updateAbsolutePosition();
1634                 }
1635         }
1636 }
1637
1638 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1639 {
1640         const ObjectProperties &old = m_prop;
1641         /* Visuals do not need to be expired for:
1642          * - nametag props: handled by updateNametag()
1643          * - textures:      handled by updateTextures()
1644          * - sprite props:  handled by updateTexturePos()
1645          * - glow:          handled by updateLight()
1646          * - any other properties that do not change appearance
1647          */
1648
1649         bool uses_legacy_texture = new_.wield_item.empty() &&
1650                 (new_.visual == "wielditem" || new_.visual == "item");
1651         // Ordered to compare primitive types before std::vectors
1652         return old.backface_culling != new_.backface_culling ||
1653                 old.is_visible != new_.is_visible ||
1654                 old.mesh != new_.mesh ||
1655                 old.shaded != new_.shaded ||
1656                 old.use_texture_alpha != new_.use_texture_alpha ||
1657                 old.visual != new_.visual ||
1658                 old.visual_size != new_.visual_size ||
1659                 old.wield_item != new_.wield_item ||
1660                 old.colors != new_.colors ||
1661                 (uses_legacy_texture && old.textures != new_.textures);
1662 }
1663
1664 void GenericCAO::processMessage(const std::string &data)
1665 {
1666         //infostream<<"GenericCAO: Got message"<<std::endl;
1667         std::istringstream is(data, std::ios::binary);
1668         // command
1669         u8 cmd = readU8(is);
1670         if (cmd == AO_CMD_SET_PROPERTIES) {
1671                 ObjectProperties newprops;
1672                 newprops.show_on_minimap = m_is_player; // default
1673
1674                 newprops.deSerialize(is);
1675
1676                 // Check what exactly changed
1677                 bool expire_visuals = visualExpiryRequired(newprops);
1678                 bool textures_changed = m_prop.textures != newprops.textures;
1679
1680                 // Apply changes
1681                 m_prop = std::move(newprops);
1682
1683                 m_selection_box = m_prop.selectionbox;
1684                 m_selection_box.MinEdge *= BS;
1685                 m_selection_box.MaxEdge *= BS;
1686
1687                 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1688                 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1689
1690                 if(!m_initial_tx_basepos_set){
1691                         m_initial_tx_basepos_set = true;
1692                         m_tx_basepos = m_prop.initial_sprite_basepos;
1693                 }
1694                 if (m_is_local_player) {
1695                         LocalPlayer *player = m_env->getLocalPlayer();
1696                         player->makes_footstep_sound = m_prop.makes_footstep_sound;
1697                         aabb3f collision_box = m_prop.collisionbox;
1698                         collision_box.MinEdge *= BS;
1699                         collision_box.MaxEdge *= BS;
1700                         player->setCollisionbox(collision_box);
1701                         player->setEyeHeight(m_prop.eye_height);
1702                         player->setZoomFOV(m_prop.zoom_fov);
1703                 }
1704
1705                 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1706                         m_prop.nametag = m_name;
1707                 if (m_is_local_player)
1708                         m_prop.show_on_minimap = false;
1709
1710                 if (expire_visuals) {
1711                         expireVisuals();
1712                 } else {
1713                         infostream << "GenericCAO: properties updated but expiring visuals"
1714                                 << " not necessary" << std::endl;
1715                         if (textures_changed) {
1716                                 // don't update while punch texture modifier is active
1717                                 if (m_reset_textures_timer < 0)
1718                                         updateTextures(m_current_texture_modifier);
1719                         }
1720                         updateNametag();
1721                         updateMarker();
1722                 }
1723         } else if (cmd == AO_CMD_UPDATE_POSITION) {
1724                 // Not sent by the server if this object is an attachment.
1725                 // We might however get here if the server notices the object being detached before the client.
1726                 m_position = readV3F32(is);
1727                 m_velocity = readV3F32(is);
1728                 m_acceleration = readV3F32(is);
1729                 m_rotation = readV3F32(is);
1730
1731                 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1732                 bool do_interpolate = readU8(is);
1733                 bool is_end_position = readU8(is);
1734                 float update_interval = readF32(is);
1735
1736                 // Place us a bit higher if we're physical, to not sink into
1737                 // the ground due to sucky collision detection...
1738                 if(m_prop.physical)
1739                         m_position += v3f(0,0.002,0);
1740
1741                 if(getParent() != NULL) // Just in case
1742                         return;
1743
1744                 if(do_interpolate)
1745                 {
1746                         if(!m_prop.physical)
1747                                 pos_translator.update(m_position, is_end_position, update_interval);
1748                 } else {
1749                         pos_translator.init(m_position);
1750                 }
1751                 rot_translator.update(m_rotation, false, update_interval);
1752                 updateNodePos();
1753         } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1754                 std::string mod = deSerializeString16(is);
1755
1756                 // immediately reset a engine issued texture modifier if a mod sends a different one
1757                 if (m_reset_textures_timer > 0) {
1758                         m_reset_textures_timer = -1;
1759                         updateTextures(m_previous_texture_modifier);
1760                 }
1761                 updateTextures(mod);
1762         } else if (cmd == AO_CMD_SET_SPRITE) {
1763                 v2s16 p = readV2S16(is);
1764                 int num_frames = readU16(is);
1765                 float framelength = readF32(is);
1766                 bool select_horiz_by_yawpitch = readU8(is);
1767
1768                 m_tx_basepos = p;
1769                 m_anim_num_frames = num_frames;
1770                 m_anim_frame = 0;
1771                 m_anim_framelength = framelength;
1772                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1773
1774                 updateTexturePos();
1775         } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1776                 float override_speed = readF32(is);
1777                 float override_jump = readF32(is);
1778                 float override_gravity = readF32(is);
1779                 // these are sent inverted so we get true when the server sends nothing
1780                 bool sneak = !readU8(is);
1781                 bool sneak_glitch = !readU8(is);
1782                 bool new_move = !readU8(is);
1783
1784
1785                 if(m_is_local_player)
1786                 {
1787                         LocalPlayer *player = m_env->getLocalPlayer();
1788                         player->physics_override_speed = override_speed;
1789                         player->physics_override_jump = override_jump;
1790                         player->physics_override_gravity = override_gravity;
1791                         player->physics_override_sneak = sneak;
1792                         player->physics_override_sneak_glitch = sneak_glitch;
1793                         player->physics_override_new_move = new_move;
1794                 }
1795         } else if (cmd == AO_CMD_SET_ANIMATION) {
1796                 // TODO: change frames send as v2s32 value
1797                 v2f range = readV2F32(is);
1798                 if (!m_is_local_player) {
1799                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1800                         m_animation_speed = readF32(is);
1801                         m_animation_blend = readF32(is);
1802                         // these are sent inverted so we get true when the server sends nothing
1803                         m_animation_loop = !readU8(is);
1804                         updateAnimation();
1805                 } else {
1806                         LocalPlayer *player = m_env->getLocalPlayer();
1807                         if(player->last_animation == NO_ANIM)
1808                         {
1809                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1810                                 m_animation_speed = readF32(is);
1811                                 m_animation_blend = readF32(is);
1812                                 // these are sent inverted so we get true when the server sends nothing
1813                                 m_animation_loop = !readU8(is);
1814                         }
1815                         // update animation only if local animations present
1816                         // and received animation is unknown (except idle animation)
1817                         bool is_known = false;
1818                         for (int i = 1;i<4;i++)
1819                         {
1820                                 if(m_animation_range.Y == player->local_animations[i].Y)
1821                                         is_known = true;
1822                         }
1823                         if(!is_known ||
1824                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1825                         {
1826                                         updateAnimation();
1827                         }
1828                         // FIXME: ^ This code is trash. It's also broken.
1829                 }
1830         } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1831                 m_animation_speed = readF32(is);
1832                 updateAnimationSpeed();
1833         } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1834                 std::string bone = deSerializeString16(is);
1835                 v3f position = readV3F32(is);
1836                 v3f rotation = readV3F32(is);
1837                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1838
1839                 // updateBonePosition(); now called every step
1840         } else if (cmd == AO_CMD_ATTACH_TO) {
1841                 u16 parent_id = readS16(is);
1842                 std::string bone = deSerializeString16(is);
1843                 v3f position = readV3F32(is);
1844                 v3f rotation = readV3F32(is);
1845                 bool force_visible = readU8(is); // Returns false for EOF
1846
1847                 setAttachment(parent_id, bone, position, rotation, force_visible);
1848         } else if (cmd == AO_CMD_PUNCHED) {
1849                 u16 result_hp = readU16(is);
1850
1851                 // Use this instead of the send damage to not interfere with prediction
1852                 s32 damage = (s32)m_hp - (s32)result_hp;
1853
1854                 m_hp = result_hp;
1855
1856                 if (m_is_local_player)
1857                         m_env->getLocalPlayer()->hp = m_hp;
1858
1859                 if (damage > 0)
1860                 {
1861                         if (m_hp == 0)
1862                         {
1863                                 // TODO: Execute defined fast response
1864                                 // As there is no definition, make a smoke puff
1865                                 ClientSimpleObject *simple = createSmokePuff(
1866                                                 m_smgr, m_env, m_position,
1867                                                 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1868                                 m_env->addSimpleObject(simple);
1869                         } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1870                                 m_reset_textures_timer = 0.05;
1871                                 if(damage >= 2)
1872                                         m_reset_textures_timer += 0.05 * damage;
1873                                 // Cap damage overlay to 1 second
1874                                 m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1875                                 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1876                         }
1877                 }
1878
1879                 if (m_hp == 0) {
1880                         // Same as 'Server::DiePlayer'
1881                         clearParentAttachment();
1882                         // Same as 'ObjectRef::l_remove'
1883                         if (!m_is_player)
1884                                 clearChildAttachments();
1885                 }
1886         } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
1887                 m_armor_groups.clear();
1888                 int armor_groups_size = readU16(is);
1889                 for(int i=0; i<armor_groups_size; i++)
1890                 {
1891                         std::string name = deSerializeString16(is);
1892                         int rating = readS16(is);
1893                         m_armor_groups[name] = rating;
1894                 }
1895         } else if (cmd == AO_CMD_SPAWN_INFANT) {
1896                 u16 child_id = readU16(is);
1897                 u8 type = readU8(is); // maybe this will be useful later
1898                 (void)type;
1899
1900                 addAttachmentChild(child_id);
1901         } else if (cmd == AO_CMD_OBSOLETE1) {
1902                 // Don't do anything and also don't log a warning
1903         } else {
1904                 warningstream << FUNCTION_NAME
1905                         << ": unknown command or outdated client \""
1906                         << +cmd << "\"" << std::endl;
1907         }
1908 }
1909
1910 /* \pre punchitem != NULL
1911  */
1912 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1913                 float time_from_last_punch)
1914 {
1915         assert(punchitem);      // pre-condition
1916         const ToolCapabilities *toolcap =
1917                         &punchitem->getToolCapabilities(m_client->idef());
1918         PunchDamageResult result = getPunchDamage(
1919                         m_armor_groups,
1920                         toolcap,
1921                         punchitem,
1922                         time_from_last_punch,
1923                         punchitem->wear);
1924
1925         if(result.did_punch && result.damage != 0)
1926         {
1927                 if(result.damage < m_hp)
1928                 {
1929                         m_hp -= result.damage;
1930                 } else {
1931                         m_hp = 0;
1932                         // TODO: Execute defined fast response
1933                         // As there is no definition, make a smoke puff
1934                         ClientSimpleObject *simple = createSmokePuff(
1935                                         m_smgr, m_env, m_position,
1936                                         v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1937                         m_env->addSimpleObject(simple);
1938                 }
1939                 if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1940                         m_reset_textures_timer = 0.05;
1941                         if (result.damage >= 2)
1942                                 m_reset_textures_timer += 0.05 * result.damage;
1943                         // Cap damage overlay to 1 second
1944                         m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1945                         updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1946                 }
1947         }
1948
1949         return false;
1950 }
1951
1952 std::string GenericCAO::debugInfoText()
1953 {
1954         std::ostringstream os(std::ios::binary);
1955         os<<"GenericCAO hp="<<m_hp<<"\n";
1956         os<<"armor={";
1957         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1958                         i != m_armor_groups.end(); ++i)
1959         {
1960                 os<<i->first<<"="<<i->second<<", ";
1961         }
1962         os<<"}";
1963         return os.str();
1964 }
1965
1966 void GenericCAO::updateMeshCulling()
1967 {
1968         if (!m_is_local_player)
1969                 return;
1970
1971         const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
1972
1973         scene::ISceneNode *node = getSceneNode();
1974
1975         if (!node)
1976                 return;
1977
1978         if (m_prop.visual == "upright_sprite") {
1979                 // upright sprite has no backface culling
1980                 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
1981                 return;
1982         }
1983
1984         if (hidden) {
1985                 // Hide the mesh by culling both front and
1986                 // back faces. Serious hackyness but it works for our
1987                 // purposes. This also preserves the skeletal armature.
1988                 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1989                         true);
1990                 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1991                         true);
1992         } else {
1993                 // Restore mesh visibility.
1994                 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1995                         m_prop.backface_culling);
1996                 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1997                         false);
1998         }
1999 }
2000
2001 // Prototype
2002 GenericCAO proto_GenericCAO(NULL, NULL);