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