]> git.lizzy.rs Git - dragonfireclient.git/blob - src/client/content_cao.cpp
Cap damage overlay duration to 1 second (#11871)
[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 const bool GenericCAO::isImmortal()
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                 // Set it to use the materials of the meshbuffers directly.
749                 // This is needed for changing the texture in the future
750                 m_meshnode->setReadOnlyMaterials(true);
751         } else if (m_prop.visual == "cube") {
752                 grabMatrixNode();
753                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
754                 m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
755                 m_meshnode->grab();
756                 mesh->drop();
757
758                 m_meshnode->setScale(m_prop.visual_size);
759                 m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
760                         m_prop.backface_culling);
761
762                 setSceneNodeMaterial(m_meshnode);
763         } else if (m_prop.visual == "mesh") {
764                 grabMatrixNode();
765                 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
766                 if (mesh) {
767                         if (!checkMeshNormals(mesh)) {
768                                 infostream << "GenericCAO: recalculating normals for mesh "
769                                         << m_prop.mesh << std::endl;
770                                 m_smgr->getMeshManipulator()->
771                                                 recalculateNormals(mesh, true, false);
772                         }
773
774                         m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
775                         m_animated_meshnode->grab();
776                         mesh->drop(); // The scene node took hold of it
777                         m_animated_meshnode->animateJoints(); // Needed for some animations
778                         m_animated_meshnode->setScale(m_prop.visual_size);
779
780                         // set vertex colors to ensure alpha is set
781                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
782
783                         setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
784
785                         setSceneNodeMaterial(m_animated_meshnode);
786
787                         m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
788                                 m_prop.backface_culling);
789                 } else
790                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
791         } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
792                 grabMatrixNode();
793                 ItemStack item;
794                 if (m_prop.wield_item.empty()) {
795                         // Old format, only textures are specified.
796                         infostream << "textures: " << m_prop.textures.size() << std::endl;
797                         if (!m_prop.textures.empty()) {
798                                 infostream << "textures[0]: " << m_prop.textures[0]
799                                         << std::endl;
800                                 IItemDefManager *idef = m_client->idef();
801                                 item = ItemStack(m_prop.textures[0], 1, 0, idef);
802                         }
803                 } else {
804                         infostream << "serialized form: " << m_prop.wield_item << std::endl;
805                         item.deSerialize(m_prop.wield_item, m_client->idef());
806                 }
807                 m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
808                 m_wield_meshnode->setItem(item, m_client,
809                         (m_prop.visual == "wielditem"));
810
811                 m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
812                 m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
813         } else {
814                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
815                                 <<"\" not supported"<<std::endl;
816         }
817
818         /* don't update while punch texture modifier is active */
819         if (m_reset_textures_timer < 0)
820                 updateTextures(m_current_texture_modifier);
821
822         if (scene::ISceneNode *node = getSceneNode()) {
823                 if (m_matrixnode)
824                         node->setParent(m_matrixnode);
825
826                 if (auto shadow = RenderingEngine::get_shadow_renderer())
827                         shadow->addNodeToShadowList(node);
828         }
829
830         updateNametag();
831         updateMarker();
832         updateNodePos();
833         updateAnimation();
834         updateBonePosition();
835         updateAttachments();
836         setNodeLight(m_last_light);
837         updateMeshCulling();
838
839         if (m_animated_meshnode) {
840                 u32 mat_count = m_animated_meshnode->getMaterialCount();
841                 if (mat_count == 0 || m_prop.textures.empty()) {
842                         // nothing
843                 } else if (mat_count > m_prop.textures.size()) {
844                         std::ostringstream oss;
845                         oss << "GenericCAO::addToScene(): Model "
846                                 << m_prop.mesh << " loaded with " << mat_count
847                                 << " mesh buffers but only " << m_prop.textures.size()
848                                 << " texture(s) specifed, this is deprecated.";
849                         logOnce(oss, warningstream);
850
851                         video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
852                         for (u32 i = 1; i < mat_count; i++) {
853                                 auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
854                                 if (!layer.Texture)
855                                         layer.Texture = last;
856                                 last = layer.Texture;
857                         }
858                 }
859         }
860 }
861
862 void GenericCAO::updateLight(u32 day_night_ratio)
863 {
864         if (m_glow < 0)
865                 return;
866
867         u8 light_at_pos = 0;
868         bool pos_ok = false;
869
870         v3s16 pos[3];
871         u16 npos = getLightPosition(pos);
872         for (u16 i = 0; i < npos; i++) {
873                 bool this_ok;
874                 MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
875                 if (this_ok) {
876                         u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
877                         light_at_pos = MYMAX(light_at_pos, this_light);
878                         pos_ok = true;
879                 }
880         }
881         if (!pos_ok)
882                 light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
883
884         u8 light = decode_light(light_at_pos + m_glow);
885         if (light != m_last_light) {
886                 m_last_light = light;
887                 setNodeLight(light);
888         }
889 }
890
891 void GenericCAO::setNodeLight(u8 light)
892 {
893         video::SColor color(255, light, light, light);
894
895         if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
896                 if (m_wield_meshnode)
897                         m_wield_meshnode->setNodeLightColor(color);
898                 return;
899         }
900
901         if (m_enable_shaders) {
902                 if (m_prop.visual == "upright_sprite") {
903                         if (!m_meshnode)
904                                 return;
905
906                         scene::IMesh *mesh = m_meshnode->getMesh();
907                         for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
908                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
909                                 buf->getMaterial().EmissiveColor = color;
910                         }
911                 } else {
912                         scene::ISceneNode *node = getSceneNode();
913                         if (!node)
914                                 return;
915
916                         for (u32 i = 0; i < node->getMaterialCount(); ++i) {
917                                 video::SMaterial &material = node->getMaterial(i);
918                                 material.EmissiveColor = color;
919                         }
920                 }
921         } else {
922                 if (m_meshnode) {
923                         setMeshColor(m_meshnode->getMesh(), color);
924                 } else if (m_animated_meshnode) {
925                         setAnimatedMeshColor(m_animated_meshnode, color);
926                 } else if (m_spritenode) {
927                         m_spritenode->setColor(color);
928                 }
929         }
930 }
931
932 u16 GenericCAO::getLightPosition(v3s16 *pos)
933 {
934         const auto &box = m_prop.collisionbox;
935         pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
936         pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
937
938         // Skip center pos if it falls into the same node as Min or MaxEdge
939         if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
940                 return 2;
941         pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
942         return 3;
943 }
944
945 void GenericCAO::updateMarker()
946 {
947         if (!m_client->getMinimap())
948                 return;
949
950         if (!m_prop.show_on_minimap) {
951                 if (m_marker)
952                         m_client->getMinimap()->removeMarker(&m_marker);
953                 return;
954         }
955
956         if (m_marker)
957                 return;
958
959         scene::ISceneNode *node = getSceneNode();
960         if (!node)
961                 return;
962         m_marker = m_client->getMinimap()->addMarker(node);
963 }
964
965 void GenericCAO::updateNametag()
966 {
967         if (m_is_local_player) // No nametag for local player
968                 return;
969
970         if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
971                 // Delete nametag
972                 if (m_nametag) {
973                         m_client->getCamera()->removeNametag(m_nametag);
974                         m_nametag = nullptr;
975                 }
976                 return;
977         }
978
979         scene::ISceneNode *node = getSceneNode();
980         if (!node)
981                 return;
982
983         v3f pos;
984         pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
985         if (!m_nametag) {
986                 // Add nametag
987                 m_nametag = m_client->getCamera()->addNametag(node,
988                         m_prop.nametag, m_prop.nametag_color,
989                         m_prop.nametag_bgcolor, pos);
990         } else {
991                 // Update nametag
992                 m_nametag->text = m_prop.nametag;
993                 m_nametag->textcolor = m_prop.nametag_color;
994                 m_nametag->bgcolor = m_prop.nametag_bgcolor;
995                 m_nametag->pos = pos;
996         }
997 }
998
999 void GenericCAO::updateNodePos()
1000 {
1001         if (getParent() != NULL)
1002                 return;
1003
1004         scene::ISceneNode *node = getSceneNode();
1005
1006         if (node) {
1007                 v3s16 camera_offset = m_env->getCameraOffset();
1008                 v3f pos = pos_translator.val_current -
1009                                 intToFloat(camera_offset, BS);
1010                 getPosRotMatrix().setTranslation(pos);
1011                 if (node != m_spritenode) { // rotate if not a sprite
1012                         v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
1013                         setPitchYawRoll(getPosRotMatrix(), rot);
1014                 }
1015         }
1016 }
1017
1018 void GenericCAO::step(float dtime, ClientEnvironment *env)
1019 {
1020         // Handle model animations and update positions instantly to prevent lags
1021         if (m_is_local_player) {
1022                 LocalPlayer *player = m_env->getLocalPlayer();
1023                 m_position = player->getPosition();
1024                 pos_translator.val_current = m_position;
1025                 m_rotation.Y = wrapDegrees_0_360(player->getYaw());
1026                 rot_translator.val_current = m_rotation;
1027
1028                 if (m_is_visible) {
1029                         int old_anim = player->last_animation;
1030                         float old_anim_speed = player->last_animation_speed;
1031                         m_velocity = v3f(0,0,0);
1032                         m_acceleration = v3f(0,0,0);
1033                         const PlayerControl &controls = player->getPlayerControl();
1034                         f32 new_speed = player->local_animation_speed;
1035
1036                         bool walking = false;
1037                         if (controls.movement_speed > 0.001f) {
1038                                 new_speed *= controls.movement_speed;
1039                                 walking = true;
1040                         }
1041
1042                         v2s32 new_anim = v2s32(0,0);
1043                         bool allow_update = false;
1044
1045                         // increase speed if using fast or flying fast
1046                         if((g_settings->getBool("fast_move") &&
1047                                         m_client->checkLocalPrivilege("fast")) &&
1048                                         (controls.aux1 ||
1049                                         (!player->touching_ground &&
1050                                         g_settings->getBool("free_move") &&
1051                                         m_client->checkLocalPrivilege("fly"))))
1052                                         new_speed *= 1.5;
1053                         // slowdown speed if sneaking
1054                         if (controls.sneak && walking)
1055                                 new_speed /= 2;
1056
1057                         if (walking && (controls.dig || controls.place)) {
1058                                 new_anim = player->local_animations[3];
1059                                 player->last_animation = WD_ANIM;
1060                         } else if (walking) {
1061                                 new_anim = player->local_animations[1];
1062                                 player->last_animation = WALK_ANIM;
1063                         } else if (controls.dig || controls.place) {
1064                                 new_anim = player->local_animations[2];
1065                                 player->last_animation = DIG_ANIM;
1066                         }
1067
1068                         // Apply animations if input detected and not attached
1069                         // or set idle animation
1070                         if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
1071                                 allow_update = true;
1072                                 m_animation_range = new_anim;
1073                                 m_animation_speed = new_speed;
1074                                 player->last_animation_speed = m_animation_speed;
1075                         } else {
1076                                 player->last_animation = NO_ANIM;
1077
1078                                 if (old_anim != NO_ANIM) {
1079                                         m_animation_range = player->local_animations[0];
1080                                         updateAnimation();
1081                                 }
1082                         }
1083
1084                         // Update local player animations
1085                         if ((player->last_animation != old_anim ||
1086                                         m_animation_speed != old_anim_speed) &&
1087                                         player->last_animation != NO_ANIM && allow_update)
1088                                 updateAnimation();
1089
1090                 }
1091         }
1092
1093         if (m_visuals_expired && m_smgr) {
1094                 m_visuals_expired = false;
1095
1096                 // Attachments, part 1: All attached objects must be unparented first,
1097                 // or Irrlicht causes a segmentation fault
1098                 for (u16 cao_id : m_attachment_child_ids) {
1099                         ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1100                         if (obj) {
1101                                 scene::ISceneNode *child_node = obj->getSceneNode();
1102                                 // The node's parent is always an IDummyTraformationSceneNode,
1103                                 // so we need to reparent that one instead.
1104                                 if (child_node)
1105                                         child_node->getParent()->setParent(m_smgr->getRootSceneNode());
1106                         }
1107                 }
1108
1109                 removeFromScene(false);
1110                 addToScene(m_client->tsrc(), m_smgr);
1111
1112                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1113                 for (u16 cao_id : m_attachment_child_ids) {
1114                         ClientActiveObject *obj = m_env->getActiveObject(cao_id);
1115                         if (obj)
1116                                 obj->updateAttachments();
1117                 }
1118         }
1119
1120         // Make sure m_is_visible is always applied
1121         scene::ISceneNode *node = getSceneNode();
1122         if (node)
1123                 node->setVisible(m_is_visible);
1124
1125         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1126         {
1127                 // Set these for later
1128                 m_position = getPosition();
1129                 m_velocity = v3f(0,0,0);
1130                 m_acceleration = v3f(0,0,0);
1131                 pos_translator.val_current = m_position;
1132                 pos_translator.val_target = m_position;
1133         } else {
1134                 rot_translator.translate(dtime);
1135                 v3f lastpos = pos_translator.val_current;
1136
1137                 if(m_prop.physical)
1138                 {
1139                         aabb3f box = m_prop.collisionbox;
1140                         box.MinEdge *= BS;
1141                         box.MaxEdge *= BS;
1142                         collisionMoveResult moveresult;
1143                         f32 pos_max_d = BS*0.125; // Distance per iteration
1144                         v3f p_pos = m_position;
1145                         v3f p_velocity = m_velocity;
1146                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1147                                         pos_max_d, box, m_prop.stepheight, dtime,
1148                                         &p_pos, &p_velocity, m_acceleration,
1149                                         this, m_prop.collideWithObjects);
1150                         // Apply results
1151                         m_position = p_pos;
1152                         m_velocity = p_velocity;
1153
1154                         bool is_end_position = moveresult.collides;
1155                         pos_translator.update(m_position, is_end_position, dtime);
1156                 } else {
1157                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1158                         m_velocity += dtime * m_acceleration;
1159                         pos_translator.update(m_position, pos_translator.aim_is_end,
1160                                         pos_translator.anim_time);
1161                 }
1162                 pos_translator.translate(dtime);
1163                 updateNodePos();
1164
1165                 float moved = lastpos.getDistanceFrom(pos_translator.val_current);
1166                 m_step_distance_counter += moved;
1167                 if (m_step_distance_counter > 1.5f * BS) {
1168                         m_step_distance_counter = 0.0f;
1169                         if (!m_is_local_player && m_prop.makes_footstep_sound) {
1170                                 const NodeDefManager *ndef = m_client->ndef();
1171                                 v3s16 p = floatToInt(getPosition() +
1172                                         v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
1173                                 MapNode n = m_env->getMap().getNode(p);
1174                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1175                                 // Reduce footstep gain, as non-local-player footsteps are
1176                                 // somehow louder.
1177                                 spec.gain *= 0.6f;
1178                                 m_client->sound()->playSoundAt(spec, false, getPosition());
1179                         }
1180                 }
1181         }
1182
1183         m_anim_timer += dtime;
1184         if(m_anim_timer >= m_anim_framelength)
1185         {
1186                 m_anim_timer -= m_anim_framelength;
1187                 m_anim_frame++;
1188                 if(m_anim_frame >= m_anim_num_frames)
1189                         m_anim_frame = 0;
1190         }
1191
1192         updateTexturePos();
1193
1194         if(m_reset_textures_timer >= 0)
1195         {
1196                 m_reset_textures_timer -= dtime;
1197                 if(m_reset_textures_timer <= 0) {
1198                         m_reset_textures_timer = -1;
1199                         updateTextures(m_previous_texture_modifier);
1200                 }
1201         }
1202
1203         if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
1204                 // This is the child node's rotation. It is only used for automatic_rotate.
1205                 v3f local_rot = node->getRotation();
1206                 local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
1207                                 m_prop.automatic_rotate);
1208                 node->setRotation(local_rot);
1209         }
1210
1211         if (!getParent() && m_prop.automatic_face_movement_dir &&
1212                         (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
1213                 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
1214                                 + m_prop.automatic_face_movement_dir_offset;
1215                 float max_rotation_per_sec =
1216                                 m_prop.automatic_face_movement_max_rotation_per_sec;
1217
1218                 if (max_rotation_per_sec > 0) {
1219                         wrappedApproachShortest(m_rotation.Y, target_yaw,
1220                                 dtime * max_rotation_per_sec, 360.f);
1221                 } else {
1222                         // Negative values of max_rotation_per_sec mean disabled.
1223                         m_rotation.Y = target_yaw;
1224                 }
1225
1226                 rot_translator.val_current = m_rotation;
1227                 updateNodePos();
1228         }
1229
1230         if (m_animated_meshnode) {
1231                 // Everything must be updated; the whole transform
1232                 // chain as well as the animated mesh node.
1233                 // Otherwise, bone attachments would be relative to
1234                 // a position that's one frame old.
1235                 if (m_matrixnode)
1236                         updatePositionRecursive(m_matrixnode);
1237                 m_animated_meshnode->updateAbsolutePosition();
1238                 m_animated_meshnode->animateJoints();
1239                 updateBonePosition();
1240         }
1241 }
1242
1243 void GenericCAO::updateTexturePos()
1244 {
1245         if(m_spritenode)
1246         {
1247                 scene::ICameraSceneNode* camera =
1248                                 m_spritenode->getSceneManager()->getActiveCamera();
1249                 if(!camera)
1250                         return;
1251                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1252                                 - camera->getAbsolutePosition();
1253                 cam_to_entity.normalize();
1254
1255                 int row = m_tx_basepos.Y;
1256                 int col = m_tx_basepos.X;
1257
1258                 // Yawpitch goes rightwards
1259                 if (m_tx_select_horiz_by_yawpitch) {
1260                         if (cam_to_entity.Y > 0.75)
1261                                 col += 5;
1262                         else if (cam_to_entity.Y < -0.75)
1263                                 col += 4;
1264                         else {
1265                                 float mob_dir =
1266                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1267                                 float dir = mob_dir - m_rotation.Y;
1268                                 dir = wrapDegrees_180(dir);
1269                                 if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
1270                                         col += 2;
1271                                 else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
1272                                         col += 3;
1273                                 else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
1274                                         col += 0;
1275                                 else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
1276                                         col += 1;
1277                                 else
1278                                         col += 4;
1279                         }
1280                 }
1281
1282                 // Animation goes downwards
1283                 row += m_anim_frame;
1284
1285                 float txs = m_tx_size.X;
1286                 float tys = m_tx_size.Y;
1287                 setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
1288         }
1289
1290         else if (m_meshnode) {
1291                 if (m_prop.visual == "upright_sprite") {
1292                         int row = m_tx_basepos.Y;
1293                         int col = m_tx_basepos.X;
1294
1295                         // Animation goes downwards
1296                         row += m_anim_frame;
1297
1298                         const auto &tx = m_tx_size;
1299                         v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
1300                                 tx * v2f(col+1, row+1),
1301                                 tx * v2f(col, row+1),
1302                                 tx * v2f(col, row),
1303                                 tx * v2f(col+1, row),
1304                         };
1305                         auto mesh = m_meshnode->getMesh();
1306                         setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
1307                         setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
1308                 }
1309         }
1310 }
1311
1312 // Do not pass by reference, see header.
1313 void GenericCAO::updateTextures(std::string mod)
1314 {
1315         ITextureSource *tsrc = m_client->tsrc();
1316
1317         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1318         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1319         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1320
1321         m_previous_texture_modifier = m_current_texture_modifier;
1322         m_current_texture_modifier = mod;
1323         m_glow = m_prop.glow;
1324
1325         if (m_spritenode) {
1326                 if (m_prop.visual == "sprite") {
1327                         std::string texturestring = "no_texture.png";
1328                         if (!m_prop.textures.empty())
1329                                 texturestring = m_prop.textures[0];
1330                         texturestring += mod;
1331                         m_spritenode->getMaterial(0).MaterialType = m_material_type;
1332                         m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
1333                         m_spritenode->setMaterialTexture(0,
1334                                         tsrc->getTextureForMesh(texturestring));
1335
1336                         // This allows setting per-material colors. However, until a real lighting
1337                         // system is added, the code below will have no effect. Once MineTest
1338                         // has directional lighting, it should work automatically.
1339                         if (!m_prop.colors.empty()) {
1340                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1341                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1342                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1343                         }
1344
1345                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1346                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1347                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1348                 }
1349         }
1350
1351         else if (m_animated_meshnode) {
1352                 if (m_prop.visual == "mesh") {
1353                         for (u32 i = 0; i < m_prop.textures.size() &&
1354                                         i < m_animated_meshnode->getMaterialCount(); ++i) {
1355                                 std::string texturestring = m_prop.textures[i];
1356                                 if (texturestring.empty())
1357                                         continue; // Empty texture string means don't modify that material
1358                                 texturestring += mod;
1359                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1360                                 if (!texture) {
1361                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1362                                         continue;
1363                                 }
1364
1365                                 // Set material flags and texture
1366                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1367                                 material.MaterialType = m_material_type;
1368                                 material.MaterialTypeParam = 0.5f;
1369                                 material.TextureLayer[0].Texture = texture;
1370                                 material.setFlag(video::EMF_LIGHTING, true);
1371                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1372                                 material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
1373
1374                                 // don't filter low-res textures, makes them look blurry
1375                                 // player models have a res of 64
1376                                 const core::dimension2d<u32> &size = texture->getOriginalSize();
1377                                 const u32 res = std::min(size.Height, size.Width);
1378                                 use_trilinear_filter &= res > 64;
1379                                 use_bilinear_filter &= res > 64;
1380
1381                                 m_animated_meshnode->getMaterial(i)
1382                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1383                                 m_animated_meshnode->getMaterial(i)
1384                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1385                                 m_animated_meshnode->getMaterial(i)
1386                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1387                         }
1388                         for (u32 i = 0; i < m_prop.colors.size() &&
1389                         i < m_animated_meshnode->getMaterialCount(); ++i)
1390                         {
1391                                 // This allows setting per-material colors. However, until a real lighting
1392                                 // system is added, the code below will have no effect. Once MineTest
1393                                 // has directional lighting, it should work automatically.
1394                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1395                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1396                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1397                         }
1398                 }
1399         }
1400
1401         else if (m_meshnode) {
1402                 if(m_prop.visual == "cube")
1403                 {
1404                         for (u32 i = 0; i < 6; ++i)
1405                         {
1406                                 std::string texturestring = "no_texture.png";
1407                                 if(m_prop.textures.size() > i)
1408                                         texturestring = m_prop.textures[i];
1409                                 texturestring += mod;
1410
1411
1412                                 // Set material flags and texture
1413                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1414                                 material.MaterialType = m_material_type;
1415                                 material.MaterialTypeParam = 0.5f;
1416                                 material.setFlag(video::EMF_LIGHTING, false);
1417                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1418                                 material.setTexture(0,
1419                                                 tsrc->getTextureForMesh(texturestring));
1420                                 material.getTextureMatrix(0).makeIdentity();
1421
1422                                 // This allows setting per-material colors. However, until a real lighting
1423                                 // system is added, the code below will have no effect. Once MineTest
1424                                 // has directional lighting, it should work automatically.
1425                                 if(m_prop.colors.size() > i)
1426                                 {
1427                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1428                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1429                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1430                                 }
1431
1432                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1433                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1434                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1435                         }
1436                 } else if (m_prop.visual == "upright_sprite") {
1437                         scene::IMesh *mesh = m_meshnode->getMesh();
1438                         {
1439                                 std::string tname = "no_texture.png";
1440                                 if (!m_prop.textures.empty())
1441                                         tname = m_prop.textures[0];
1442                                 tname += mod;
1443                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1444                                 buf->getMaterial().setTexture(0,
1445                                                 tsrc->getTextureForMesh(tname));
1446
1447                                 // This allows setting per-material colors. However, until a real lighting
1448                                 // system is added, the code below will have no effect. Once MineTest
1449                                 // has directional lighting, it should work automatically.
1450                                 if(!m_prop.colors.empty()) {
1451                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1452                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1453                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1454                                 }
1455
1456                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1457                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1458                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1459                         }
1460                         {
1461                                 std::string tname = "no_texture.png";
1462                                 if (m_prop.textures.size() >= 2)
1463                                         tname = m_prop.textures[1];
1464                                 else if (!m_prop.textures.empty())
1465                                         tname = m_prop.textures[0];
1466                                 tname += mod;
1467                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1468                                 buf->getMaterial().setTexture(0,
1469                                                 tsrc->getTextureForMesh(tname));
1470
1471                                 // This allows setting per-material colors. However, until a real lighting
1472                                 // system is added, the code below will have no effect. Once MineTest
1473                                 // has directional lighting, it should work automatically.
1474                                 if (m_prop.colors.size() >= 2) {
1475                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1476                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1477                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1478                                 } else if (!m_prop.colors.empty()) {
1479                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1480                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1481                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1482                                 }
1483
1484                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1485                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1486                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1487                         }
1488                         // Set mesh color (only if lighting is disabled)
1489                         if (!m_prop.colors.empty() && m_glow < 0)
1490                                 setMeshColor(mesh, m_prop.colors[0]);
1491                 }
1492         }
1493         // Prevent showing the player after changing texture
1494         if (m_is_local_player)
1495                 updateMeshCulling();
1496 }
1497
1498 void GenericCAO::updateAnimation()
1499 {
1500         if (!m_animated_meshnode)
1501                 return;
1502
1503         if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1504                 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1505                         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1506         if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1507                 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1508         m_animated_meshnode->setTransitionTime(m_animation_blend);
1509         if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1510                 m_animated_meshnode->setLoopMode(m_animation_loop);
1511 }
1512
1513 void GenericCAO::updateAnimationSpeed()
1514 {
1515         if (!m_animated_meshnode)
1516                 return;
1517
1518         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1519 }
1520
1521 void GenericCAO::updateBonePosition()
1522 {
1523         if (m_bone_position.empty() || !m_animated_meshnode)
1524                 return;
1525
1526         m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
1527         for (auto &it : m_bone_position) {
1528                 std::string bone_name = it.first;
1529                 scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1530                 if (bone) {
1531                         bone->setPosition(it.second.X);
1532                         bone->setRotation(it.second.Y);
1533                 }
1534         }
1535
1536         // search through bones to find mistakenly rotated bones due to bug in Irrlicht
1537         for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1538                 scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
1539                 if (!bone)
1540                         continue;
1541
1542                 //If bone is manually positioned there is no need to perform the bug check
1543                 bool skip = false;
1544                 for (auto &it : m_bone_position) {
1545                         if (it.first == bone->getName()) {
1546                                 skip = true;
1547                                 break;
1548                         }
1549                 }
1550                 if (skip)
1551                         continue;
1552
1553                 // Workaround for Irrlicht bug
1554                 // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
1555                 // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
1556                 // and update the bones transformation.
1557                 v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
1558                 float offset = fabsf(bone_rot.X - bone->getRotation().X);
1559                 if (offset > 179.9f && offset < 180.1f) {
1560                         bone->setRotation(bone_rot);
1561                         bone->updateAbsolutePosition();
1562                 }
1563         }
1564         // The following is needed for set_bone_pos to propagate to
1565         // attached objects correctly.
1566         // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
1567         for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
1568                 auto bone = m_animated_meshnode->getJointNode(i);
1569                 // Look for the root bone.
1570                 if (bone && bone->getParent() == m_animated_meshnode) {
1571                         // Update entire skeleton.
1572                         bone->updateAbsolutePositionOfAllChildren();
1573                         break;
1574                 }
1575         }
1576 }
1577
1578 void GenericCAO::updateAttachments()
1579 {
1580         ClientActiveObject *parent = getParent();
1581
1582         m_attached_to_local = parent && parent->isLocalPlayer();
1583
1584         /*
1585         Following cases exist:
1586                 m_attachment_parent_id == 0 && !parent
1587                         This object is not attached
1588                 m_attachment_parent_id != 0 && parent
1589                         This object is attached
1590                 m_attachment_parent_id != 0 && !parent
1591                         This object will be attached as soon the parent is known
1592                 m_attachment_parent_id == 0 && parent
1593                         Impossible case
1594         */
1595
1596         if (!parent) { // Detach or don't attach
1597                 if (m_matrixnode) {
1598                         v3s16 camera_offset = m_env->getCameraOffset();
1599                         v3f old_pos = getPosition();
1600
1601                         m_matrixnode->setParent(m_smgr->getRootSceneNode());
1602                         getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
1603                         m_matrixnode->updateAbsolutePosition();
1604                 }
1605         }
1606         else // Attach
1607         {
1608                 parent->updateAttachments();
1609                 scene::ISceneNode *parent_node = parent->getSceneNode();
1610                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1611                                 parent->getAnimatedMeshSceneNode();
1612                 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1613                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1614                 }
1615
1616                 if (m_matrixnode && parent_node) {
1617                         m_matrixnode->setParent(parent_node);
1618                         parent_node->updateAbsolutePosition();
1619                         getPosRotMatrix().setTranslation(m_attachment_position);
1620                         //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
1621                         // use Irrlicht eulers instead
1622                         getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
1623                         m_matrixnode->updateAbsolutePosition();
1624                 }
1625         }
1626 }
1627
1628 bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
1629 {
1630         const ObjectProperties &old = m_prop;
1631         /* Visuals do not need to be expired for:
1632          * - nametag props: handled by updateNametag()
1633          * - textures:      handled by updateTextures()
1634          * - sprite props:  handled by updateTexturePos()
1635          * - glow:          handled by updateLight()
1636          * - any other properties that do not change appearance
1637          */
1638
1639         bool uses_legacy_texture = new_.wield_item.empty() &&
1640                 (new_.visual == "wielditem" || new_.visual == "item");
1641         // Ordered to compare primitive types before std::vectors
1642         return old.backface_culling != new_.backface_culling ||
1643                 old.is_visible != new_.is_visible ||
1644                 old.mesh != new_.mesh ||
1645                 old.shaded != new_.shaded ||
1646                 old.use_texture_alpha != new_.use_texture_alpha ||
1647                 old.visual != new_.visual ||
1648                 old.visual_size != new_.visual_size ||
1649                 old.wield_item != new_.wield_item ||
1650                 old.colors != new_.colors ||
1651                 (uses_legacy_texture && old.textures != new_.textures);
1652 }
1653
1654 void GenericCAO::processMessage(const std::string &data)
1655 {
1656         //infostream<<"GenericCAO: Got message"<<std::endl;
1657         std::istringstream is(data, std::ios::binary);
1658         // command
1659         u8 cmd = readU8(is);
1660         if (cmd == AO_CMD_SET_PROPERTIES) {
1661                 ObjectProperties newprops;
1662                 newprops.show_on_minimap = m_is_player; // default
1663
1664                 newprops.deSerialize(is);
1665
1666                 // Check what exactly changed
1667                 bool expire_visuals = visualExpiryRequired(newprops);
1668                 bool textures_changed = m_prop.textures != newprops.textures;
1669
1670                 // Apply changes
1671                 m_prop = std::move(newprops);
1672
1673                 m_selection_box = m_prop.selectionbox;
1674                 m_selection_box.MinEdge *= BS;
1675                 m_selection_box.MaxEdge *= BS;
1676
1677                 m_tx_size.X = 1.0f / m_prop.spritediv.X;
1678                 m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
1679
1680                 if(!m_initial_tx_basepos_set){
1681                         m_initial_tx_basepos_set = true;
1682                         m_tx_basepos = m_prop.initial_sprite_basepos;
1683                 }
1684                 if (m_is_local_player) {
1685                         LocalPlayer *player = m_env->getLocalPlayer();
1686                         player->makes_footstep_sound = m_prop.makes_footstep_sound;
1687                         aabb3f collision_box = m_prop.collisionbox;
1688                         collision_box.MinEdge *= BS;
1689                         collision_box.MaxEdge *= BS;
1690                         player->setCollisionbox(collision_box);
1691                         player->setEyeHeight(m_prop.eye_height);
1692                         player->setZoomFOV(m_prop.zoom_fov);
1693                 }
1694
1695                 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1696                         m_prop.nametag = m_name;
1697                 if (m_is_local_player)
1698                         m_prop.show_on_minimap = false;
1699
1700                 if (expire_visuals) {
1701                         expireVisuals();
1702                 } else {
1703                         infostream << "GenericCAO: properties updated but expiring visuals"
1704                                 << " not necessary" << std::endl;
1705                         if (textures_changed) {
1706                                 // don't update while punch texture modifier is active
1707                                 if (m_reset_textures_timer < 0)
1708                                         updateTextures(m_current_texture_modifier);
1709                         }
1710                         updateNametag();
1711                         updateMarker();
1712                 }
1713         } else if (cmd == AO_CMD_UPDATE_POSITION) {
1714                 // Not sent by the server if this object is an attachment.
1715                 // We might however get here if the server notices the object being detached before the client.
1716                 m_position = readV3F32(is);
1717                 m_velocity = readV3F32(is);
1718                 m_acceleration = readV3F32(is);
1719                 m_rotation = readV3F32(is);
1720
1721                 m_rotation = wrapDegrees_0_360_v3f(m_rotation);
1722                 bool do_interpolate = readU8(is);
1723                 bool is_end_position = readU8(is);
1724                 float update_interval = readF32(is);
1725
1726                 // Place us a bit higher if we're physical, to not sink into
1727                 // the ground due to sucky collision detection...
1728                 if(m_prop.physical)
1729                         m_position += v3f(0,0.002,0);
1730
1731                 if(getParent() != NULL) // Just in case
1732                         return;
1733
1734                 if(do_interpolate)
1735                 {
1736                         if(!m_prop.physical)
1737                                 pos_translator.update(m_position, is_end_position, update_interval);
1738                 } else {
1739                         pos_translator.init(m_position);
1740                 }
1741                 rot_translator.update(m_rotation, false, update_interval);
1742                 updateNodePos();
1743         } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
1744                 std::string mod = deSerializeString16(is);
1745
1746                 // immediately reset a engine issued texture modifier if a mod sends a different one
1747                 if (m_reset_textures_timer > 0) {
1748                         m_reset_textures_timer = -1;
1749                         updateTextures(m_previous_texture_modifier);
1750                 }
1751                 updateTextures(mod);
1752         } else if (cmd == AO_CMD_SET_SPRITE) {
1753                 v2s16 p = readV2S16(is);
1754                 int num_frames = readU16(is);
1755                 float framelength = readF32(is);
1756                 bool select_horiz_by_yawpitch = readU8(is);
1757
1758                 m_tx_basepos = p;
1759                 m_anim_num_frames = num_frames;
1760                 m_anim_frame = 0;
1761                 m_anim_framelength = framelength;
1762                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1763
1764                 updateTexturePos();
1765         } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
1766                 float override_speed = readF32(is);
1767                 float override_jump = readF32(is);
1768                 float override_gravity = readF32(is);
1769                 // these are sent inverted so we get true when the server sends nothing
1770                 bool sneak = !readU8(is);
1771                 bool sneak_glitch = !readU8(is);
1772                 bool new_move = !readU8(is);
1773
1774
1775                 if(m_is_local_player)
1776                 {
1777                         LocalPlayer *player = m_env->getLocalPlayer();
1778                         player->physics_override_speed = override_speed;
1779                         player->physics_override_jump = override_jump;
1780                         player->physics_override_gravity = override_gravity;
1781                         player->physics_override_sneak = sneak;
1782                         player->physics_override_sneak_glitch = sneak_glitch;
1783                         player->physics_override_new_move = new_move;
1784                 }
1785         } else if (cmd == AO_CMD_SET_ANIMATION) {
1786                 // TODO: change frames send as v2s32 value
1787                 v2f range = readV2F32(is);
1788                 if (!m_is_local_player) {
1789                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1790                         m_animation_speed = readF32(is);
1791                         m_animation_blend = readF32(is);
1792                         // these are sent inverted so we get true when the server sends nothing
1793                         m_animation_loop = !readU8(is);
1794                         updateAnimation();
1795                 } else {
1796                         LocalPlayer *player = m_env->getLocalPlayer();
1797                         if(player->last_animation == NO_ANIM)
1798                         {
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                         }
1805                         // update animation only if local animations present
1806                         // and received animation is unknown (except idle animation)
1807                         bool is_known = false;
1808                         for (int i = 1;i<4;i++)
1809                         {
1810                                 if(m_animation_range.Y == player->local_animations[i].Y)
1811                                         is_known = true;
1812                         }
1813                         if(!is_known ||
1814                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1815                         {
1816                                         updateAnimation();
1817                         }
1818                 }
1819         } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
1820                 m_animation_speed = readF32(is);
1821                 updateAnimationSpeed();
1822         } else if (cmd == AO_CMD_SET_BONE_POSITION) {
1823                 std::string bone = deSerializeString16(is);
1824                 v3f position = readV3F32(is);
1825                 v3f rotation = readV3F32(is);
1826                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1827
1828                 // updateBonePosition(); now called every step
1829         } else if (cmd == AO_CMD_ATTACH_TO) {
1830                 u16 parent_id = readS16(is);
1831                 std::string bone = deSerializeString16(is);
1832                 v3f position = readV3F32(is);
1833                 v3f rotation = readV3F32(is);
1834                 bool force_visible = readU8(is); // Returns false for EOF
1835
1836                 setAttachment(parent_id, bone, position, rotation, force_visible);
1837         } else if (cmd == AO_CMD_PUNCHED) {
1838                 u16 result_hp = readU16(is);
1839
1840                 // Use this instead of the send damage to not interfere with prediction
1841                 s32 damage = (s32)m_hp - (s32)result_hp;
1842
1843                 m_hp = result_hp;
1844
1845                 if (m_is_local_player)
1846                         m_env->getLocalPlayer()->hp = m_hp;
1847
1848                 if (damage > 0)
1849                 {
1850                         if (m_hp == 0)
1851                         {
1852                                 // TODO: Execute defined fast response
1853                                 // As there is no definition, make a smoke puff
1854                                 ClientSimpleObject *simple = createSmokePuff(
1855                                                 m_smgr, m_env, m_position,
1856                                                 v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1857                                 m_env->addSimpleObject(simple);
1858                         } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1859                                 m_reset_textures_timer = 0.05;
1860                                 if(damage >= 2)
1861                                         m_reset_textures_timer += 0.05 * damage;
1862                                 // Cap damage overlay to 1 second
1863                                 m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1864                                 updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1865                         }
1866                 }
1867
1868                 if (m_hp == 0) {
1869                         // Same as 'Server::DiePlayer'
1870                         clearParentAttachment();
1871                         // Same as 'ObjectRef::l_remove'
1872                         if (!m_is_player)
1873                                 clearChildAttachments();
1874                 }
1875         } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
1876                 m_armor_groups.clear();
1877                 int armor_groups_size = readU16(is);
1878                 for(int i=0; i<armor_groups_size; i++)
1879                 {
1880                         std::string name = deSerializeString16(is);
1881                         int rating = readS16(is);
1882                         m_armor_groups[name] = rating;
1883                 }
1884         } else if (cmd == AO_CMD_SPAWN_INFANT) {
1885                 u16 child_id = readU16(is);
1886                 u8 type = readU8(is); // maybe this will be useful later
1887                 (void)type;
1888
1889                 addAttachmentChild(child_id);
1890         } else if (cmd == AO_CMD_OBSOLETE1) {
1891                 // Don't do anything and also don't log a warning
1892         } else {
1893                 warningstream << FUNCTION_NAME
1894                         << ": unknown command or outdated client \""
1895                         << +cmd << "\"" << std::endl;
1896         }
1897 }
1898
1899 /* \pre punchitem != NULL
1900  */
1901 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1902                 float time_from_last_punch)
1903 {
1904         assert(punchitem);      // pre-condition
1905         const ToolCapabilities *toolcap =
1906                         &punchitem->getToolCapabilities(m_client->idef());
1907         PunchDamageResult result = getPunchDamage(
1908                         m_armor_groups,
1909                         toolcap,
1910                         punchitem,
1911                         time_from_last_punch,
1912                         punchitem->wear);
1913
1914         if(result.did_punch && result.damage != 0)
1915         {
1916                 if(result.damage < m_hp)
1917                 {
1918                         m_hp -= result.damage;
1919                 } else {
1920                         m_hp = 0;
1921                         // TODO: Execute defined fast response
1922                         // As there is no definition, make a smoke puff
1923                         ClientSimpleObject *simple = createSmokePuff(
1924                                         m_smgr, m_env, m_position,
1925                                         v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
1926                         m_env->addSimpleObject(simple);
1927                 }
1928                 if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
1929                         m_reset_textures_timer = 0.05;
1930                         if (result.damage >= 2)
1931                                 m_reset_textures_timer += 0.05 * result.damage;
1932                         // Cap damage overlay to 1 second
1933                         m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
1934                         updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
1935                 }
1936         }
1937
1938         return false;
1939 }
1940
1941 std::string GenericCAO::debugInfoText()
1942 {
1943         std::ostringstream os(std::ios::binary);
1944         os<<"GenericCAO hp="<<m_hp<<"\n";
1945         os<<"armor={";
1946         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1947                         i != m_armor_groups.end(); ++i)
1948         {
1949                 os<<i->first<<"="<<i->second<<", ";
1950         }
1951         os<<"}";
1952         return os.str();
1953 }
1954
1955 void GenericCAO::updateMeshCulling()
1956 {
1957         if (!m_is_local_player)
1958                 return;
1959
1960         const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
1961
1962         if (m_meshnode && m_prop.visual == "upright_sprite") {
1963                 u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
1964                 for (u32 i = 0; i < buffers; i++) {
1965                         video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
1966                         // upright sprite has no backface culling
1967                         mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
1968                 }
1969                 return;
1970         }
1971
1972         scene::ISceneNode *node = getSceneNode();
1973         if (!node)
1974                 return;
1975
1976         if (hidden) {
1977                 // Hide the mesh by culling both front and
1978                 // back faces. Serious hackyness but it works for our
1979                 // purposes. This also preserves the skeletal armature.
1980                 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1981                         true);
1982                 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1983                         true);
1984         } else {
1985                 // Restore mesh visibility.
1986                 node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
1987                         m_prop.backface_culling);
1988                 node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
1989                         false);
1990         }
1991 }
1992
1993 // Prototype
1994 GenericCAO proto_GenericCAO(NULL, NULL);