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-rw-r--r--src/client/content_cao.cpp1988
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diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
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+++ b/src/client/content_cao.cpp
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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+#include <IBillboardSceneNode.h>
+#include <ICameraSceneNode.h>
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include "client/client.h"
+#include "client/renderingengine.h"
+#include "client/sound.h"
+#include "client/tile.h"
+#include "util/basic_macros.h"
+#include "util/numeric.h"
+#include "util/serialize.h"
+#include "camera.h" // CameraModes
+#include "collision.h"
+#include "content_cso.h"
+#include "environment.h"
+#include "itemdef.h"
+#include "localplayer.h"
+#include "map.h"
+#include "mesh.h"
+#include "nodedef.h"
+#include "settings.h"
+#include "tool.h"
+#include "wieldmesh.h"
+#include <algorithm>
+#include <cmath>
+#include "client/shader.h"
+#include "client/minimap.h"
+
+class Settings;
+struct ToolCapabilities;
+
+std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+
+template<typename T>
+void SmoothTranslator<T>::init(T current)
+{
+ val_old = current;
+ val_current = current;
+ val_target = current;
+ anim_time = 0;
+ anim_time_counter = 0;
+ aim_is_end = true;
+}
+
+template<typename T>
+void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
+{
+ aim_is_end = is_end_position;
+ val_old = val_current;
+ val_target = new_target;
+ if (update_interval > 0) {
+ anim_time = update_interval;
+ } else {
+ if (anim_time < 0.001 || anim_time > 1.0)
+ anim_time = anim_time_counter;
+ else
+ anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+ }
+ anim_time_counter = 0;
+}
+
+template<typename T>
+void SmoothTranslator<T>::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+ T val_diff = val_target - val_old;
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ val_current = val_old + val_diff * moveratio;
+}
+
+void SmoothTranslatorWrapped::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+ f32 val_diff = std::abs(val_target - val_old);
+ if (val_diff > 180.f)
+ val_diff = 360.f - val_diff;
+
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ wrappedApproachShortest(val_current, val_target,
+ val_diff * moveratio, 360.f);
+}
+
+void SmoothTranslatorWrappedv3f::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+
+ v3f val_diff_v3f;
+ val_diff_v3f.X = std::abs(val_target.X - val_old.X);
+ val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
+ val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
+
+ if (val_diff_v3f.X > 180.f)
+ val_diff_v3f.X = 360.f - val_diff_v3f.X;
+
+ if (val_diff_v3f.Y > 180.f)
+ val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
+
+ if (val_diff_v3f.Z > 180.f)
+ val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
+
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ wrappedApproachShortest(val_current.X, val_target.X,
+ val_diff_v3f.X * moveratio, 360.f);
+
+ wrappedApproachShortest(val_current.Y, val_target.Y,
+ val_diff_v3f.Y * moveratio, 360.f);
+
+ wrappedApproachShortest(val_current.Z, val_target.Z,
+ val_diff_v3f.Z * moveratio, 360.f);
+}
+
+/*
+ Other stuff
+*/
+
+static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+ float txs, float tys, int col, int row)
+{
+ video::SMaterial& material = bill->getMaterial(0);
+ core::matrix4& matrix = material.getTextureMatrix(0);
+ matrix.setTextureTranslate(txs*col, tys*row);
+ matrix.setTextureScale(txs, tys);
+}
+
+// Evaluate transform chain recursively; irrlicht does not do this for us
+static void updatePositionRecursive(scene::ISceneNode *node)
+{
+ scene::ISceneNode *parent = node->getParent();
+ if (parent)
+ updatePositionRecursive(parent);
+ node->updateAbsolutePosition();
+}
+
+static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
+{
+ thread_local std::vector<u64> logged;
+
+ std::string message = from.str();
+ u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
+
+ if (std::find(logged.begin(), logged.end(), hash) != logged.end())
+ return false;
+ logged.push_back(hash);
+ log_to << message << std::endl;
+ return true;
+}
+
+/*
+ TestCAO
+*/
+
+class TestCAO : public ClientActiveObject
+{
+public:
+ TestCAO(Client *client, ClientEnvironment *env);
+ virtual ~TestCAO() = default;
+
+ ActiveObjectType getType() const
+ {
+ return ACTIVEOBJECT_TYPE_TEST;
+ }
+
+ static ClientActiveObject* create(Client *client, ClientEnvironment *env);
+
+ void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
+ void removeFromScene(bool permanent);
+ void updateLight(u32 day_night_ratio);
+ void updateNodePos();
+
+ void step(float dtime, ClientEnvironment *env);
+
+ void processMessage(const std::string &data);
+
+ bool getCollisionBox(aabb3f *toset) const { return false; }
+private:
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+};
+
+// Prototype
+TestCAO proto_TestCAO(NULL, NULL);
+
+TestCAO::TestCAO(Client *client, ClientEnvironment *env):
+ ClientActiveObject(0, client, env),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+{
+ ClientActiveObject::registerType(getType(), create);
+}
+
+ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
+{
+ return new TestCAO(client, env);
+}
+
+void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
+{
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+}
+
+void TestCAO::removeFromScene(bool permanent)
+{
+ if (!m_node)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+}
+
+void TestCAO::updateLight(u32 day_night_ratio)
+{
+}
+
+void TestCAO::updateNodePos()
+{
+ if (!m_node)
+ return;
+
+ m_node->setPosition(m_position);
+ //m_node->setRotation(v3f(0, 45, 0));
+}
+
+void TestCAO::step(float dtime, ClientEnvironment *env)
+{
+ if(m_node)
+ {
+ v3f rot = m_node->getRotation();
+ //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
+ rot.Y += dtime * 180;
+ m_node->setRotation(rot);
+ }
+}
+
+void TestCAO::processMessage(const std::string &data)
+{
+ infostream<<"TestCAO: Got data: "<<data<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ u16 cmd;
+ is>>cmd;
+ if(cmd == 0)
+ {
+ v3f newpos;
+ is>>newpos.X;
+ is>>newpos.Y;
+ is>>newpos.Z;
+ m_position = newpos;
+ updateNodePos();
+ }
+}
+
+/*
+ GenericCAO
+*/
+
+#include "clientobject.h"
+
+GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
+ ClientActiveObject(0, client, env)
+{
+ if (client == NULL) {
+ ClientActiveObject::registerType(getType(), create);
+ } else {
+ m_client = client;
+ }
+}
+
+bool GenericCAO::getCollisionBox(aabb3f *toset) const
+{
+ if (m_prop.physical)
+ {
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+ toset->MinEdge += m_position;
+ toset->MaxEdge += m_position;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool GenericCAO::collideWithObjects() const
+{
+ return m_prop.collideWithObjects;
+}
+
+void GenericCAO::initialize(const std::string &data)
+{
+ infostream<<"GenericCAO: Got init data"<<std::endl;
+ processInitData(data);
+
+ m_enable_shaders = g_settings->getBool("enable_shaders");
+}
+
+void GenericCAO::processInitData(const std::string &data)
+{
+ std::istringstream is(data, std::ios::binary);
+ const u8 version = readU8(is);
+
+ if (version < 1) {
+ errorstream << "GenericCAO: Unsupported init data version"
+ << std::endl;
+ return;
+ }
+
+ // PROTOCOL_VERSION >= 37
+ m_name = deSerializeString16(is);
+ m_is_player = readU8(is);
+ m_id = readU16(is);
+ m_position = readV3F32(is);
+ m_rotation = readV3F32(is);
+ m_hp = readU16(is);
+
+ if (m_is_player) {
+ // Check if it's the current player
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
+ m_is_local_player = true;
+ m_is_visible = false;
+ player->setCAO(this);
+ }
+ }
+
+ const u8 num_messages = readU8(is);
+
+ for (int i = 0; i < num_messages; i++) {
+ std::string message = deSerializeString32(is);
+ processMessage(message);
+ }
+
+ m_rotation = wrapDegrees_0_360_v3f(m_rotation);
+ pos_translator.init(m_position);
+ rot_translator.init(m_rotation);
+ updateNodePos();
+}
+
+GenericCAO::~GenericCAO()
+{
+ removeFromScene(true);
+}
+
+bool GenericCAO::getSelectionBox(aabb3f *toset) const
+{
+ if (!m_prop.is_visible || !m_is_visible || m_is_local_player
+ || !m_prop.pointable) {
+ return false;
+ }
+ *toset = m_selection_box;
+ return true;
+}
+
+const v3f GenericCAO::getPosition() const
+{
+ if (!getParent())
+ return pos_translator.val_current;
+
+ // Calculate real position in world based on MatrixNode
+ if (m_matrixnode) {
+ v3s16 camera_offset = m_env->getCameraOffset();
+ return m_matrixnode->getAbsolutePosition() +
+ intToFloat(camera_offset, BS);
+ }
+
+ return m_position;
+}
+
+bool GenericCAO::isImmortal() const
+{
+ return itemgroup_get(getGroups(), "immortal");
+}
+
+scene::ISceneNode *GenericCAO::getSceneNode() const
+{
+ if (m_meshnode) {
+ return m_meshnode;
+ }
+
+ if (m_animated_meshnode) {
+ return m_animated_meshnode;
+ }
+
+ if (m_wield_meshnode) {
+ return m_wield_meshnode;
+ }
+
+ if (m_spritenode) {
+ return m_spritenode;
+ }
+ return NULL;
+}
+
+scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
+{
+ return m_animated_meshnode;
+}
+
+void GenericCAO::setChildrenVisible(bool toset)
+{
+ for (u16 cao_id : m_attachment_child_ids) {
+ GenericCAO *obj = m_env->getGenericCAO(cao_id);
+ if (obj) {
+ // Check if the entity is forced to appear in first person.
+ obj->setVisible(obj->m_force_visible ? true : toset);
+ }
+ }
+}
+
+void GenericCAO::setAttachment(int parent_id, const std::string &bone,
+ v3f position, v3f rotation, bool force_visible)
+{
+ int old_parent = m_attachment_parent_id;
+ m_attachment_parent_id = parent_id;
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_force_visible = force_visible;
+
+ ClientActiveObject *parent = m_env->getActiveObject(parent_id);
+
+ if (parent_id != old_parent) {
+ if (auto *o = m_env->getActiveObject(old_parent))
+ o->removeAttachmentChild(m_id);
+ if (parent)
+ parent->addAttachmentChild(m_id);
+ }
+ updateAttachments();
+
+ // Forcibly show attachments if required by set_attach
+ if (m_force_visible) {
+ m_is_visible = true;
+ } else if (!m_is_local_player) {
+ // Objects attached to the local player should be hidden in first person
+ m_is_visible = !m_attached_to_local ||
+ m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
+ m_force_visible = false;
+ } else {
+ // Local players need to have this set,
+ // otherwise first person attachments fail.
+ m_is_visible = true;
+ }
+}
+
+void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+ v3f *rotation, bool *force_visible) const
+{
+ *parent_id = m_attachment_parent_id;
+ *bone = m_attachment_bone;
+ *position = m_attachment_position;
+ *rotation = m_attachment_rotation;
+ *force_visible = m_force_visible;
+}
+
+void GenericCAO::clearChildAttachments()
+{
+ // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
+ while (!m_attachment_child_ids.empty()) {
+ int child_id = *m_attachment_child_ids.begin();
+
+ if (ClientActiveObject *child = m_env->getActiveObject(child_id))
+ child->setAttachment(0, "", v3f(), v3f(), false);
+
+ removeAttachmentChild(child_id);
+ }
+}
+
+void GenericCAO::clearParentAttachment()
+{
+ if (m_attachment_parent_id)
+ setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
+ else
+ setAttachment(0, "", v3f(), v3f(), false);
+}
+
+void GenericCAO::addAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.insert(child_id);
+}
+
+void GenericCAO::removeAttachmentChild(int child_id)
+{
+ m_attachment_child_ids.erase(child_id);
+}
+
+ClientActiveObject* GenericCAO::getParent() const
+{
+ return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
+ nullptr;
+}
+
+void GenericCAO::removeFromScene(bool permanent)
+{
+ // Should be true when removing the object permanently
+ // and false when refreshing (eg: updating visuals)
+ if (m_env && permanent) {
+ // The client does not know whether this object does re-appear to
+ // a later time, thus do not clear child attachments.
+
+ clearParentAttachment();
+ }
+
+ if (auto shadow = RenderingEngine::get_shadow_renderer())
+ shadow->removeNodeFromShadowList(getSceneNode());
+
+ if (m_meshnode) {
+ m_meshnode->remove();
+ m_meshnode->drop();
+ m_meshnode = nullptr;
+ } else if (m_animated_meshnode) {
+ m_animated_meshnode->remove();
+ m_animated_meshnode->drop();
+ m_animated_meshnode = nullptr;
+ } else if (m_wield_meshnode) {
+ m_wield_meshnode->remove();
+ m_wield_meshnode->drop();
+ m_wield_meshnode = nullptr;
+ } else if (m_spritenode) {
+ m_spritenode->remove();
+ m_spritenode->drop();
+ m_spritenode = nullptr;
+ }
+
+ if (m_matrixnode) {
+ m_matrixnode->remove();
+ m_matrixnode->drop();
+ m_matrixnode = nullptr;
+ }
+
+ if (m_nametag) {
+ m_client->getCamera()->removeNametag(m_nametag);
+ m_nametag = nullptr;
+ }
+
+ if (m_marker && m_client->getMinimap())
+ m_client->getMinimap()->removeMarker(&m_marker);
+}
+
+void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
+{
+ m_smgr = smgr;
+
+ if (getSceneNode() != NULL) {
+ return;
+ }
+
+ m_visuals_expired = false;
+
+ if (!m_prop.is_visible)
+ return;
+
+ infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
+
+ if (m_enable_shaders) {
+ IShaderSource *shader_source = m_client->getShaderSource();
+ MaterialType material_type;
+
+ if (m_prop.shaded && m_prop.glow == 0)
+ material_type = (m_prop.use_texture_alpha) ?
+ TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
+ else
+ material_type = (m_prop.use_texture_alpha) ?
+ TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
+
+ u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
+ m_material_type = shader_source->getShaderInfo(shader_id).material;
+ } else {
+ m_material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ }
+
+ auto grabMatrixNode = [this] {
+ m_matrixnode = m_smgr->addDummyTransformationSceneNode();
+ m_matrixnode->grab();
+ };
+
+ auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
+ node->setMaterialFlag(video::EMF_LIGHTING, false);
+ node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ node->setMaterialType(m_material_type);
+
+ if (m_enable_shaders) {
+ node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
+ node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+ };
+
+ if (m_prop.visual == "sprite") {
+ grabMatrixNode();
+ m_spritenode = m_smgr->addBillboardSceneNode(
+ m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
+ m_spritenode->grab();
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureForMesh("no_texture.png"));
+
+ setSceneNodeMaterial(m_spritenode);
+
+ m_spritenode->setSize(v2f(m_prop.visual_size.X,
+ m_prop.visual_size.Y) * BS);
+ {
+ const float txs = 1.0 / 1;
+ const float tys = 1.0 / 1;
+ setBillboardTextureMatrix(m_spritenode,
+ txs, tys, 0, 0);
+ }
+ } else if (m_prop.visual == "upright_sprite") {
+ grabMatrixNode();
+ scene::SMesh *mesh = new scene::SMesh();
+ double dx = BS * m_prop.visual_size.X / 2;
+ double dy = BS * m_prop.visual_size.Y / 2;
+ video::SColor c(0xFFFFFFFF);
+
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
+ video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
+ video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
+ video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
+ };
+ if (m_is_player) {
+ // Move minimal Y position to 0 (feet position)
+ for (video::S3DVertex &vertex : vertices)
+ vertex.Pos.Y += dy;
+ }
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = m_material_type;
+
+ if (m_enable_shaders) {
+ buf->getMaterial().EmissiveColor = c;
+ buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+ buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ { // Back
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
+ video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
+ video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
+ video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
+ };
+ if (m_is_player) {
+ // Move minimal Y position to 0 (feet position)
+ for (video::S3DVertex &vertex : vertices)
+ vertex.Pos.Y += dy;
+ }
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = m_material_type;
+
+ if (m_enable_shaders) {
+ buf->getMaterial().EmissiveColor = c;
+ buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+ buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
+ m_meshnode->grab();
+ mesh->drop();
+ } else if (m_prop.visual == "cube") {
+ grabMatrixNode();
+ scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+ m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
+ m_meshnode->grab();
+ mesh->drop();
+
+ m_meshnode->setScale(m_prop.visual_size);
+ m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
+
+ setSceneNodeMaterial(m_meshnode);
+ } else if (m_prop.visual == "mesh") {
+ grabMatrixNode();
+ scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
+ if (mesh) {
+ if (!checkMeshNormals(mesh)) {
+ infostream << "GenericCAO: recalculating normals for mesh "
+ << m_prop.mesh << std::endl;
+ m_smgr->getMeshManipulator()->
+ recalculateNormals(mesh, true, false);
+ }
+
+ m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
+ m_animated_meshnode->grab();
+ mesh->drop(); // The scene node took hold of it
+ m_animated_meshnode->animateJoints(); // Needed for some animations
+ m_animated_meshnode->setScale(m_prop.visual_size);
+
+ // set vertex colors to ensure alpha is set
+ setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
+
+ setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
+
+ setSceneNodeMaterial(m_animated_meshnode);
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
+ } else
+ errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
+ } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
+ grabMatrixNode();
+ ItemStack item;
+ if (m_prop.wield_item.empty()) {
+ // Old format, only textures are specified.
+ infostream << "textures: " << m_prop.textures.size() << std::endl;
+ if (!m_prop.textures.empty()) {
+ infostream << "textures[0]: " << m_prop.textures[0]
+ << std::endl;
+ IItemDefManager *idef = m_client->idef();
+ item = ItemStack(m_prop.textures[0], 1, 0, idef);
+ }
+ } else {
+ infostream << "serialized form: " << m_prop.wield_item << std::endl;
+ item.deSerialize(m_prop.wield_item, m_client->idef());
+ }
+ m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
+ m_wield_meshnode->setItem(item, m_client,
+ (m_prop.visual == "wielditem"));
+
+ m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
+ m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
+ } else {
+ infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+ <<"\" not supported"<<std::endl;
+ }
+
+ /* don't update while punch texture modifier is active */
+ if (m_reset_textures_timer < 0)
+ updateTextures(m_current_texture_modifier);
+
+ if (scene::ISceneNode *node = getSceneNode()) {
+ if (m_matrixnode)
+ node->setParent(m_matrixnode);
+
+ if (auto shadow = RenderingEngine::get_shadow_renderer())
+ shadow->addNodeToShadowList(node);
+ }
+
+ updateNametag();
+ updateMarker();
+ updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
+ setNodeLight(m_last_light);
+ updateMeshCulling();
+
+ if (m_animated_meshnode) {
+ u32 mat_count = m_animated_meshnode->getMaterialCount();
+ if (mat_count == 0 || m_prop.textures.empty()) {
+ // nothing
+ } else if (mat_count > m_prop.textures.size()) {
+ std::ostringstream oss;
+ oss << "GenericCAO::addToScene(): Model "
+ << m_prop.mesh << " loaded with " << mat_count
+ << " mesh buffers but only " << m_prop.textures.size()
+ << " texture(s) specifed, this is deprecated.";
+ logOnce(oss, warningstream);
+
+ video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
+ for (u32 i = 1; i < mat_count; i++) {
+ auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
+ if (!layer.Texture)
+ layer.Texture = last;
+ last = layer.Texture;
+ }
+ }
+ }
+}
+
+void GenericCAO::updateLight(u32 day_night_ratio)
+{
+ if (m_prop.glow < 0)
+ return;
+
+ u16 light_at_pos = 0;
+ u8 light_at_pos_intensity = 0;
+ bool pos_ok = false;
+
+ v3s16 pos[3];
+ u16 npos = getLightPosition(pos);
+ for (u16 i = 0; i < npos; i++) {
+ bool this_ok;
+ MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
+ if (this_ok) {
+ u16 this_light = getInteriorLight(n, 0, m_client->ndef());
+ u8 this_light_intensity = MYMAX(this_light & 0xFF, this_light >> 8);
+ if (this_light_intensity > light_at_pos_intensity) {
+ light_at_pos = this_light;
+ light_at_pos_intensity = this_light_intensity;
+ }
+ pos_ok = true;
+ }
+ }
+ if (!pos_ok)
+ light_at_pos = LIGHT_SUN;
+
+ video::SColor light = encode_light(light_at_pos, decode_light(m_prop.glow));
+ if (!m_enable_shaders)
+ final_color_blend(&light, light_at_pos, day_night_ratio);
+
+ if (light != m_last_light) {
+ m_last_light = light;
+ setNodeLight(light);
+ }
+}
+
+void GenericCAO::setNodeLight(const video::SColor &light_color)
+{
+ if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
+ if (m_wield_meshnode)
+ m_wield_meshnode->setNodeLightColor(light_color);
+ return;
+ }
+
+ if (m_enable_shaders) {
+ if (m_prop.visual == "upright_sprite") {
+ if (!m_meshnode)
+ return;
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+ m_meshnode->getMaterial(i).EmissiveColor = light_color;
+ } else {
+ scene::ISceneNode *node = getSceneNode();
+ if (!node)
+ return;
+
+ for (u32 i = 0; i < node->getMaterialCount(); ++i) {
+ video::SMaterial &material = node->getMaterial(i);
+ material.EmissiveColor = light_color;
+ }
+ }
+ } else {
+ if (m_meshnode) {
+ setMeshColor(m_meshnode->getMesh(), light_color);
+ } else if (m_animated_meshnode) {
+ setAnimatedMeshColor(m_animated_meshnode, light_color);
+ } else if (m_spritenode) {
+ m_spritenode->setColor(light_color);
+ }
+ }
+}
+
+u16 GenericCAO::getLightPosition(v3s16 *pos)
+{
+ const auto &box = m_prop.collisionbox;
+ pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
+ pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
+
+ // Skip center pos if it falls into the same node as Min or MaxEdge
+ if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
+ return 2;
+ pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
+ return 3;
+}
+
+void GenericCAO::updateMarker()
+{
+ if (!m_client->getMinimap())
+ return;
+
+ if (!m_prop.show_on_minimap) {
+ if (m_marker)
+ m_client->getMinimap()->removeMarker(&m_marker);
+ return;
+ }
+
+ if (m_marker)
+ return;
+
+ scene::ISceneNode *node = getSceneNode();
+ if (!node)
+ return;
+ m_marker = m_client->getMinimap()->addMarker(node);
+}
+
+void GenericCAO::updateNametag()
+{
+ if (m_is_local_player) // No nametag for local player
+ return;
+
+ if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
+ // Delete nametag
+ if (m_nametag) {
+ m_client->getCamera()->removeNametag(m_nametag);
+ m_nametag = nullptr;
+ }
+ return;
+ }
+
+ scene::ISceneNode *node = getSceneNode();
+ if (!node)
+ return;
+
+ v3f pos;
+ pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
+ if (!m_nametag) {
+ // Add nametag
+ m_nametag = m_client->getCamera()->addNametag(node,
+ m_prop.nametag, m_prop.nametag_color,
+ m_prop.nametag_bgcolor, pos);
+ } else {
+ // Update nametag
+ m_nametag->text = m_prop.nametag;
+ m_nametag->textcolor = m_prop.nametag_color;
+ m_nametag->bgcolor = m_prop.nametag_bgcolor;
+ m_nametag->pos = pos;
+ }
+}
+
+void GenericCAO::updateNodePos()
+{
+ if (getParent() != NULL)
+ return;
+
+ scene::ISceneNode *node = getSceneNode();
+
+ if (node) {
+ v3s16 camera_offset = m_env->getCameraOffset();
+ v3f pos = pos_translator.val_current -
+ intToFloat(camera_offset, BS);
+ getPosRotMatrix().setTranslation(pos);
+ if (node != m_spritenode) { // rotate if not a sprite
+ v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
+ setPitchYawRoll(getPosRotMatrix(), rot);
+ }
+ }
+}
+
+void GenericCAO::step(float dtime, ClientEnvironment *env)
+{
+ // Handle model animations and update positions instantly to prevent lags
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ m_position = player->getPosition();
+ pos_translator.val_current = m_position;
+ m_rotation.Y = wrapDegrees_0_360(player->getYaw());
+ rot_translator.val_current = m_rotation;
+
+ if (m_is_visible) {
+ int old_anim = player->last_animation;
+ float old_anim_speed = player->last_animation_speed;
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ const PlayerControl &controls = player->getPlayerControl();
+ f32 new_speed = player->local_animation_speed;
+
+ bool walking = false;
+ if (controls.movement_speed > 0.001f) {
+ new_speed *= controls.movement_speed;
+ walking = true;
+ }
+
+ v2s32 new_anim = v2s32(0,0);
+ bool allow_update = false;
+
+ // increase speed if using fast or flying fast
+ if((g_settings->getBool("fast_move") &&
+ m_client->checkLocalPrivilege("fast")) &&
+ (controls.aux1 ||
+ (!player->touching_ground &&
+ g_settings->getBool("free_move") &&
+ m_client->checkLocalPrivilege("fly"))))
+ new_speed *= 1.5;
+ // slowdown speed if sneaking
+ if (controls.sneak && walking)
+ new_speed /= 2;
+
+ if (walking && (controls.dig || controls.place)) {
+ new_anim = player->local_animations[3];
+ player->last_animation = WD_ANIM;
+ } else if (walking) {
+ new_anim = player->local_animations[1];
+ player->last_animation = WALK_ANIM;
+ } else if (controls.dig || controls.place) {
+ new_anim = player->local_animations[2];
+ player->last_animation = DIG_ANIM;
+ }
+
+ // Apply animations if input detected and not attached
+ // or set idle animation
+ if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
+ allow_update = true;
+ m_animation_range = new_anim;
+ m_animation_speed = new_speed;
+ player->last_animation_speed = m_animation_speed;
+ } else {
+ player->last_animation = NO_ANIM;
+
+ if (old_anim != NO_ANIM) {
+ m_animation_range = player->local_animations[0];
+ updateAnimation();
+ }
+ }
+
+ // Update local player animations
+ if ((player->last_animation != old_anim ||
+ m_animation_speed != old_anim_speed) &&
+ player->last_animation != NO_ANIM && allow_update)
+ updateAnimation();
+
+ }
+ }
+
+ if (m_visuals_expired && m_smgr) {
+ m_visuals_expired = false;
+
+ // Attachments, part 1: All attached objects must be unparented first,
+ // or Irrlicht causes a segmentation fault
+ for (u16 cao_id : m_attachment_child_ids) {
+ ClientActiveObject *obj = m_env->getActiveObject(cao_id);
+ if (obj) {
+ scene::ISceneNode *child_node = obj->getSceneNode();
+ // The node's parent is always an IDummyTraformationSceneNode,
+ // so we need to reparent that one instead.
+ if (child_node)
+ child_node->getParent()->setParent(m_smgr->getRootSceneNode());
+ }
+ }
+
+ removeFromScene(false);
+ addToScene(m_client->tsrc(), m_smgr);
+
+ // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+ for (u16 cao_id : m_attachment_child_ids) {
+ ClientActiveObject *obj = m_env->getActiveObject(cao_id);
+ if (obj)
+ obj->updateAttachments();
+ }
+ }
+
+ // Make sure m_is_visible is always applied
+ scene::ISceneNode *node = getSceneNode();
+ if (node)
+ node->setVisible(m_is_visible);
+
+ if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+ {
+ // Set these for later
+ m_position = getPosition();
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ pos_translator.val_current = m_position;
+ pos_translator.val_target = m_position;
+ } else {
+ rot_translator.translate(dtime);
+ v3f lastpos = pos_translator.val_current;
+
+ if(m_prop.physical)
+ {
+ aabb3f box = m_prop.collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ moveresult = collisionMoveSimple(env,env->getGameDef(),
+ pos_max_d, box, m_prop.stepheight, dtime,
+ &p_pos, &p_velocity, m_acceleration,
+ this, m_prop.collideWithObjects);
+ // Apply results
+ m_position = p_pos;
+ m_velocity = p_velocity;
+
+ bool is_end_position = moveresult.collides;
+ pos_translator.update(m_position, is_end_position, dtime);
+ } else {
+ m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ pos_translator.update(m_position, pos_translator.aim_is_end,
+ pos_translator.anim_time);
+ }
+ pos_translator.translate(dtime);
+ updateNodePos();
+
+ float moved = lastpos.getDistanceFrom(pos_translator.val_current);
+ m_step_distance_counter += moved;
+ if (m_step_distance_counter > 1.5f * BS) {
+ m_step_distance_counter = 0.0f;
+ if (!m_is_local_player && m_prop.makes_footstep_sound) {
+ const NodeDefManager *ndef = m_client->ndef();
+ v3s16 p = floatToInt(getPosition() +
+ v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
+ MapNode n = m_env->getMap().getNode(p);
+ SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ // Reduce footstep gain, as non-local-player footsteps are
+ // somehow louder.
+ spec.gain *= 0.6f;
+ m_client->sound()->playSoundAt(spec, getPosition());
+ }
+ }
+ }
+
+ m_anim_timer += dtime;
+ if(m_anim_timer >= m_anim_framelength)
+ {
+ m_anim_timer -= m_anim_framelength;
+ m_anim_frame++;
+ if(m_anim_frame >= m_anim_num_frames)
+ m_anim_frame = 0;
+ }
+
+ updateTexturePos();
+
+ if(m_reset_textures_timer >= 0)
+ {
+ m_reset_textures_timer -= dtime;
+ if(m_reset_textures_timer <= 0) {
+ m_reset_textures_timer = -1;
+ updateTextures(m_previous_texture_modifier);
+ }
+ }
+
+ if (node && fabs(m_prop.automatic_rotate) > 0.001f) {
+ // This is the child node's rotation. It is only used for automatic_rotate.
+ v3f local_rot = node->getRotation();
+ local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
+ m_prop.automatic_rotate);
+ node->setRotation(local_rot);
+ }
+
+ if (!getParent() && m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
+ float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ + m_prop.automatic_face_movement_dir_offset;
+ float max_rotation_per_sec =
+ m_prop.automatic_face_movement_max_rotation_per_sec;
+
+ if (max_rotation_per_sec > 0) {
+ wrappedApproachShortest(m_rotation.Y, target_yaw,
+ dtime * max_rotation_per_sec, 360.f);
+ } else {
+ // Negative values of max_rotation_per_sec mean disabled.
+ m_rotation.Y = target_yaw;
+ }
+
+ rot_translator.val_current = m_rotation;
+ updateNodePos();
+ }
+
+ if (m_animated_meshnode) {
+ // Everything must be updated; the whole transform
+ // chain as well as the animated mesh node.
+ // Otherwise, bone attachments would be relative to
+ // a position that's one frame old.
+ if (m_matrixnode)
+ updatePositionRecursive(m_matrixnode);
+ m_animated_meshnode->updateAbsolutePosition();
+ m_animated_meshnode->animateJoints();
+ updateBonePosition();
+ }
+}
+
+void GenericCAO::updateTexturePos()
+{
+ if(m_spritenode)
+ {
+ scene::ICameraSceneNode* camera =
+ m_spritenode->getSceneManager()->getActiveCamera();
+ if(!camera)
+ return;
+ v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+ - camera->getAbsolutePosition();
+ cam_to_entity.normalize();
+
+ int row = m_tx_basepos.Y;
+ int col = m_tx_basepos.X;
+
+ // Yawpitch goes rightwards
+ if (m_tx_select_horiz_by_yawpitch) {
+ if (cam_to_entity.Y > 0.75)
+ col += 5;
+ else if (cam_to_entity.Y < -0.75)
+ col += 4;
+ else {
+ float mob_dir =
+ atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
+ float dir = mob_dir - m_rotation.Y;
+ dir = wrapDegrees_180(dir);
+ if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
+ col += 2;
+ else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
+ col += 3;
+ else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
+ col += 0;
+ else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
+ col += 1;
+ else
+ col += 4;
+ }
+ }
+
+ // Animation goes downwards
+ row += m_anim_frame;
+
+ float txs = m_tx_size.X;
+ float tys = m_tx_size.Y;
+ setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
+ }
+
+ else if (m_meshnode) {
+ if (m_prop.visual == "upright_sprite") {
+ int row = m_tx_basepos.Y;
+ int col = m_tx_basepos.X;
+
+ // Animation goes downwards
+ row += m_anim_frame;
+
+ const auto &tx = m_tx_size;
+ v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
+ tx * v2f(col+1, row+1),
+ tx * v2f(col, row+1),
+ tx * v2f(col, row),
+ tx * v2f(col+1, row),
+ };
+ auto mesh = m_meshnode->getMesh();
+ setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
+ setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
+ }
+ }
+}
+
+// Do not pass by reference, see header.
+void GenericCAO::updateTextures(std::string mod)
+{
+ ITextureSource *tsrc = m_client->tsrc();
+
+ bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+ bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+ bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+ m_previous_texture_modifier = m_current_texture_modifier;
+ m_current_texture_modifier = mod;
+
+ if (m_spritenode) {
+ if (m_prop.visual == "sprite") {
+ std::string texturestring = "no_texture.png";
+ if (!m_prop.textures.empty())
+ texturestring = m_prop.textures[0];
+ texturestring += mod;
+ m_spritenode->getMaterial(0).MaterialType = m_material_type;
+ m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureForMesh(texturestring));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if (!m_prop.colors.empty()) {
+ m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+ }
+
+ m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+
+ else if (m_animated_meshnode) {
+ if (m_prop.visual == "mesh") {
+ for (u32 i = 0; i < m_prop.textures.size() &&
+ i < m_animated_meshnode->getMaterialCount(); ++i) {
+ std::string texturestring = m_prop.textures[i];
+ if (texturestring.empty())
+ continue; // Empty texture string means don't modify that material
+ texturestring += mod;
+ video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
+ if (!texture) {
+ errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+ continue;
+ }
+
+ // Set material flags and texture
+ video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.MaterialType = m_material_type;
+ material.MaterialTypeParam = 0.5f;
+ material.TextureLayer[0].Texture = texture;
+ material.setFlag(video::EMF_LIGHTING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
+
+ // don't filter low-res textures, makes them look blurry
+ // player models have a res of 64
+ const core::dimension2d<u32> &size = texture->getOriginalSize();
+ const u32 res = std::min(size.Height, size.Width);
+ use_trilinear_filter &= res > 64;
+ use_bilinear_filter &= res > 64;
+
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ for (u32 i = 0; i < m_prop.colors.size() &&
+ i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+ }
+ }
+
+ else if (m_meshnode) {
+ if(m_prop.visual == "cube")
+ {
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "no_texture.png";
+ if(m_prop.textures.size() > i)
+ texturestring = m_prop.textures[i];
+ texturestring += mod;
+
+
+ // Set material flags and texture
+ video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.MaterialType = m_material_type;
+ material.MaterialTypeParam = 0.5f;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setTexture(0,
+ tsrc->getTextureForMesh(texturestring));
+ material.getTextureMatrix(0).makeIdentity();
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() > i)
+ {
+ m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+
+ m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ } else if (m_prop.visual == "upright_sprite") {
+ scene::IMesh *mesh = m_meshnode->getMesh();
+ {
+ std::string tname = "no_texture.png";
+ if (!m_prop.textures.empty())
+ tname = m_prop.textures[0];
+ tname += mod;
+ auto& material = m_meshnode->getMaterial(0);
+ material.setTexture(0,
+ tsrc->getTextureForMesh(tname));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if(!m_prop.colors.empty()) {
+ material.AmbientColor = m_prop.colors[0];
+ material.DiffuseColor = m_prop.colors[0];
+ material.SpecularColor = m_prop.colors[0];
+ }
+
+ material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ {
+ std::string tname = "no_texture.png";
+ if (m_prop.textures.size() >= 2)
+ tname = m_prop.textures[1];
+ else if (!m_prop.textures.empty())
+ tname = m_prop.textures[0];
+ tname += mod;
+ auto& material = m_meshnode->getMaterial(1);
+ material.setTexture(0,
+ tsrc->getTextureForMesh(tname));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if (m_prop.colors.size() >= 2) {
+ material.AmbientColor = m_prop.colors[1];
+ material.DiffuseColor = m_prop.colors[1];
+ material.SpecularColor = m_prop.colors[1];
+ } else if (!m_prop.colors.empty()) {
+ material.AmbientColor = m_prop.colors[0];
+ material.DiffuseColor = m_prop.colors[0];
+ material.SpecularColor = m_prop.colors[0];
+ }
+
+ material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ // Set mesh color (only if lighting is disabled)
+ if (!m_prop.colors.empty() && m_prop.glow < 0)
+ setMeshColor(mesh, m_prop.colors[0]);
+ }
+ }
+ // Prevent showing the player after changing texture
+ if (m_is_local_player)
+ updateMeshCulling();
+}
+
+void GenericCAO::updateAnimation()
+{
+ if (!m_animated_meshnode)
+ return;
+
+ if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+ m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+ m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+ if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+ m_animated_meshnode->setTransitionTime(m_animation_blend);
+ if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+ m_animated_meshnode->setLoopMode(m_animation_loop);
+}
+
+void GenericCAO::updateAnimationSpeed()
+{
+ if (!m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+}
+
+void GenericCAO::updateBonePosition()
+{
+ if (m_bone_position.empty() || !m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ for (auto &it : m_bone_position) {
+ std::string bone_name = it.first;
+ scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ if (bone) {
+ bone->setPosition(it.second.X);
+ bone->setRotation(it.second.Y);
+ }
+ }
+
+ // search through bones to find mistakenly rotated bones due to bug in Irrlicht
+ for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+ scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+ if (!bone)
+ continue;
+
+ //If bone is manually positioned there is no need to perform the bug check
+ bool skip = false;
+ for (auto &it : m_bone_position) {
+ if (it.first == bone->getName()) {
+ skip = true;
+ break;
+ }
+ }
+ if (skip)
+ continue;
+
+ // Workaround for Irrlicht bug
+ // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
+ // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
+ // and update the bones transformation.
+ v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
+ float offset = fabsf(bone_rot.X - bone->getRotation().X);
+ if (offset > 179.9f && offset < 180.1f) {
+ bone->setRotation(bone_rot);
+ bone->updateAbsolutePosition();
+ }
+ }
+ // The following is needed for set_bone_pos to propagate to
+ // attached objects correctly.
+ // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
+ for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+ auto bone = m_animated_meshnode->getJointNode(i);
+ // Look for the root bone.
+ if (bone && bone->getParent() == m_animated_meshnode) {
+ // Update entire skeleton.
+ bone->updateAbsolutePositionOfAllChildren();
+ break;
+ }
+ }
+}
+
+void GenericCAO::updateAttachments()
+{
+ ClientActiveObject *parent = getParent();
+
+ m_attached_to_local = parent && parent->isLocalPlayer();
+
+ /*
+ Following cases exist:
+ m_attachment_parent_id == 0 && !parent
+ This object is not attached
+ m_attachment_parent_id != 0 && parent
+ This object is attached
+ m_attachment_parent_id != 0 && !parent
+ This object will be attached as soon the parent is known
+ m_attachment_parent_id == 0 && parent
+ Impossible case
+ */
+
+ if (!parent) { // Detach or don't attach
+ if (m_matrixnode) {
+ v3s16 camera_offset = m_env->getCameraOffset();
+ v3f old_pos = getPosition();
+
+ m_matrixnode->setParent(m_smgr->getRootSceneNode());
+ getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
+ m_matrixnode->updateAbsolutePosition();
+ }
+ }
+ else // Attach
+ {
+ parent->updateAttachments();
+ scene::ISceneNode *parent_node = parent->getSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+ parent->getAnimatedMeshSceneNode();
+ if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
+ parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
+ }
+
+ if (m_matrixnode && parent_node) {
+ m_matrixnode->setParent(parent_node);
+ parent_node->updateAbsolutePosition();
+ getPosRotMatrix().setTranslation(m_attachment_position);
+ //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
+ // use Irrlicht eulers instead
+ getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
+ m_matrixnode->updateAbsolutePosition();
+ }
+ }
+}
+
+bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
+{
+ const ObjectProperties &old = m_prop;
+ /* Visuals do not need to be expired for:
+ * - nametag props: handled by updateNametag()
+ * - textures: handled by updateTextures()
+ * - sprite props: handled by updateTexturePos()
+ * - glow: handled by updateLight()
+ * - any other properties that do not change appearance
+ */
+
+ bool uses_legacy_texture = new_.wield_item.empty() &&
+ (new_.visual == "wielditem" || new_.visual == "item");
+ // Ordered to compare primitive types before std::vectors
+ return old.backface_culling != new_.backface_culling ||
+ old.is_visible != new_.is_visible ||
+ old.mesh != new_.mesh ||
+ old.shaded != new_.shaded ||
+ old.use_texture_alpha != new_.use_texture_alpha ||
+ old.visual != new_.visual ||
+ old.visual_size != new_.visual_size ||
+ old.wield_item != new_.wield_item ||
+ old.colors != new_.colors ||
+ (uses_legacy_texture && old.textures != new_.textures);
+}
+
+void GenericCAO::processMessage(const std::string &data)
+{
+ //infostream<<"GenericCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if (cmd == AO_CMD_SET_PROPERTIES) {
+ ObjectProperties newprops;
+ newprops.show_on_minimap = m_is_player; // default
+
+ newprops.deSerialize(is);
+
+ // Check what exactly changed
+ bool expire_visuals = visualExpiryRequired(newprops);
+ bool textures_changed = m_prop.textures != newprops.textures;
+
+ // Apply changes
+ m_prop = std::move(newprops);
+
+ m_selection_box = m_prop.selectionbox;
+ m_selection_box.MinEdge *= BS;
+ m_selection_box.MaxEdge *= BS;
+
+ m_tx_size.X = 1.0f / m_prop.spritediv.X;
+ m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
+
+ if(!m_initial_tx_basepos_set){
+ m_initial_tx_basepos_set = true;
+ m_tx_basepos = m_prop.initial_sprite_basepos;
+ }
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->makes_footstep_sound = m_prop.makes_footstep_sound;
+ aabb3f collision_box = m_prop.collisionbox;
+ collision_box.MinEdge *= BS;
+ collision_box.MaxEdge *= BS;
+ player->setCollisionbox(collision_box);
+ player->setEyeHeight(m_prop.eye_height);
+ player->setZoomFOV(m_prop.zoom_fov);
+ }
+
+ if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
+ m_prop.nametag = m_name;
+ if (m_is_local_player)
+ m_prop.show_on_minimap = false;
+
+ if (expire_visuals) {
+ expireVisuals();
+ } else {
+ infostream << "GenericCAO: properties updated but expiring visuals"
+ << " not necessary" << std::endl;
+ if (textures_changed) {
+ // don't update while punch texture modifier is active
+ if (m_reset_textures_timer < 0)
+ updateTextures(m_current_texture_modifier);
+ }
+ updateNametag();
+ updateMarker();
+ }
+ } else if (cmd == AO_CMD_UPDATE_POSITION) {
+ // Not sent by the server if this object is an attachment.
+ // We might however get here if the server notices the object being detached before the client.
+ m_position = readV3F32(is);
+ m_velocity = readV3F32(is);
+ m_acceleration = readV3F32(is);
+ m_rotation = readV3F32(is);
+
+ m_rotation = wrapDegrees_0_360_v3f(m_rotation);
+ bool do_interpolate = readU8(is);
+ bool is_end_position = readU8(is);
+ float update_interval = readF32(is);
+
+ // Place us a bit higher if we're physical, to not sink into
+ // the ground due to sucky collision detection...
+ if(m_prop.physical)
+ m_position += v3f(0,0.002,0);
+
+ if(getParent() != NULL) // Just in case
+ return;
+
+ if(do_interpolate)
+ {
+ if(!m_prop.physical)
+ pos_translator.update(m_position, is_end_position, update_interval);
+ } else {
+ pos_translator.init(m_position);
+ }
+ rot_translator.update(m_rotation, false, update_interval);
+ updateNodePos();
+ } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
+ std::string mod = deSerializeString16(is);
+
+ // immediately reset a engine issued texture modifier if a mod sends a different one
+ if (m_reset_textures_timer > 0) {
+ m_reset_textures_timer = -1;
+ updateTextures(m_previous_texture_modifier);
+ }
+ updateTextures(mod);
+ } else if (cmd == AO_CMD_SET_SPRITE) {
+ v2s16 p = readV2S16(is);
+ int num_frames = readU16(is);
+ float framelength = readF32(is);
+ bool select_horiz_by_yawpitch = readU8(is);
+
+ m_tx_basepos = p;
+ m_anim_num_frames = num_frames;
+ m_anim_frame = 0;
+ m_anim_framelength = framelength;
+ m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+ updateTexturePos();
+ } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
+ float override_speed = readF32(is);
+ float override_jump = readF32(is);
+ float override_gravity = readF32(is);
+ // these are sent inverted so we get true when the server sends nothing
+ bool sneak = !readU8(is);
+ bool sneak_glitch = !readU8(is);
+ bool new_move = !readU8(is);
+
+
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->physics_override_speed = override_speed;
+ player->physics_override_jump = override_jump;
+ player->physics_override_gravity = override_gravity;
+ player->physics_override_sneak = sneak;
+ player->physics_override_sneak_glitch = sneak_glitch;
+ player->physics_override_new_move = new_move;
+ }
+ } else if (cmd == AO_CMD_SET_ANIMATION) {
+ // TODO: change frames send as v2s32 value
+ v2f range = readV2F32(is);
+ if (!m_is_local_player) {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ m_animation_speed = readF32(is);
+ m_animation_blend = readF32(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
+ updateAnimation();
+ } else {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if(player->last_animation == NO_ANIM)
+ {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ m_animation_speed = readF32(is);
+ m_animation_blend = readF32(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
+ }
+ // update animation only if local animations present
+ // and received animation is unknown (except idle animation)
+ bool is_known = false;
+ for (int i = 1;i<4;i++)
+ {
+ if(m_animation_range.Y == player->local_animations[i].Y)
+ is_known = true;
+ }
+ if(!is_known ||
+ (player->local_animations[1].Y + player->local_animations[2].Y < 1))
+ {
+ updateAnimation();
+ }
+ // FIXME: ^ This code is trash. It's also broken.
+ }
+ } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
+ m_animation_speed = readF32(is);
+ updateAnimationSpeed();
+ } else if (cmd == AO_CMD_SET_BONE_POSITION) {
+ std::string bone = deSerializeString16(is);
+ v3f position = readV3F32(is);
+ v3f rotation = readV3F32(is);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+ // updateBonePosition(); now called every step
+ } else if (cmd == AO_CMD_ATTACH_TO) {
+ u16 parent_id = readS16(is);
+ std::string bone = deSerializeString16(is);
+ v3f position = readV3F32(is);
+ v3f rotation = readV3F32(is);
+ bool force_visible = readU8(is); // Returns false for EOF
+
+ setAttachment(parent_id, bone, position, rotation, force_visible);
+ } else if (cmd == AO_CMD_PUNCHED) {
+ u16 result_hp = readU16(is);
+
+ // Use this instead of the send damage to not interfere with prediction
+ s32 damage = (s32)m_hp - (s32)result_hp;
+
+ m_hp = result_hp;
+
+ if (m_is_local_player)
+ m_env->getLocalPlayer()->hp = m_hp;
+
+ if (damage > 0)
+ {
+ if (m_hp == 0)
+ {
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
+ m_env->addSimpleObject(simple);
+ } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
+ m_reset_textures_timer = 0.05;
+ if(damage >= 2)
+ m_reset_textures_timer += 0.05 * damage;
+ // Cap damage overlay to 1 second
+ m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
+ updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
+ }
+ }
+
+ if (m_hp == 0) {
+ // Same as 'Server::DiePlayer'
+ clearParentAttachment();
+ // Same as 'ObjectRef::l_remove'
+ if (!m_is_player)
+ clearChildAttachments();
+ }
+ } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
+ m_armor_groups.clear();
+ int armor_groups_size = readU16(is);
+ for(int i=0; i<armor_groups_size; i++)
+ {
+ std::string name = deSerializeString16(is);
+ int rating = readS16(is);
+ m_armor_groups[name] = rating;
+ }
+ } else if (cmd == AO_CMD_SPAWN_INFANT) {
+ u16 child_id = readU16(is);
+ u8 type = readU8(is); // maybe this will be useful later
+ (void)type;
+
+ addAttachmentChild(child_id);
+ } else if (cmd == AO_CMD_OBSOLETE1) {
+ // Don't do anything and also don't log a warning
+ } else {
+ warningstream << FUNCTION_NAME
+ << ": unknown command or outdated client \""
+ << +cmd << "\"" << std::endl;
+ }
+}
+
+/* \pre punchitem != NULL
+ */
+bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
+ float time_from_last_punch)
+{
+ assert(punchitem); // pre-condition
+ const ToolCapabilities *toolcap =
+ &punchitem->getToolCapabilities(m_client->idef());
+ PunchDamageResult result = getPunchDamage(
+ m_armor_groups,
+ toolcap,
+ punchitem,
+ time_from_last_punch,
+ punchitem->wear);
+
+ if(result.did_punch && result.damage != 0)
+ {
+ if(result.damage < m_hp)
+ {
+ m_hp -= result.damage;
+ } else {
+ m_hp = 0;
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
+ m_env->addSimpleObject(simple);
+ }
+ if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
+ m_reset_textures_timer = 0.05;
+ if (result.damage >= 2)
+ m_reset_textures_timer += 0.05 * result.damage;
+ // Cap damage overlay to 1 second
+ m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
+ updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
+ }
+ }
+
+ return false;
+}
+
+std::string GenericCAO::debugInfoText()
+{
+ std::ostringstream os(std::ios::binary);
+ os<<"GenericCAO hp="<<m_hp<<"\n";
+ os<<"armor={";
+ for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+ i != m_armor_groups.end(); ++i)
+ {
+ os<<i->first<<"="<<i->second<<", ";
+ }
+ os<<"}";
+ return os.str();
+}
+
+void GenericCAO::updateMeshCulling()
+{
+ if (!m_is_local_player)
+ return;
+
+ const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
+
+ scene::ISceneNode *node = getSceneNode();
+
+ if (!node)
+ return;
+
+ if (m_prop.visual == "upright_sprite") {
+ // upright sprite has no backface culling
+ node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+ return;
+ }
+
+ if (hidden) {
+ // Hide the mesh by culling both front and
+ // back faces. Serious hackyness but it works for our
+ // purposes. This also preserves the skeletal armature.
+ node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ true);
+ node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
+ true);
+ } else {
+ // Restore mesh visibility.
+ node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
+ node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
+ false);
+ }
+}
+
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);