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* Fix Android build since 2818d3f2244d2146a5cdb61cd41f6561c514f97cLoic Blot2017-04-26
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* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
* MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock ↵Perttu Ahola2017-04-17
| | | | | | | | | | | | | | | | | | | | | copying done in the main thread Cache size is configurable by the meshgen_block_cache_size (default 20 MB). New profiler stats: - MeshUpdateQueue MapBlock cache hit % - MeshUpdateQueue MapBlock cache size kB Removes one type of stutter that was seen on the client when received MapBlocks were being handled. (the "MeshMakeData::fill" stutter) Kind of related to at least #5239 Originally preceded by these commits, now includes them: - Move the mesh generator thread into src/mesh_generator_thread.{cpp,h} - mesh_generator_thread.cpp: Update code style - MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits. - MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
* Disable android leveldb by default (#5596)Nathanaël Courant2017-04-16
| | | | 1) Now leveldb is brick (thanks google) 2) By default, use SQLite3, this work perfectly and NOBODY not use LevelDB on Android :)
* Fix android buildLoic Blot2017-04-14
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* Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ ↵Loïc Blot2017-04-02
| | | | | | | | | | | | | | | | instead of src/ (#5473) * Update embedded jsoncpp from unk version to 0.10.6 0.10.6 is last release without c++11 * Make jsoncpp more compliant with its amalgamate Jsoncpp cpp file should be upper, make the library like it does in amalgamate * Reorganization: move minetest embedded libs outside of source tree to /lib * Fix a dead grep in LINT
* Add missing source to android build (#5496)Uwe Koloska2017-04-01
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* Fix undefined references (#5400)Wayward One2017-03-15
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* Fix android buildLoic Blot2017-02-08
| | | | This fixes #5190
* Add ItemStack key-value meta storagerubenwardy2017-02-04
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* Derive NodeMetaRef from MetaDataRefrubenwardy2017-02-04
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* Derive NodeMetadata from Metadatarubenwardy2017-02-04
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* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Add raycast.cpp and tileanimation.cpp to Android.mkWayward12017-01-05
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* Add gradle wrapper (#4954)Ner'zhul2016-12-24
| | | Gradle wrapper permit to use multiple gradle versions across OS versions
* Update Android build tools to latest version (#4872)rubenwardy2016-12-24
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* Bump version to 0.4.15sfan52016-12-22
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* Android: Workarounds for Googles completely broken NDKsfan52016-12-22
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* Android: update curl and libgmpest312016-12-21
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* Fix sqlite databases being read-only on 64bit Android by patching sqlite (#4871)rubenwardy2016-12-09
| | | Fixes #4121
* Android: fix build and update depsest312016-12-07
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* Add missing remoteplayer.cpp to Android buildNer'zhul2016-10-28
| | | this should fix #4683
* Fix for failure to find jsoncpp in android build (#4456)Rogier-52016-08-19
| | | Commit 4503b5 did not update the android build script.
* Increase android versionCode (#4350)Ner'zhul2016-07-28
| | | | This little update is due to a packaging problem when uploading on play store. They don't permit to re upload an APK with same version code. This case was a fail on openssl packaged version which was old and rejected by Google but they don't remove the APK then i should increase the version code to permit having it on play store
* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
| | | | | | | | | | | | | | | This commit refactors the majority of the Mapgen settings system. - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap, instead of the EmergeManager. - New Script API functions added: core.get_mapgen_setting core.get_mapgen_setting_noiseparams, core.set_mapgen_setting, and core.set_mapgen_setting_noiseparams. - minetest.get/set_mapgen_params are deprecated by the above new functions. - It is now possible to view and modify any arbitrary mapgen setting from a mod, rather than the base MapgenParams structure. - MapgenSpecificParams has been removed.
* Fix android buildest312016-06-11
| | | | | | Thanks to @Wayward1 for reporting the bug. Fixes #4212.
* Tell irrlicht if we handle a key or not.est312016-05-26
| | | | | | | | | We can remove the function in MtNativeActivity now as it serves precisely that purpose: to tell irrlicht that we handled the esc key. TODO for later: * Perhaps try to find a more performant container than KeyList
* Android: enable parallelism for main target tooest312016-05-16
| | | | | | | | | This adds to the changes that commit 98d16e0d9a945f5f48462c05f26ae4bde2db5731 "Android: Tell make about sub-makes to speed up build" did, and enables parallel builds for minetest itself as well.
* Bump version to 0.4.14sfan52016-05-15
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* Fix android build by fixing patch line endingsest312016-05-14
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* Fix locked hardware buttons on AndroidMaksim Gamarnik2016-05-14
| | | | | | | | | | | | | | | | | Fixes #2122 Fixes #1454 Addendum (est31) According from its docs in android_native_app_glue.h (from the NDK), the onInputEvent should "Return 1 if you have handled the event, 0 for any default dispatching". Before, we always returned 1, meaning we blocked all hardware keys to be given to the OS. This broke the volume keys and has caused #2122 and #1454. Although it bases on lots of guesswork, it can probably safely be said that CGUIEnvironment::postEventFromUser returns true if the event was handled, and false if not. Therefore, set the status variable depending on what postEventFromUser returned.
* Android: download deps using httpsest312016-05-12
| | | | Its more secure, and some pages even redirect to the https version.
* Android: update openssl to 1.0.2hest312016-05-12
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* Upgrade Android build to Gradle build systemShadowNinja2016-04-28
| | | | | | The old Ant build system has been deprecated for a while and new development is focused on Gradle. I also removed a hardcoded string that lint caught and moved the patch files to a subdirectory. I left the JNI files in the root directory.
* Android: Update dependencies, GMP was required as a dependencyMaksim Gamarnik2016-04-26
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* Move AreaStore to utilShadowNinja2016-03-07
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* Update Android dependencies, -O3 optimization, remove old ARMv5 configMaksim Gamarnik2016-03-05
| | | | | | | * Update OpenSSL (thanks @sapier, i use his patch!), Curl and SQLite3. * Remove old arm config. Almost all phones that use ARMv5 have 1 core and 256-512 RAM, it's about 2-5 FPS. * Do -O3 optimization for libs and remove -fexpensive-optimizations for Minetest (-O3 includes this! Read gcc docs). * OpenSSL fix - thanks @sapier, again.
* Fix android buildest312016-02-23
| | | | | | | | Android had a linker error since commit: 31e0667a4a53a238d0321194b57b083bd74c0a5b "Add Lua interface to HTTPFetchRequest" Fixes #3766. Thanks to @MoNTE48 for reporting the bug.
* Android: hardcode leveldb revisionest312016-02-22
| | | | | | | | | | | Newest leveldb commit breaks build. With no fix in sight, there is no other way than to fall back to the last working leveldb revision, and hardcode it. Workaround for upstream bug https://github.com/google/leveldb/issues/340
* Fix compilation warning if compiling for android with c++11est312016-01-23
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* Add Valleys mapgen.Duane Robertson2016-01-14
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* Android: shorten initial progress bar text way more simpleSapier2015-12-23
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* Android: Tell make about sub-makes to speed up buildest312015-12-23
| | | | | | | | | | | | | | | | | | | | | Before, sub-makes called by make were called without make knowing they were sub-makes. This however led make's jobserver not do its tasks, and the build process ended up with inefficient parralelisation. This commit fixes this by applying the two ways the make manual tells about: putting + to the start of the line (used when ndk-build is invoked), and exchanging "make" with "$(MAKE)". Before, make complained with messages like: make[2]: warning: jobserver unavailable: using -j1. Add `+' to parent make rule. This complaint can now only been seen for openssl. openssl has issues if make gets exchanged with $(MAKE): if exchanged, above error message is multiplied for various subdirs of the openssl source tree. On a 4 core box, "make -j 4" build time from "make clean_all" cleaned source tree could be improved from 15:34 minutes to 10:45 minutes. This means a speedup of 45%.
* Android: Fix extra files being copied to the APKShadowNinja2015-12-20
| | | | | | | dcb91cf0c0c9a20622feeb4e5e8104ffbc9fa8ec hacked around the biggest issue this caused, but wasted a lot of CPU time and disk space It also still included a lot of other unwanted files. This removes all of `doc/` except the license, and also removes the server list.
* Android: Remove unused build target curl_binarySapier2015-12-17
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* Android: Don't put html docs to apkSapier2015-12-17
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* Android: Remove non freetype fonts from apkSapier2015-12-17
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* Fix android buildest312015-12-11
| | | | | | | | | | Fix android build since commit 696148e29889b2923f926b27f76979454676506d "Fix Event implementation" by @ShadowNinja. Fixes #3444. Thanks @kwolekr for pointing out the fix.
* Android: hardcode irrlicht revision, update other dependenciesest312015-11-16
| | | | | | | | Recent irrlicht revisions break the build, hardcode the revision to a working one until upstream publishes a working version. See issue #3366 for a discussion about this. Also update dependencies to current versions.
* Mapgen: Add flat mapgen in hidden formparamat2015-11-11
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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 <ITextSceneNode.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" // For IntervalLimiter & setPitchYawRoll
#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 "serialization.h" // For decompressZlib
#include "settings.h"
#include "sound.h"
#include "tool.h"
#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
#include "client/shader.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();
}

/*
	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);
	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)
{
	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 = RenderingEngine::get_scene_manager()->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);

	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);
		}
	}

	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 = deSerializeString(is);
	m_is_player = readU8(is);
	m_id = readU16(is);
	m_position = readV3F32(is);
	m_rotation = readV3F32(is);
	m_hp = readU16(is);

	const u8 num_messages = readU8(is);

	for (int i = 0; i < num_messages; i++) {
		std::string message = deSerializeLongString(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;
}

const bool GenericCAO::isImmortal()
{
	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) {
			obj->setVisible(toset);
		}
	}
}

void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
	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;

	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();
}

void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
	v3f *rotation) const
{
	*parent_id = m_attachment_parent_id;
	*bone = m_attachment_bone;
	*position = m_attachment_position;
	*rotation = m_attachment_rotation;
}

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());

		removeAttachmentChild(child_id);
	}
}

void GenericCAO::clearParentAttachment()
{
	if (m_attachment_parent_id)
		setAttachment(0, "", m_attachment_position, m_attachment_rotation);
	else
		setAttachment(0, "", v3f(), v3f());
}

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 (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;
	}
}

void GenericCAO::addToScene(ITextureSource *tsrc)
{
	m_smgr = RenderingEngine::get_scene_manager();

	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 = RenderingEngine::get_scene_manager()->
				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 = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
				m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
		m_spritenode->grab();
		m_spritenode->setMaterialTexture(0,
				tsrc->getTextureForMesh("unknown_node.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 = RenderingEngine::get_scene_manager()->
			addMeshSceneNode(mesh, m_matrixnode);
		m_meshnode->grab();
		mesh->drop();
		// Set it to use the materials of the meshbuffers directly.
		// This is needed for changing the texture in the future
		m_meshnode->setReadOnlyMaterials(true);
	} else if (m_prop.visual == "cube") {
		grabMatrixNode();
		scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
		m_meshnode = RenderingEngine::get_scene_manager()->
			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) {
			m_animated_meshnode = RenderingEngine::get_scene_manager()->
				addAnimatedMeshSceneNode(mesh, m_matrixnode);
			m_animated_meshnode->grab();
			mesh->drop(); // The scene node took hold of it

			if (!checkMeshNormals(mesh)) {
				infostream << "GenericCAO: recalculating normals for mesh "
					<< m_prop.mesh << std::endl;
				m_smgr->getMeshManipulator()->
						recalculateNormals(mesh, true, false);
			}

			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(
			RenderingEngine::get_scene_manager(), -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);

	scene::ISceneNode *node = getSceneNode();

	if (node && m_matrixnode)
		node->setParent(m_matrixnode);

	updateNametag();
	updateNodePos();
	updateAnimation();
	updateBonePosition();
	updateAttachments();
	setNodeLight(m_last_light);
}

void GenericCAO::updateLight(u32 day_night_ratio)
{
	if (m_glow < 0)
		return;

	u8 light_at_pos = 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) {
			u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
			light_at_pos = MYMAX(light_at_pos, this_light);
			pos_ok = true;
		}
	}
	if (!pos_ok)
		light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);

	u8 light = decode_light(light_at_pos + m_glow);
	if (light != m_last_light) {
		m_last_light = light;
		setNodeLight(light);
	}
}

void GenericCAO::setNodeLight(u8 light)
{
	video::SColor color(255, light, light, light);

	if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
		if (m_wield_meshnode)
			m_wield_meshnode->setNodeLightColor(color);
		return;
	}

	if (m_enable_shaders) {
		if (m_prop.visual == "upright_sprite") {
			if (!m_meshnode)
				return;

			scene::IMesh *mesh = m_meshnode->getMesh();
			for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				buf->getMaterial().EmissiveColor = 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 = color;
			}
		}
	} else {
		if (m_meshnode) {
			setMeshColor(m_meshnode->getMesh(), color);
		} else if (m_animated_meshnode) {
			setAnimatedMeshColor(m_animated_meshnode, color);
		} else if (m_spritenode) {
			m_spritenode->setColor(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::updateNametag()
{
	if (m_is_local_player) // No nametag for local player
		return;

	if (m_prop.nametag.empty()) {
		// 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, pos);
	} else {
		// Update nametag
		m_nametag->nametag_text = m_prop.nametag;
		m_nametag->nametag_color = m_prop.nametag_color;
		m_nametag->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();

			bool walking = false;
			if (controls.up || controls.down || controls.left || controls.right ||
					controls.forw_move_joystick_axis != 0.f ||
					controls.sidew_move_joystick_axis != 0.f)
				walking = true;

			f32 new_speed = player->local_animation_speed;
			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 sneeking
			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());

		// 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, false, 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 (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
		// 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) > 0.001 || fabs(m_velocity.X) > 0.001)) {
		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;
	m_glow = m_prop.glow;

	if (m_spritenode) {
		if (m_prop.visual == "sprite") {
			std::string texturestring = "unknown_node.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 = "unknown_node.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 = "unknown_object.png";
				if (!m_prop.textures.empty())
					tname = m_prop.textures[0];
				tname += mod;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
				buf->getMaterial().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()) {
					buf->getMaterial().AmbientColor = m_prop.colors[0];
					buf->getMaterial().DiffuseColor = m_prop.colors[0];
					buf->getMaterial().SpecularColor = m_prop.colors[0];
				}

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
			{
				std::string tname = "unknown_object.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;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
				buf->getMaterial().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) {
					buf->getMaterial().AmbientColor = m_prop.colors[1];
					buf->getMaterial().DiffuseColor = m_prop.colors[1];
					buf->getMaterial().SpecularColor = m_prop.colors[1];
				} else if (!m_prop.colors.empty()) {
					buf->getMaterial().AmbientColor = m_prop.colors[0];
					buf->getMaterial().DiffuseColor = m_prop.colors[0];
					buf->getMaterial().SpecularColor = m_prop.colors[0];
				}

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
			// Set mesh color (only if lighting is disabled)
			if (!m_prop.colors.empty() && m_glow < 0)
				setMeshColor(mesh, m_prop.colors[0]);
		}
	}
}

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);
// Requires Irrlicht 1.8 or greater
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
	if (m_animated_meshnode->getLoopMode() != m_animation_loop)
		m_animated_meshnode->setLoopMode(m_animation_loop);
#endif
}

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(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
	for (auto &it : m_bone_position) {
		std::string bone_name = it.first;
		irr::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) {
		irr::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;
			}
		}