/*
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/texturesource.h"
#include "client/mapblock_mesh.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 "clientobject.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"
#include <quaternion.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 std::unique_ptr<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
static TestCAO proto_TestCAO(nullptr, nullptr);

TestCAO::TestCAO(Client *client, ClientEnvironment *env):
	ClientActiveObject(0, client, env),
	m_node(NULL),
	m_position(v3f(0,10*BS,0))
{
	if (!client)
		ClientActiveObject::registerType(getType(), create);
}

std::unique_ptr<ClientActiveObject> TestCAO::create(Client *client, ClientEnvironment *env)
{
	return std::make_unique<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().Lighting = false;
	buf->getMaterial().BackfaceCulling = false;
	buf->getMaterial().TextureLayers[0].Texture = tsrc->getTextureForMesh("rat.png");
	buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
	buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
	buf->getMaterial().FogEnable = 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
*/

GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
		ClientActiveObject(0, client, env)
{
	if (!client) {
		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)
{
	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 (u8 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) {
		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())
		if (auto node = getSceneNode())
			shadow->removeNodeFromShadowList(node);

	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;

	m_material_type_param = 0.5f; // May cut off alpha < 128 depending on m_material_type

	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 {
		if (m_prop.use_texture_alpha) {
			m_material_type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			m_material_type_param = 1.0f / 256.f; // minimal alpha for texture rendering
		} else {
			m_material_type = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		}
	}

	auto grabMatrixNode = [this] {
		m_matrixnode = m_smgr->addDummyTransformationSceneNode();
		m_matrixnode->grab();
	};

	auto setMaterial = [this] (video::SMaterial &mat) {
		mat.MaterialType = m_material_type;
		mat.Lighting = false;
		mat.FogEnable = true;
		if (m_enable_shaders) {
			mat.GouraudShading = false;
			mat.NormalizeNormals = true;
		}
		mat.forEachTexture([] (auto &tex) {
			tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
			tex.MagFilter = video::ETMAGF_NEAREST;
		});
	};

	auto setSceneNodeMaterials = [setMaterial] (scene::ISceneNode *node) {
		node->forEachMaterial(setMaterial);
	};

	if (m_prop.visual == "sprite") {
		grabMatrixNode();
		m_spritenode = m_smgr->addBillboardSceneNode(
				m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
		m_spritenode->grab();
		video::ITexture *tex = tsrc->getTextureForMesh("no_texture.png");
		m_spritenode->forEachMaterial([tex] (auto &mat) {
			mat.setTexture(0, tex);
		});

		setSceneNodeMaterials(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
			setMaterial(buf->getMaterial());
			if (m_enable_shaders) {
				buf->getMaterial().EmissiveColor = c;
			}

			// 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
			setMaterial(buf->getMaterial());
			if (m_enable_shaders) {
				buf->getMaterial().EmissiveColor = c;
			}

			// 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);

		setSceneNodeMaterials(m_meshnode);

		m_meshnode->forEachMaterial([this] (auto &mat) {
			mat.BackfaceCulling = m_prop.backface_culling;
		});
	} 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));

			setSceneNodeMaterials(m_animated_meshnode);

			m_animated_meshnode->forEachMaterial([this] (auto &mat) {
				mat.BackfaceCulling = 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);
	} else {
		infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
				<<"\" not supported"<<std::endl;
	}

	/* Set VBO hint */
	// - if shaders are disabled we modify the mesh often
	// - sprites are also modified often
	// - the wieldmesh sets its own hint
	// - bone transformations do not need to modify the vertex data
	if (m_enable_shaders && (m_meshnode || m_animated_meshnode)) {
		if (m_meshnode)
			m_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
		if (m_animated_meshnode)
			m_animated_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
	}

	/* 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();
	updateBones(.0f);
	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) specified, this is deprecated.";
			logOnce(oss, warningstream);

			video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayers[0].Texture;
			for (u32 i = 1; i < mat_count; i++) {
				auto &layer = m_animated_meshnode->getMaterial(i).TextureLayers[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) {
			// Get light level at the position plus the entity glow
			u16 this_light = getInteriorLight(n, m_prop.glow, 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;

	// Initialize with full alpha, otherwise entity won't be visible
	video::SColor light{0xFFFFFFFF};

	// Encode light into color, adding a small boost
	// based on the entity glow.
	if (m_enable_shaders)
		light = encode_light(light_at_pos, m_prop.glow);
	else
		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) {
			LocalPlayerAnimation 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 = LocalPlayerAnimation::WD_ANIM;
			} else if (walking) {
				new_anim = player->local_animations[1];
				player->last_animation = LocalPlayerAnimation::WALK_ANIM;
			} else if (controls.dig || controls.place) {
				new_anim = player->local_animations[2];
				player->last_animation = LocalPlayerAnimation::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 = LocalPlayerAnimation::NO_ANIM;

				if (old_anim != LocalPlayerAnimation::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 != LocalPlayerAnimation::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();
				v3f foot_pos = getPosition() * (1.0f/BS)
						+ v3f(0.0f, m_prop.collisionbox.MinEdge.Y, 0.0f);
				v3s16 node_below_pos = floatToInt(foot_pos + v3f(0.0f, -0.5f, 0.0f),
						1.0f);
				MapNode n = m_env->getMap().getNode(node_below_pos);
				SoundSpec spec = ndef->get(n).sound_footstep;
				// Reduce footstep gain, as non-local-player footsteps are
				// somehow louder.
				spec.gain *= 0.6f;
				// The footstep-sound doesn't travel with the object. => vel=0
				m_client->sound()->playSoundAt(0, spec, foot_pos, v3f(0.0f));
			}
		}
	}

	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 && std::abs(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();
		updateBones(dtime);
	}
}

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;

			video::SMaterial &material = m_spritenode->getMaterial(0);
			material.MaterialType = m_material_type;
			material.MaterialTypeParam = m_material_type_param;
			material.setTexture(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()) {
				material.AmbientColor = m_prop.colors[0];
				material.DiffuseColor = m_prop.colors[0];
				material.SpecularColor = m_prop.colors[0];
			}

			material.forEachTexture([=] (auto &tex) {
				setMaterialFilters(tex, use_bilinear_filter, use_trilinear_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 = m_material_type_param;
				material.TextureLayers[0].Texture = texture;
				material.Lighting = true;
				material.BackfaceCulling = 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;

				material.forEachTexture([=] (auto &tex) {
					setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
							use_anisotropic_filter);
				});
			}
			for (u32 i = 0; i < m_prop.colors.size() &&
					i < m_animated_meshnode->getMaterialCount(); ++i)
			{
				video::SMaterial &material = m_animated_meshnode->getMaterial(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.
				material.AmbientColor = m_prop.colors[i];
				material.DiffuseColor = m_prop.colors[i];
				material.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 = m_material_type_param;
				material.Lighting = 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)
				{
					material.AmbientColor = m_prop.colors[i];
					material.DiffuseColor = m_prop.colors[i];
					material.SpecularColor = m_prop.colors[i];
				}

				material.forEachTexture([=] (auto &tex) {
					setMaterialFilters(tex, use_bilinear_filter, use_trilinear_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.forEachTexture([=] (auto &tex) {
					setMaterialFilters(tex, use_bilinear_filter, use_trilinear_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.forEachTexture([=] (auto &tex) {
					setMaterialFilters(tex, use_bilinear_filter, use_trilinear_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::updateBones(f32 dtime)
{
	if (!m_animated_meshnode)
		return;
	if (m_bone_override.empty()) {
		m_animated_meshnode->setJointMode(scene::EJUOR_NONE);
		return;
	}

	m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
	for (auto &it : m_bone_override) {
		std::string bone_name = it.first;
		scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
		if (!bone)
			continue;

		BoneOverride &props = it.second;
		props.dtime_passed += dtime;

		bone->setPosition(props.getPosition(bone->getPosition()));
		bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
		bone->setScale(props.getScale(bone->getScale()));
	}

	// 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_override) {
			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 {
			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 an 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);
		// MT 0.4.10 legacy: send inverted for detault `true` if the server sends nothing
		bool sneak = !readU8(is);
		bool sneak_glitch = !readU8(is);
		bool new_move = !readU8(is);

		// new overrides since 5.8.0
		float override_speed_climb = readF32(is);
		float override_speed_crouch = readF32(is);
		float override_liquid_fluidity = readF32(is);
		float override_liquid_fluidity_smooth = readF32(is);
		float override_liquid_sink = readF32(is);
		float override_acceleration_default = readF32(is);
		float override_acceleration_air = readF32(is);
		if (is.eof()) {
			override_speed_climb = 1.0f;
			override_speed_crouch = 1.0f;
			override_liquid_fluidity = 1.0f;
			override_liquid_fluidity_smooth = 1.0f;
			override_liquid_sink = 1.0f;
			override_acceleration_default = 1.0f;
			override_acceleration_air = 1.0f;
		}

		// new overrides since 5.9.0
		float override_speed_fast = readF32(is);
		float override_acceleration_fast = readF32(is);
		float override_speed_walk = readF32(is);
		if (is.eof()) {
			override_speed_fast = 1.0f;
			override_acceleration_fast = 1.0f;
			override_speed_walk = 1.0f;
		}

		if (m_is_local_player) {
			auto &phys = m_env->getLocalPlayer()->physics_override;
			phys.speed = override_speed;
			phys.jump = override_jump;
			phys.gravity = override_gravity;
			phys.sneak = sneak;
			phys.sneak_glitch = sneak_glitch;
			phys.new_move = new_move;
			phys.speed_climb = override_speed_climb;
			phys.speed_crouch = override_speed_crouch;
			phys.liquid_fluidity = override_liquid_fluidity;
			phys.liquid_fluidity_smooth = override_liquid_fluidity_smooth;
			phys.liquid_sink = override_liquid_sink;
			phys.acceleration_default = override_acceleration_default;
			phys.acceleration_air = override_acceleration_air;
			phys.speed_fast = override_speed_fast;
			phys.acceleration_fast = override_acceleration_fast;
			phys.speed_walk = override_speed_walk;
		}
	} 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 == LocalPlayerAnimation::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);
		auto it = m_bone_override.find(bone);
		BoneOverride props;
		if (it != m_bone_override.end()) {
			props = it->second;
			// Reset timer
			props.dtime_passed = 0;
			// Save previous values for interpolation
			props.position.previous = props.position.vector;
			props.rotation.previous = props.rotation.next;
			props.scale.previous = props.scale.vector;
		} else {
			// Disable interpolation
			props.position.interp_timer = 0.0f;
			props.rotation.interp_timer = 0.0f;
			props.scale.interp_timer = 0.0f;
		}
		// Read new values
		props.position.vector = readV3F32(is);
		props.rotation.next = core::quaternion(readV3F32(is) * core::DEGTORAD);
		props.scale.vector = readV3F32(is); // reads past end of string on older cmds
		if (is.eof()) {
			// Backwards compatibility
			props.scale.vector = v3f(1, 1, 1); // restore the scale which was not sent
			props.position.absolute = true;
			props.rotation.absolute = true;
		} else {
			props.position.interp_timer = readF32(is);
			props.rotation.interp_timer = readF32(is);
			props.scale.interp_timer = readF32(is);
			u8 absoluteFlag = readU8(is);
			props.position.absolute = (absoluteFlag & 1) > 0;
			props.rotation.absolute = (absoluteFlag & 2) > 0;
			props.scale.absolute = (absoluteFlag & 4) > 0;
		}
		if (props.isIdentity()) {
			m_bone_override.erase(bone);
		} else {
			m_bone_override[bone] = props;
		}
		// updateBones(); 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->forEachMaterial([=] (auto &mat) {
			mat.FrontfaceCulling = 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->forEachMaterial([] (auto &mat) {
			mat.BackfaceCulling = true;
			mat.FrontfaceCulling = true;
		});
	} else {
		// Restore mesh visibility.
		node->forEachMaterial([this] (auto &mat) {
			mat.BackfaceCulling = m_prop.backface_culling;
			mat.FrontfaceCulling = false;
		});
	}
}

// Prototype
static GenericCAO proto_GenericCAO(nullptr, nullptr);
