3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_mapblock.h"
22 #include "main.h" // For g_settings
23 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
28 #include "util/numeric.h"
29 #include "util/directiontables.h"
32 // collector - the MeshCollector for the resulting polygons
33 // box - the position and size of the box
34 // tiles - the tiles (materials) to use (for all 6 faces)
35 // tilecount - number of entries in tiles, 1<=tilecount<=6
36 // c - vertex colour - used for all
37 // txc - texture coordinates - this is a list of texture coordinates
38 // for the opposite corners of each face - therefore, there
39 // should be (2+2)*6=24 values in the list. Alternatively, pass
40 // NULL to use the entire texture for each face. The order of
41 // the faces in the list is up-down-right-left-back-front
42 // (compatible with ContentFeatures). If you specified 0,0,1,1
43 // for each face, that would be the same as passing NULL.
44 void makeCuboid(MeshCollector *collector, const aabb3f &box,
45 const TileSpec *tiles, int tilecount,
46 video::SColor &c, const f32* txc)
48 assert(tilecount >= 1 && tilecount <= 6);
50 v3f min = box.MinEdge;
51 v3f max = box.MaxEdge;
55 static const f32 txc_default[24] = {
66 video::S3DVertex vertices[24] =
69 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
70 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
71 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
72 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
74 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
75 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
76 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
77 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
79 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
80 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
81 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
82 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
84 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
85 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
86 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
87 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
89 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
90 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
91 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
92 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
94 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
95 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
96 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
97 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
100 for(s32 j=0; j<24; j++)
102 int tileindex = MYMIN(j/4, tilecount-1);
103 vertices[j].TCoords *= tiles[tileindex].texture.size;
104 vertices[j].TCoords += tiles[tileindex].texture.pos;
107 u16 indices[] = {0,1,2,2,3,0};
109 // Add to mesh collector
110 for(s32 j=0; j<24; j+=4)
112 int tileindex = MYMIN(j/4, tilecount-1);
113 collector->append(tiles[tileindex],
114 vertices+j, 4, indices, 6);
118 void mapblock_mesh_generate_special(MeshMakeData *data,
119 MeshCollector &collector)
121 INodeDefManager *nodedef = data->m_gamedef->ndef();
124 //TimeTaker timer("mapblock_mesh_generate_special()");
129 bool new_style_water = g_settings->getBool("new_style_water");
131 float node_liquid_level = 1.0;
133 node_liquid_level = 0.85;
135 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
137 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
138 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
139 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
143 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
144 const ContentFeatures &f = nodedef->get(n);
146 // Only solidness=0 stuff is drawn here
152 infostream<<"Got "<<f.drawtype<<std::endl;
160 Add water sources to mesh if using new style
162 TileSpec tile_liquid = f.special_tiles[0];
163 AtlasPointer &pa_liquid = tile_liquid.texture;
165 bool top_is_air = false;
166 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
167 if(n.getContent() == CONTENT_AIR)
170 if(top_is_air == false)
173 u16 l = getInteriorLight(n, 0, data);
174 video::SColor c = MapBlock_LightColor(f.alpha, l);
176 video::S3DVertex vertices[4] =
178 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
179 pa_liquid.x0(), pa_liquid.y1()),
180 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
181 pa_liquid.x1(), pa_liquid.y1()),
182 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
183 pa_liquid.x1(), pa_liquid.y0()),
184 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
185 pa_liquid.x0(), pa_liquid.y0()),
188 v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
189 for(s32 i=0; i<4; i++)
191 vertices[i].Pos += offset;
194 u16 indices[] = {0,1,2,2,3,0};
195 // Add to mesh collector
196 collector.append(tile_liquid, vertices, 4, indices, 6);
198 case NDT_FLOWINGLIQUID:
201 Add flowing liquid to mesh
203 TileSpec tile_liquid = f.special_tiles[0];
204 TileSpec tile_liquid_bfculled = f.special_tiles[1];
205 AtlasPointer &pa_liquid = tile_liquid.texture;
207 bool top_is_same_liquid = false;
208 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
209 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
210 content_t c_source = nodedef->getId(f.liquid_alternative_source);
211 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
212 top_is_same_liquid = true;
215 // If this liquid emits light and doesn't contain light, draw
216 // it at what it emits, for an increased effect
217 u8 light_source = nodedef->get(n).light_source;
218 if(light_source != 0){
219 //l = decode_light(undiminish_light(light_source));
220 l = decode_light(light_source);
223 // Use the light of the node on top if possible
224 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
225 l = getInteriorLight(ntop, 0, data);
226 // Otherwise use the light of this node (the liquid)
228 l = getInteriorLight(n, 0, data);
229 video::SColor c = MapBlock_LightColor(f.alpha, l);
231 // Neighbor liquid levels (key = relative position)
232 // Includes current node
233 core::map<v3s16, f32> neighbor_levels;
234 core::map<v3s16, content_t> neighbor_contents;
235 core::map<v3s16, u8> neighbor_flags;
236 const u8 neighborflag_top_is_same_liquid = 0x01;
237 v3s16 neighbor_dirs[9] = {
248 for(u32 i=0; i<9; i++)
250 content_t content = CONTENT_AIR;
251 float level = -0.5 * BS;
254 v3s16 p2 = p + neighbor_dirs[i];
255 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
256 if(n2.getContent() != CONTENT_IGNORE)
258 content = n2.getContent();
260 if(n2.getContent() == c_source)
261 level = (-0.5+node_liquid_level) * BS;
262 else if(n2.getContent() == c_flowing)
263 level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
264 + 0.5) / 8.0 * node_liquid_level) * BS;
266 // Check node above neighbor.
267 // NOTE: This doesn't get executed if neighbor
270 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
271 if(n2.getContent() == c_source ||
272 n2.getContent() == c_flowing)
273 flags |= neighborflag_top_is_same_liquid;
276 neighbor_levels.insert(neighbor_dirs[i], level);
277 neighbor_contents.insert(neighbor_dirs[i], content);
278 neighbor_flags.insert(neighbor_dirs[i], flags);
281 // Corner heights (average between four liquids)
282 f32 corner_levels[4];
284 v3s16 halfdirs[4] = {
290 for(u32 i=0; i<4; i++)
292 v3s16 cornerdir = halfdirs[i];
293 float cornerlevel = 0;
296 for(u32 j=0; j<4; j++)
298 v3s16 neighbordir = cornerdir - halfdirs[j];
299 content_t content = neighbor_contents[neighbordir];
300 // If top is liquid, draw starting from top of node
301 if(neighbor_flags[neighbordir] &
302 neighborflag_top_is_same_liquid)
304 cornerlevel = 0.5*BS;
308 // Source is always the same height
309 else if(content == c_source)
311 cornerlevel = (-0.5+node_liquid_level)*BS;
315 // Flowing liquid has level information
316 else if(content == c_flowing)
318 cornerlevel += neighbor_levels[neighbordir];
321 else if(content == CONTENT_AIR)
327 cornerlevel = -0.5*BS;
328 else if(valid_count > 0)
329 cornerlevel /= valid_count;
330 corner_levels[i] = cornerlevel;
337 v3s16 side_dirs[4] = {
343 s16 side_corners[4][2] = {
349 for(u32 i=0; i<4; i++)
351 v3s16 dir = side_dirs[i];
354 If our topside is liquid and neighbor's topside
355 is liquid, don't draw side face
357 if(top_is_same_liquid &&
358 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
361 content_t neighbor_content = neighbor_contents[dir];
362 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
364 // Don't draw face if neighbor is blocking the view
365 if(n_feat.solidness == 2)
368 bool neighbor_is_same_liquid = (neighbor_content == c_source
369 || neighbor_content == c_flowing);
371 // Don't draw any faces if neighbor same is liquid and top is
373 if(neighbor_is_same_liquid == true
374 && top_is_same_liquid == false)
377 // Use backface culled material if neighbor doesn't have a
379 const TileSpec *current_tile = &tile_liquid;
380 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
381 current_tile = &tile_liquid_bfculled;
383 video::S3DVertex vertices[4] =
385 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
386 pa_liquid.x0(), pa_liquid.y1()),
387 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
388 pa_liquid.x1(), pa_liquid.y1()),
389 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
390 pa_liquid.x1(), pa_liquid.y0()),
391 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
392 pa_liquid.x0(), pa_liquid.y0()),
396 If our topside is liquid, set upper border of face
397 at upper border of node
399 if(top_is_same_liquid)
401 vertices[2].Pos.Y = 0.5*BS;
402 vertices[3].Pos.Y = 0.5*BS;
405 Otherwise upper position of face is corner levels
409 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
410 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
414 If neighbor is liquid, lower border of face is corner
417 if(neighbor_is_same_liquid)
419 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
420 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
423 If neighbor is not liquid, lower border of face is
428 vertices[0].Pos.Y = -0.5*BS;
429 vertices[1].Pos.Y = -0.5*BS;
432 for(s32 j=0; j<4; j++)
434 if(dir == v3s16(0,0,1))
435 vertices[j].Pos.rotateXZBy(0);
436 if(dir == v3s16(0,0,-1))
437 vertices[j].Pos.rotateXZBy(180);
438 if(dir == v3s16(-1,0,0))
439 vertices[j].Pos.rotateXZBy(90);
440 if(dir == v3s16(1,0,-0))
441 vertices[j].Pos.rotateXZBy(-90);
443 // Do this to not cause glitches when two liquids are
445 /*if(neighbor_is_same_liquid == false){
446 vertices[j].Pos.X *= 0.98;
447 vertices[j].Pos.Z *= 0.98;
450 vertices[j].Pos += intToFloat(p, BS);
453 u16 indices[] = {0,1,2,2,3,0};
454 // Add to mesh collector
455 collector.append(*current_tile, vertices, 4, indices, 6);
459 Generate top side, if appropriate
462 if(top_is_same_liquid == false)
464 video::S3DVertex vertices[4] =
466 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
467 pa_liquid.x0(), pa_liquid.y1()),
468 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
469 pa_liquid.x1(), pa_liquid.y1()),
470 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
471 pa_liquid.x1(), pa_liquid.y0()),
472 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
473 pa_liquid.x0(), pa_liquid.y0()),
476 // To get backface culling right, the vertices need to go
477 // clockwise around the front of the face. And we happened to
478 // calculate corner levels in exact reverse order.
479 s32 corner_resolve[4] = {3,2,1,0};
481 for(s32 i=0; i<4; i++)
483 //vertices[i].Pos.Y += liquid_level;
484 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
485 s32 j = corner_resolve[i];
486 vertices[i].Pos.Y += corner_levels[j];
487 vertices[i].Pos += intToFloat(p, BS);
490 // Default downwards-flowing texture animation goes from
491 // -Z towards +Z, thus the direction is +Z.
492 // Rotate texture to make animation go in flow direction
493 // Positive if liquid moves towards +Z
494 int dz = (corner_levels[side_corners[3][0]] +
495 corner_levels[side_corners[3][1]]) -
496 (corner_levels[side_corners[2][0]] +
497 corner_levels[side_corners[2][1]]);
498 // Positive if liquid moves towards +X
499 int dx = (corner_levels[side_corners[1][0]] +
500 corner_levels[side_corners[1][1]]) -
501 (corner_levels[side_corners[0][0]] +
502 corner_levels[side_corners[0][1]]);
506 v2f t = vertices[0].TCoords;
507 vertices[0].TCoords = vertices[1].TCoords;
508 vertices[1].TCoords = vertices[2].TCoords;
509 vertices[2].TCoords = vertices[3].TCoords;
510 vertices[3].TCoords = t;
515 v2f t = vertices[0].TCoords;
516 vertices[0].TCoords = vertices[3].TCoords;
517 vertices[3].TCoords = vertices[2].TCoords;
518 vertices[2].TCoords = vertices[1].TCoords;
519 vertices[1].TCoords = t;
524 v2f t = vertices[0].TCoords;
525 vertices[0].TCoords = vertices[3].TCoords;
526 vertices[3].TCoords = vertices[2].TCoords;
527 vertices[2].TCoords = vertices[1].TCoords;
528 vertices[1].TCoords = t;
529 t = vertices[0].TCoords;
530 vertices[0].TCoords = vertices[3].TCoords;
531 vertices[3].TCoords = vertices[2].TCoords;
532 vertices[2].TCoords = vertices[1].TCoords;
533 vertices[1].TCoords = t;
536 u16 indices[] = {0,1,2,2,3,0};
537 // Add to mesh collector
538 collector.append(tile_liquid, vertices, 4, indices, 6);
543 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
544 AtlasPointer ap = tile.texture;
546 u16 l = getInteriorLight(n, 1, data);
547 video::SColor c = MapBlock_LightColor(255, l);
549 for(u32 j=0; j<6; j++)
551 // Check this neighbor
552 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
553 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
554 // Don't make face if neighbor is of same type
555 if(n2.getContent() == n.getContent())
559 video::S3DVertex vertices[4] =
561 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
563 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
565 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
567 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
571 // Rotations in the g_6dirs format
573 for(u16 i=0; i<4; i++)
574 vertices[i].Pos.rotateXZBy(0);
575 else if(j == 1) // Y+
576 for(u16 i=0; i<4; i++)
577 vertices[i].Pos.rotateYZBy(-90);
578 else if(j == 2) // X+
579 for(u16 i=0; i<4; i++)
580 vertices[i].Pos.rotateXZBy(-90);
581 else if(j == 3) // Z-
582 for(u16 i=0; i<4; i++)
583 vertices[i].Pos.rotateXZBy(180);
584 else if(j == 4) // Y-
585 for(u16 i=0; i<4; i++)
586 vertices[i].Pos.rotateYZBy(90);
587 else if(j == 5) // X-
588 for(u16 i=0; i<4; i++)
589 vertices[i].Pos.rotateXZBy(90);
591 for(u16 i=0; i<4; i++){
592 vertices[i].Pos += intToFloat(p, BS);
595 u16 indices[] = {0,1,2,2,3,0};
596 // Add to mesh collector
597 collector.append(tile, vertices, 4, indices, 6);
602 TileSpec tile_leaves = getNodeTile(n, p,
604 AtlasPointer pa_leaves = tile_leaves.texture;
606 u16 l = getInteriorLight(n, 1, data);
607 video::SColor c = MapBlock_LightColor(255, l);
609 v3f pos = intToFloat(p, BS);
610 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
613 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
615 case NDT_ALLFACES_OPTIONAL:
616 // This is always pre-converted to something else
621 v3s16 dir = n.getWallMountedDir(nodedef);
624 if(dir == v3s16(0,-1,0)){
625 tileindex = 0; // floor
626 } else if(dir == v3s16(0,1,0)){
627 tileindex = 1; // ceiling
628 // For backwards compatibility
629 } else if(dir == v3s16(0,0,0)){
630 tileindex = 0; // floor
632 tileindex = 2; // side
635 TileSpec tile = getNodeTileN(n, p, tileindex, data);
636 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
637 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
639 AtlasPointer ap = tile.texture;
641 video::SColor c(255,255,255,255);
643 // Wall at X+ of node
644 video::S3DVertex vertices[4] =
646 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
648 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
650 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
652 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
656 for(s32 i=0; i<4; i++)
658 if(dir == v3s16(1,0,0))
659 vertices[i].Pos.rotateXZBy(0);
660 if(dir == v3s16(-1,0,0))
661 vertices[i].Pos.rotateXZBy(180);
662 if(dir == v3s16(0,0,1))
663 vertices[i].Pos.rotateXZBy(90);
664 if(dir == v3s16(0,0,-1))
665 vertices[i].Pos.rotateXZBy(-90);
666 if(dir == v3s16(0,-1,0))
667 vertices[i].Pos.rotateXZBy(45);
668 if(dir == v3s16(0,1,0))
669 vertices[i].Pos.rotateXZBy(-45);
671 vertices[i].Pos += intToFloat(p, BS);
674 u16 indices[] = {0,1,2,2,3,0};
675 // Add to mesh collector
676 collector.append(tile, vertices, 4, indices, 6);
680 TileSpec tile = getNodeTileN(n, p, 0, data);
681 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
682 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
683 AtlasPointer ap = tile.texture;
685 u16 l = getInteriorLight(n, 0, data);
686 video::SColor c = MapBlock_LightColor(255, l);
688 float d = (float)BS/16;
689 // Wall at X+ of node
690 video::S3DVertex vertices[4] =
692 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
694 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
696 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
698 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
702 v3s16 dir = n.getWallMountedDir(nodedef);
704 for(s32 i=0; i<4; i++)
706 if(dir == v3s16(1,0,0))
707 vertices[i].Pos.rotateXZBy(0);
708 if(dir == v3s16(-1,0,0))
709 vertices[i].Pos.rotateXZBy(180);
710 if(dir == v3s16(0,0,1))
711 vertices[i].Pos.rotateXZBy(90);
712 if(dir == v3s16(0,0,-1))
713 vertices[i].Pos.rotateXZBy(-90);
714 if(dir == v3s16(0,-1,0))
715 vertices[i].Pos.rotateXYBy(-90);
716 if(dir == v3s16(0,1,0))
717 vertices[i].Pos.rotateXYBy(90);
719 vertices[i].Pos += intToFloat(p, BS);
722 u16 indices[] = {0,1,2,2,3,0};
723 // Add to mesh collector
724 collector.append(tile, vertices, 4, indices, 6);
728 TileSpec tile = getNodeTileN(n, p, 0, data);
729 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
730 AtlasPointer ap = tile.texture;
732 u16 l = getInteriorLight(n, 1, data);
733 video::SColor c = MapBlock_LightColor(255, l);
735 for(u32 j=0; j<4; j++)
737 video::S3DVertex vertices[4] =
739 video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
741 video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
743 video::S3DVertex( BS/2*f.visual_scale,
744 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
746 video::S3DVertex(-BS/2*f.visual_scale,
747 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
753 for(u16 i=0; i<4; i++)
754 vertices[i].Pos.rotateXZBy(45);
758 for(u16 i=0; i<4; i++)
759 vertices[i].Pos.rotateXZBy(-45);
763 for(u16 i=0; i<4; i++)
764 vertices[i].Pos.rotateXZBy(135);
768 for(u16 i=0; i<4; i++)
769 vertices[i].Pos.rotateXZBy(-135);
772 for(u16 i=0; i<4; i++)
774 vertices[i].Pos *= f.visual_scale;
775 vertices[i].Pos += intToFloat(p, BS);
778 u16 indices[] = {0,1,2,2,3,0};
779 // Add to mesh collector
780 collector.append(tile, vertices, 4, indices, 6);
785 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
786 TileSpec tile_nocrack = tile;
787 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
789 // A hack to put wood the right way around in the posts
790 ITextureSource *tsrc = data->m_gamedef->tsrc();
791 TileSpec tile_rot = tile;
792 tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
793 tile.texture.id) + "^[transformR90");
795 u16 l = getInteriorLight(n, 1, data);
796 video::SColor c = MapBlock_LightColor(255, l);
798 const f32 post_rad=(f32)BS/8;
799 const f32 bar_rad=(f32)BS/16;
800 const f32 bar_len=(f32)(BS/2)-post_rad;
802 v3f pos = intToFloat(p, BS);
804 // The post - always present
805 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
809 6/16.,6/16.,10/16.,10/16.,
810 6/16.,6/16.,10/16.,10/16.,
815 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
817 // Now a section of fence, +X, if there's a post there
820 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
821 const ContentFeatures *f2 = &nodedef->get(n2);
822 if(f2->drawtype == NDT_FENCELIKE)
824 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
825 bar_len+BS/2,bar_rad+BS/4,bar_rad);
829 0/16.,2/16.,16/16.,4/16.,
830 0/16.,4/16.,16/16.,6/16.,
831 6/16.,6/16.,8/16.,8/16.,
832 10/16.,10/16.,12/16.,12/16.,
833 0/16.,8/16.,16/16.,10/16.,
834 0/16.,14/16.,16/16.,16/16.};
835 makeCuboid(&collector, bar, &tile_nocrack, 1,
837 bar.MinEdge.Y -= BS/2;
838 bar.MaxEdge.Y -= BS/2;
839 makeCuboid(&collector, bar, &tile_nocrack, 1,
843 // Now a section of fence, +Z, if there's a post there
846 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
847 f2 = &nodedef->get(n2);
848 if(f2->drawtype == NDT_FENCELIKE)
850 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
851 bar_rad,bar_rad+BS/4,bar_len+BS/2);
855 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
856 4/16.,1/16.,6/16.,5/16., // for wood texture instead
857 0/16.,9/16.,16/16.,11/16.,
858 0/16.,6/16.,16/16.,8/16.,
859 6/16.,6/16.,8/16.,8/16.,
860 10/16.,10/16.,12/16.,12/16.};
861 makeCuboid(&collector, bar, &tile_nocrack, 1,
863 bar.MinEdge.Y -= BS/2;
864 bar.MaxEdge.Y -= BS/2;
865 makeCuboid(&collector, bar, &tile_nocrack, 1,
871 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
872 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
874 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
875 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
876 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
877 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
879 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
880 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
881 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
882 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
883 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
884 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
885 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
886 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
887 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
888 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
889 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
890 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
892 content_t thiscontent = n.getContent();
893 if(n_minus_x.getContent() == thiscontent)
895 if (n_minus_x_minus_y.getContent() == thiscontent)
896 is_rail_x_minus_y[0] = true;
897 if(n_minus_x_plus_y.getContent() == thiscontent)
898 is_rail_x_plus_y[0] = true;
900 if(n_plus_x.getContent() == thiscontent)
902 if (n_plus_x_minus_y.getContent() == thiscontent)
903 is_rail_x_minus_y[1] = true;
904 if(n_plus_x_plus_y.getContent() == thiscontent)
905 is_rail_x_plus_y[1] = true;
907 if(n_minus_z.getContent() == thiscontent)
909 if (n_minus_z_minus_y.getContent() == thiscontent)
910 is_rail_z_minus_y[0] = true;
911 if(n_minus_z_plus_y.getContent() == thiscontent)
912 is_rail_z_plus_y[0] = true;
914 if(n_plus_z.getContent() == thiscontent)
916 if (n_plus_z_minus_y.getContent() == thiscontent)
917 is_rail_z_minus_y[1] = true;
918 if(n_plus_z_plus_y.getContent() == thiscontent)
919 is_rail_z_plus_y[1] = true;
921 bool is_rail_x_all[] = {false, false};
922 bool is_rail_z_all[] = {false, false};
923 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
924 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
925 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
926 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
928 // reasonable default, flat straight unrotated rail
929 bool is_straight = true;
934 // check for sloped rail
935 if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
937 adjacencies = 5; //5 means sloped
938 is_straight = true; // sloped is always straight
942 // is really straight, rails on both sides
943 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
944 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
947 switch (adjacencies) {
949 if(is_rail_x_all[0] || is_rail_x_all[1])
954 tileindex = 1; // curved
955 if(is_rail_x_all[0] && is_rail_x_all[1])
957 if(is_rail_z_all[0] && is_rail_z_all[1]){
958 if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
960 else if(is_rail_x_all[0] && is_rail_z_all[0])
962 else if(is_rail_x_all[0] && is_rail_z_all[1])
964 else if(is_rail_x_all[1] && is_rail_z_all[1])
968 // here is where the potential to 'switch' a junction is, but not implemented at present
969 tileindex = 2; // t-junction
970 if(!is_rail_x_all[1])
972 if(!is_rail_z_all[0])
974 if(!is_rail_z_all[1])
978 tileindex = 3; // crossing
981 if(is_rail_z_plus_y[0])
983 if(is_rail_x_plus_y[0])
985 if(is_rail_x_plus_y[1])
992 TileSpec tile = getNodeTileN(n, p, tileindex, data);
993 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
994 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
996 AtlasPointer ap = tile.texture;
998 u16 l = getInteriorLight(n, 0, data);
999 video::SColor c = MapBlock_LightColor(255, l);
1001 float d = (float)BS/64;
1004 if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
1005 g=1; //Object is at a slope
1007 video::S3DVertex vertices[4] =
1009 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1011 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1013 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
1015 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
1019 for(s32 i=0; i<4; i++)
1022 vertices[i].Pos.rotateXZBy(angle);
1023 vertices[i].Pos += intToFloat(p, BS);
1026 u16 indices[] = {0,1,2,2,3,0};
1027 collector.append(tile, vertices, 4, indices, 6);
1031 static const v3s16 tile_dirs[6] = {
1041 for(int i = 0; i < 6; i++)
1043 // Handles facedir rotation for textures
1044 tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
1047 u16 l = getInteriorLight(n, 0, data);
1048 video::SColor c = MapBlock_LightColor(255, l);
1050 v3f pos = intToFloat(p, BS);
1052 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1053 for(std::vector<aabb3f>::iterator
1055 i != boxes.end(); i++)
1061 // Compute texture coords
1062 f32 tx1 = (i->MinEdge.X/BS)+0.5;
1063 f32 ty1 = (i->MinEdge.Y/BS)+0.5;
1064 f32 tz1 = (i->MinEdge.Z/BS)+0.5;
1065 f32 tx2 = (i->MaxEdge.X/BS)+0.5;
1066 f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
1067 f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
1070 tx1, 1-tz2, tx2, 1-tz1,
1074 tz1, 1-ty2, tz2, 1-ty1,
1076 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1078 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1080 tx1, 1-ty2, tx2, 1-ty1,
1083 makeCuboid(&collector, box, tiles, 6, c, txc);