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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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
30 // collector - the MeshCollector for the resulting polygons
31 // box - the position and size of the box
32 // tiles - the tiles (materials) to use (for all 6 faces)
33 // tilecount - number of entries in tiles, 1<=tilecount<=6
34 // c - vertex colour - used for all
35 // txc - texture coordinates - this is a list of texture coordinates
36 // for the opposite corners of each face - therefore, there
37 // should be (2+2)*6=24 values in the list. Alternatively, pass
38 // NULL to use the entire texture for each face. The order of
39 // the faces in the list is up-down-right-left-back-front
40 // (compatible with ContentFeatures). If you specified 0,0,1,1
41 // for each face, that would be the same as passing NULL.
42 void makeCuboid(MeshCollector *collector, const aabb3f &box,
43 const TileSpec *tiles, int tilecount,
44 video::SColor &c, const f32* txc)
46 assert(tilecount >= 1 && tilecount <= 6);
48 v3f min = box.MinEdge;
49 v3f max = box.MaxEdge;
53 static const f32 txc_default[24] = {
64 video::S3DVertex vertices[24] =
67 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
68 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
69 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
70 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
72 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
73 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
74 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
75 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
77 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
78 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
79 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
80 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
82 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
83 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
84 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
85 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
87 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
88 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
89 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
90 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
92 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
93 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
94 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
95 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
98 for(s32 j=0; j<24; j++)
100 int tileindex = MYMIN(j/4, tilecount-1);
101 vertices[j].TCoords *= tiles[tileindex].texture.size;
102 vertices[j].TCoords += tiles[tileindex].texture.pos;
105 u16 indices[] = {0,1,2,2,3,0};
107 // Add to mesh collector
108 for(s32 j=0; j<24; j+=4)
110 int tileindex = MYMIN(j/4, tilecount-1);
111 collector->append(tiles[tileindex],
112 vertices+j, 4, indices, 6);
116 void mapblock_mesh_generate_special(MeshMakeData *data,
117 MeshCollector &collector)
119 INodeDefManager *nodedef = data->m_gamedef->ndef();
122 //TimeTaker timer("mapblock_mesh_generate_special()");
127 bool new_style_water = g_settings->getBool("new_style_water");
129 float node_liquid_level = 1.0;
131 node_liquid_level = 0.85;
133 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
135 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
136 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
137 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
141 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
142 const ContentFeatures &f = nodedef->get(n);
144 // Only solidness=0 stuff is drawn here
150 infostream<<"Got "<<f.drawtype<<std::endl;
158 Add water sources to mesh if using new style
160 TileSpec tile_liquid = f.special_tiles[0];
161 AtlasPointer &pa_liquid = tile_liquid.texture;
163 bool top_is_air = false;
164 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
165 if(n.getContent() == CONTENT_AIR)
168 if(top_is_air == false)
171 u16 l = getInteriorLight(n, 0, data);
172 video::SColor c = MapBlock_LightColor(f.alpha, l);
174 video::S3DVertex vertices[4] =
176 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
177 pa_liquid.x0(), pa_liquid.y1()),
178 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
179 pa_liquid.x1(), pa_liquid.y1()),
180 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
181 pa_liquid.x1(), pa_liquid.y0()),
182 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
183 pa_liquid.x0(), pa_liquid.y0()),
186 v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
187 for(s32 i=0; i<4; i++)
189 vertices[i].Pos += offset;
192 u16 indices[] = {0,1,2,2,3,0};
193 // Add to mesh collector
194 collector.append(tile_liquid, vertices, 4, indices, 6);
196 case NDT_FLOWINGLIQUID:
199 Add flowing liquid to mesh
201 TileSpec tile_liquid = f.special_tiles[0];
202 TileSpec tile_liquid_bfculled = f.special_tiles[1];
203 AtlasPointer &pa_liquid = tile_liquid.texture;
205 bool top_is_same_liquid = false;
206 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
207 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
208 content_t c_source = nodedef->getId(f.liquid_alternative_source);
209 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
210 top_is_same_liquid = true;
213 // Use the light of the node on top if possible
214 if(nodedef->get(ntop).param_type == CPT_LIGHT)
215 l = getInteriorLight(ntop, 0, data);
216 // Otherwise use the light of this node (the liquid)
218 l = getInteriorLight(n, 0, data);
219 video::SColor c = MapBlock_LightColor(f.alpha, l);
221 // Neighbor liquid levels (key = relative position)
222 // Includes current node
223 core::map<v3s16, f32> neighbor_levels;
224 core::map<v3s16, content_t> neighbor_contents;
225 core::map<v3s16, u8> neighbor_flags;
226 const u8 neighborflag_top_is_same_liquid = 0x01;
227 v3s16 neighbor_dirs[9] = {
238 for(u32 i=0; i<9; i++)
240 content_t content = CONTENT_AIR;
241 float level = -0.5 * BS;
244 v3s16 p2 = p + neighbor_dirs[i];
245 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
246 if(n2.getContent() != CONTENT_IGNORE)
248 content = n2.getContent();
250 if(n2.getContent() == c_source)
251 level = (-0.5+node_liquid_level) * BS;
252 else if(n2.getContent() == c_flowing)
253 level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
254 + 0.5) / 8.0 * node_liquid_level) * BS;
256 // Check node above neighbor.
257 // NOTE: This doesn't get executed if neighbor
260 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
261 if(n2.getContent() == c_source ||
262 n2.getContent() == c_flowing)
263 flags |= neighborflag_top_is_same_liquid;
266 neighbor_levels.insert(neighbor_dirs[i], level);
267 neighbor_contents.insert(neighbor_dirs[i], content);
268 neighbor_flags.insert(neighbor_dirs[i], flags);
271 // Corner heights (average between four liquids)
272 f32 corner_levels[4];
274 v3s16 halfdirs[4] = {
280 for(u32 i=0; i<4; i++)
282 v3s16 cornerdir = halfdirs[i];
283 float cornerlevel = 0;
286 for(u32 j=0; j<4; j++)
288 v3s16 neighbordir = cornerdir - halfdirs[j];
289 content_t content = neighbor_contents[neighbordir];
290 // If top is liquid, draw starting from top of node
291 if(neighbor_flags[neighbordir] &
292 neighborflag_top_is_same_liquid)
294 cornerlevel = 0.5*BS;
298 // Source is always the same height
299 else if(content == c_source)
301 cornerlevel = (-0.5+node_liquid_level)*BS;
305 // Flowing liquid has level information
306 else if(content == c_flowing)
308 cornerlevel += neighbor_levels[neighbordir];
311 else if(content == CONTENT_AIR)
317 cornerlevel = -0.5*BS;
318 else if(valid_count > 0)
319 cornerlevel /= valid_count;
320 corner_levels[i] = cornerlevel;
327 v3s16 side_dirs[4] = {
333 s16 side_corners[4][2] = {
339 for(u32 i=0; i<4; i++)
341 v3s16 dir = side_dirs[i];
344 If our topside is liquid and neighbor's topside
345 is liquid, don't draw side face
347 if(top_is_same_liquid &&
348 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
351 content_t neighbor_content = neighbor_contents[dir];
352 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
354 // Don't draw face if neighbor is blocking the view
355 if(n_feat.solidness == 2)
358 bool neighbor_is_same_liquid = (neighbor_content == c_source
359 || neighbor_content == c_flowing);
361 // Don't draw any faces if neighbor same is liquid and top is
363 if(neighbor_is_same_liquid == true
364 && top_is_same_liquid == false)
367 // Use backface culled material if neighbor doesn't have a
369 const TileSpec *current_tile = &tile_liquid;
370 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
371 current_tile = &tile_liquid_bfculled;
373 video::S3DVertex vertices[4] =
375 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
376 pa_liquid.x0(), pa_liquid.y1()),
377 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
378 pa_liquid.x1(), pa_liquid.y1()),
379 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
380 pa_liquid.x1(), pa_liquid.y0()),
381 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
382 pa_liquid.x0(), pa_liquid.y0()),
386 If our topside is liquid, set upper border of face
387 at upper border of node
389 if(top_is_same_liquid)
391 vertices[2].Pos.Y = 0.5*BS;
392 vertices[3].Pos.Y = 0.5*BS;
395 Otherwise upper position of face is corner levels
399 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
400 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
404 If neighbor is liquid, lower border of face is corner
407 if(neighbor_is_same_liquid)
409 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
410 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
413 If neighbor is not liquid, lower border of face is
418 vertices[0].Pos.Y = -0.5*BS;
419 vertices[1].Pos.Y = -0.5*BS;
422 for(s32 j=0; j<4; j++)
424 if(dir == v3s16(0,0,1))
425 vertices[j].Pos.rotateXZBy(0);
426 if(dir == v3s16(0,0,-1))
427 vertices[j].Pos.rotateXZBy(180);
428 if(dir == v3s16(-1,0,0))
429 vertices[j].Pos.rotateXZBy(90);
430 if(dir == v3s16(1,0,-0))
431 vertices[j].Pos.rotateXZBy(-90);
433 // Do this to not cause glitches when two liquids are
435 /*if(neighbor_is_same_liquid == false){
436 vertices[j].Pos.X *= 0.98;
437 vertices[j].Pos.Z *= 0.98;
440 vertices[j].Pos += intToFloat(p, BS);
443 u16 indices[] = {0,1,2,2,3,0};
444 // Add to mesh collector
445 collector.append(*current_tile, vertices, 4, indices, 6);
449 Generate top side, if appropriate
452 if(top_is_same_liquid == false)
454 video::S3DVertex vertices[4] =
456 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
457 pa_liquid.x0(), pa_liquid.y1()),
458 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
459 pa_liquid.x1(), pa_liquid.y1()),
460 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
461 pa_liquid.x1(), pa_liquid.y0()),
462 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
463 pa_liquid.x0(), pa_liquid.y0()),
466 // This fixes a strange bug
467 s32 corner_resolve[4] = {3,2,1,0};
469 for(s32 i=0; i<4; i++)
471 //vertices[i].Pos.Y += liquid_level;
472 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
473 s32 j = corner_resolve[i];
474 vertices[i].Pos.Y += corner_levels[j];
475 vertices[i].Pos += intToFloat(p, BS);
478 u16 indices[] = {0,1,2,2,3,0};
479 // Add to mesh collector
480 collector.append(tile_liquid, vertices, 4, indices, 6);
485 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
486 AtlasPointer ap = tile.texture;
488 u16 l = getInteriorLight(n, 1, data);
489 video::SColor c = MapBlock_LightColor(255, l);
491 for(u32 j=0; j<6; j++)
493 // Check this neighbor
494 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
495 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
496 // Don't make face if neighbor is of same type
497 if(n2.getContent() == n.getContent())
501 video::S3DVertex vertices[4] =
503 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
505 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
507 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
509 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
513 // Rotations in the g_6dirs format
515 for(u16 i=0; i<4; i++)
516 vertices[i].Pos.rotateXZBy(0);
517 else if(j == 1) // Y+
518 for(u16 i=0; i<4; i++)
519 vertices[i].Pos.rotateYZBy(-90);
520 else if(j == 2) // X+
521 for(u16 i=0; i<4; i++)
522 vertices[i].Pos.rotateXZBy(-90);
523 else if(j == 3) // Z-
524 for(u16 i=0; i<4; i++)
525 vertices[i].Pos.rotateXZBy(180);
526 else if(j == 4) // Y-
527 for(u16 i=0; i<4; i++)
528 vertices[i].Pos.rotateYZBy(90);
529 else if(j == 5) // X-
530 for(u16 i=0; i<4; i++)
531 vertices[i].Pos.rotateXZBy(90);
533 for(u16 i=0; i<4; i++){
534 vertices[i].Pos += intToFloat(p, BS);
537 u16 indices[] = {0,1,2,2,3,0};
538 // Add to mesh collector
539 collector.append(tile, vertices, 4, indices, 6);
544 TileSpec tile_leaves = getNodeTile(n, p,
546 AtlasPointer pa_leaves = tile_leaves.texture;
548 u16 l = getInteriorLight(n, 1, data);
549 video::SColor c = MapBlock_LightColor(255, l);
551 v3f pos = intToFloat(p, BS);
552 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
555 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
557 case NDT_ALLFACES_OPTIONAL:
558 // This is always pre-converted to something else
563 v3s16 dir = n.getWallMountedDir(nodedef);
566 if(dir == v3s16(0,-1,0)){
567 tileindex = 0; // floor
568 } else if(dir == v3s16(0,1,0)){
569 tileindex = 1; // ceiling
570 // For backwards compatibility
571 } else if(dir == v3s16(0,0,0)){
572 tileindex = 0; // floor
574 tileindex = 2; // side
577 TileSpec tile = getNodeTileN(n, p, tileindex, data);
578 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
579 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
581 AtlasPointer ap = tile.texture;
583 video::SColor c(255,255,255,255);
585 // Wall at X+ of node
586 video::S3DVertex vertices[4] =
588 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
590 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
592 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
594 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
598 for(s32 i=0; i<4; i++)
600 if(dir == v3s16(1,0,0))
601 vertices[i].Pos.rotateXZBy(0);
602 if(dir == v3s16(-1,0,0))
603 vertices[i].Pos.rotateXZBy(180);
604 if(dir == v3s16(0,0,1))
605 vertices[i].Pos.rotateXZBy(90);
606 if(dir == v3s16(0,0,-1))
607 vertices[i].Pos.rotateXZBy(-90);
608 if(dir == v3s16(0,-1,0))
609 vertices[i].Pos.rotateXZBy(45);
610 if(dir == v3s16(0,1,0))
611 vertices[i].Pos.rotateXZBy(-45);
613 vertices[i].Pos += intToFloat(p, BS);
616 u16 indices[] = {0,1,2,2,3,0};
617 // Add to mesh collector
618 collector.append(tile, vertices, 4, indices, 6);
622 TileSpec tile = getNodeTileN(n, p, 0, data);
623 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
624 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
625 AtlasPointer ap = tile.texture;
627 u16 l = getInteriorLight(n, 0, data);
628 video::SColor c = MapBlock_LightColor(255, l);
630 float d = (float)BS/16;
631 // Wall at X+ of node
632 video::S3DVertex vertices[4] =
634 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
636 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
638 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
640 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
644 v3s16 dir = n.getWallMountedDir(nodedef);
646 for(s32 i=0; i<4; i++)
648 if(dir == v3s16(1,0,0))
649 vertices[i].Pos.rotateXZBy(0);
650 if(dir == v3s16(-1,0,0))
651 vertices[i].Pos.rotateXZBy(180);
652 if(dir == v3s16(0,0,1))
653 vertices[i].Pos.rotateXZBy(90);
654 if(dir == v3s16(0,0,-1))
655 vertices[i].Pos.rotateXZBy(-90);
656 if(dir == v3s16(0,-1,0))
657 vertices[i].Pos.rotateXYBy(-90);
658 if(dir == v3s16(0,1,0))
659 vertices[i].Pos.rotateXYBy(90);
661 vertices[i].Pos += intToFloat(p, BS);
664 u16 indices[] = {0,1,2,2,3,0};
665 // Add to mesh collector
666 collector.append(tile, vertices, 4, indices, 6);
670 TileSpec tile = getNodeTileN(n, p, 0, data);
671 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
672 AtlasPointer ap = tile.texture;
674 u16 l = getInteriorLight(n, 1, data);
675 video::SColor c = MapBlock_LightColor(255, l);
677 for(u32 j=0; j<4; j++)
679 video::S3DVertex vertices[4] =
681 video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
683 video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
685 video::S3DVertex( BS/2*f.visual_scale,
686 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
688 video::S3DVertex(-BS/2*f.visual_scale,
689 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
695 for(u16 i=0; i<4; i++)
696 vertices[i].Pos.rotateXZBy(45);
700 for(u16 i=0; i<4; i++)
701 vertices[i].Pos.rotateXZBy(-45);
705 for(u16 i=0; i<4; i++)
706 vertices[i].Pos.rotateXZBy(135);
710 for(u16 i=0; i<4; i++)
711 vertices[i].Pos.rotateXZBy(-135);
714 for(u16 i=0; i<4; i++)
716 vertices[i].Pos *= f.visual_scale;
717 vertices[i].Pos += intToFloat(p, BS);
720 u16 indices[] = {0,1,2,2,3,0};
721 // Add to mesh collector
722 collector.append(tile, vertices, 4, indices, 6);
727 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
728 TileSpec tile_nocrack = tile;
729 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
731 // A hack to put wood the right way around in the posts
732 ITextureSource *tsrc = data->m_gamedef->tsrc();
733 TileSpec tile_rot = tile;
734 tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
735 tile.texture.id) + "^[transformR90");
737 u16 l = getInteriorLight(n, 1, data);
738 video::SColor c = MapBlock_LightColor(255, l);
740 const f32 post_rad=(f32)BS/8;
741 const f32 bar_rad=(f32)BS/16;
742 const f32 bar_len=(f32)(BS/2)-post_rad;
744 v3f pos = intToFloat(p, BS);
746 // The post - always present
747 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
751 6/16.,6/16.,10/16.,10/16.,
752 6/16.,6/16.,10/16.,10/16.,
757 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
759 // Now a section of fence, +X, if there's a post there
762 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
763 const ContentFeatures *f2 = &nodedef->get(n2);
764 if(f2->drawtype == NDT_FENCELIKE)
766 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
767 bar_len+BS/2,bar_rad+BS/4,bar_rad);
771 0/16.,2/16.,16/16.,4/16.,
772 0/16.,4/16.,16/16.,6/16.,
773 6/16.,6/16.,8/16.,8/16.,
774 10/16.,10/16.,12/16.,12/16.,
775 0/16.,8/16.,16/16.,10/16.,
776 0/16.,14/16.,16/16.,16/16.};
777 makeCuboid(&collector, bar, &tile_nocrack, 1,
779 bar.MinEdge.Y -= BS/2;
780 bar.MaxEdge.Y -= BS/2;
781 makeCuboid(&collector, bar, &tile_nocrack, 1,
785 // Now a section of fence, +Z, if there's a post there
788 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
789 f2 = &nodedef->get(n2);
790 if(f2->drawtype == NDT_FENCELIKE)
792 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
793 bar_rad,bar_rad+BS/4,bar_len+BS/2);
797 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
798 4/16.,1/16.,6/16.,5/16., // for wood texture instead
799 0/16.,9/16.,16/16.,11/16.,
800 0/16.,6/16.,16/16.,8/16.,
801 6/16.,6/16.,8/16.,8/16.,
802 10/16.,10/16.,12/16.,12/16.};
803 makeCuboid(&collector, bar, &tile_nocrack, 1,
805 bar.MinEdge.Y -= BS/2;
806 bar.MaxEdge.Y -= BS/2;
807 makeCuboid(&collector, bar, &tile_nocrack, 1,
813 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
814 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
816 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
817 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
818 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
819 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
821 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
822 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
823 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
824 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
825 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
826 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
827 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
828 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
829 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
830 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
831 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
832 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
834 content_t thiscontent = n.getContent();
835 if(n_minus_x.getContent() == thiscontent)
837 if (n_minus_x_minus_y.getContent() == thiscontent)
838 is_rail_x_minus_y[0] = true;
839 if(n_minus_x_plus_y.getContent() == thiscontent)
840 is_rail_x_plus_y[0] = true;
842 if(n_plus_x.getContent() == thiscontent)
844 if (n_plus_x_minus_y.getContent() == thiscontent)
845 is_rail_x_minus_y[1] = true;
846 if(n_plus_x_plus_y.getContent() == thiscontent)
847 is_rail_x_plus_y[1] = true;
849 if(n_minus_z.getContent() == thiscontent)
851 if (n_minus_z_minus_y.getContent() == thiscontent)
852 is_rail_z_minus_y[0] = true;
853 if(n_minus_z_plus_y.getContent() == thiscontent)
854 is_rail_z_plus_y[0] = true;
856 if(n_plus_z.getContent() == thiscontent)
858 if (n_plus_z_minus_y.getContent() == thiscontent)
859 is_rail_z_minus_y[1] = true;
860 if(n_plus_z_plus_y.getContent() == thiscontent)
861 is_rail_z_plus_y[1] = true;
864 bool is_rail_x_all[] = {false, false};
865 bool is_rail_z_all[] = {false, false};
866 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
867 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
868 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
869 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
871 bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
872 int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
874 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]) //is straight because sloped
876 adjacencies = 5; //5 means sloped
881 u8 tileindex = 0; // straight
883 tileindex = 0; // straight
884 else if(adjacencies == 2)
887 tileindex = 0; // straight
889 tileindex = 1; // curved
891 else if(adjacencies == 3)
892 tileindex = 2; // t-junction
893 else if(adjacencies == 4)
894 tileindex = 3; // crossing
896 TileSpec tile = getNodeTileN(n, p, tileindex, data);
897 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
898 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
900 AtlasPointer ap = tile.texture;
902 u16 l = getInteriorLight(n, 0, data);
903 video::SColor c = MapBlock_LightColor(255, l);
905 float d = (float)BS/64;
908 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])
909 g=1; //Object is at a slope
911 video::S3DVertex vertices[4] =
913 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
915 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
917 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
919 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
929 if(is_rail_x_all[0] || is_rail_x_all[1])
934 if(is_rail_x_all[0] && is_rail_x_all[1])
938 if(is_rail_z_all[0] && is_rail_z_all[1])
940 if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
942 else if(is_rail_x_all[0] && is_rail_z_all[0])
944 else if(is_rail_x_all[0] && is_rail_z_all[1])
946 else if(is_rail_x_all[1] && is_rail_z_all[1])
951 if(!is_rail_x_all[0])
953 if(!is_rail_x_all[1])
955 if(!is_rail_z_all[0])
957 if(!is_rail_z_all[1])
960 //adjacencies 4: Crossing
961 if(adjacencies == 5) //sloped
963 if(is_rail_z_plus_y[0])
965 if(is_rail_x_plus_y[0])
967 if(is_rail_x_plus_y[1])
972 for(u16 i=0; i<4; i++)
973 vertices[i].Pos.rotateXZBy(angle);
976 for(s32 i=0; i<4; i++)
978 vertices[i].Pos += intToFloat(p, BS);
981 u16 indices[] = {0,1,2,2,3,0};
982 collector.append(tile, vertices, 4, indices, 6);