3 Copyright (C) 2010-2013 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"
21 #include "util/numeric.h"
22 #include "util/directiontables.h"
23 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
26 #include "client/tile.h"
28 #include <IMeshManipulator.h>
34 // collector - the MeshCollector for the resulting polygons
35 // box - the position and size of the box
36 // tiles - the tiles (materials) to use (for all 6 faces)
37 // tilecount - number of entries in tiles, 1<=tilecount<=6
38 // c - vertex colour - used for all
39 // txc - texture coordinates - this is a list of texture coordinates
40 // for the opposite corners of each face - therefore, there
41 // should be (2+2)*6=24 values in the list. Alternatively, pass
42 // NULL to use the entire texture for each face. The order of
43 // the faces in the list is up-down-right-left-back-front
44 // (compatible with ContentFeatures). If you specified 0,0,1,1
45 // for each face, that would be the same as passing NULL.
46 void makeCuboid(MeshCollector *collector, const aabb3f &box,
47 TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
49 assert(tilecount >= 1 && tilecount <= 6); // pre-condition
51 v3f min = box.MinEdge;
52 v3f max = box.MaxEdge;
57 static const f32 txc_default[24] = {
68 video::S3DVertex vertices[24] =
71 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
72 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
73 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
74 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
76 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
77 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
78 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
79 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
81 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
82 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
83 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
84 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
86 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
87 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
88 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
89 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
91 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
92 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
93 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
94 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
96 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
97 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
98 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
99 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
102 for(int i = 0; i < 6; i++)
104 switch (tiles[MYMIN(i, tilecount-1)].rotation)
109 for (int x = 0; x < 4; x++)
110 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
113 for (int x = 0; x < 4; x++)
114 vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
117 for (int x = 0; x < 4; x++)
118 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
121 for (int x = 0; x < 4; x++){
122 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
123 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
127 for (int x = 0; x < 4; x++){
128 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
129 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
133 for (int x = 0; x < 4; x++){
134 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
135 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
139 for (int x = 0; x < 4; x++){
140 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
141 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
145 for (int x = 0; x < 4; x++){
146 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
150 for (int x = 0; x < 4; x++){
151 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
158 u16 indices[] = {0,1,2,2,3,0};
159 // Add to mesh collector
160 for (s32 j = 0; j < 24; j += 4) {
161 int tileindex = MYMIN(j / 4, tilecount - 1);
162 collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
167 TODO: Fix alpha blending for special nodes
168 Currently only the last element rendered is blended correct
170 void mapblock_mesh_generate_special(MeshMakeData *data,
171 MeshCollector &collector)
173 INodeDefManager *nodedef = data->m_gamedef->ndef();
174 ITextureSource *tsrc = data->m_gamedef->tsrc();
175 scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
176 scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
179 //TimeTaker timer("mapblock_mesh_generate_special()");
184 bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
185 bool new_style_water = g_settings->getBool("new_style_water");
187 float node_liquid_level = 1.0;
189 node_liquid_level = 0.85;
191 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
193 for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
194 for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
195 for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
199 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
200 const ContentFeatures &f = nodedef->get(n);
202 // Only solidness=0 stuff is drawn here
208 infostream << "Got " << f.drawtype << std::endl;
209 FATAL_ERROR("Unknown drawtype");
216 Add water sources to mesh if using new style
218 TileSpec tile_liquid = f.special_tiles[0];
219 TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
221 bool top_is_same_liquid = false;
222 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
223 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
224 content_t c_source = nodedef->getId(f.liquid_alternative_source);
225 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
226 top_is_same_liquid = true;
228 u16 l = getInteriorLight(n, 0, nodedef);
229 video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
234 v3s16 side_dirs[4] = {
240 for(u32 i=0; i<4; i++)
242 v3s16 dir = side_dirs[i];
244 MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
245 content_t neighbor_content = neighbor.getContent();
246 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
247 MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
248 content_t n_top_c = n_top.getContent();
250 if(neighbor_content == CONTENT_IGNORE)
254 If our topside is liquid and neighbor's topside
255 is liquid, don't draw side face
257 if(top_is_same_liquid && (n_top_c == c_flowing ||
258 n_top_c == c_source || n_top_c == CONTENT_IGNORE))
261 // Don't draw face if neighbor is blocking the view
262 if(n_feat.solidness == 2)
265 bool neighbor_is_same_liquid = (neighbor_content == c_source
266 || neighbor_content == c_flowing);
268 // Don't draw any faces if neighbor same is liquid and top is
270 if(neighbor_is_same_liquid && !top_is_same_liquid)
273 // Use backface culled material if neighbor doesn't have a
275 const TileSpec *current_tile = &tile_liquid;
276 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
277 current_tile = &tile_liquid_bfculled;
279 video::S3DVertex vertices[4] =
281 video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
282 video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
283 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
284 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
288 If our topside is liquid, set upper border of face
289 at upper border of node
291 if(top_is_same_liquid)
293 vertices[2].Pos.Y = 0.5*BS;
294 vertices[3].Pos.Y = 0.5*BS;
297 Otherwise upper position of face is liquid level
301 vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
302 vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
305 If neighbor is liquid, lower border of face is liquid level
307 if(neighbor_is_same_liquid)
309 vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
310 vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
313 If neighbor is not liquid, lower border of face is
318 vertices[0].Pos.Y = -0.5*BS;
319 vertices[1].Pos.Y = -0.5*BS;
322 for(s32 j=0; j<4; j++)
324 if(dir == v3s16(0,0,1))
325 vertices[j].Pos.rotateXZBy(0);
326 if(dir == v3s16(0,0,-1))
327 vertices[j].Pos.rotateXZBy(180);
328 if(dir == v3s16(-1,0,0))
329 vertices[j].Pos.rotateXZBy(90);
330 if(dir == v3s16(1,0,-0))
331 vertices[j].Pos.rotateXZBy(-90);
333 // Do this to not cause glitches when two liquids are
335 /*if(neighbor_is_same_liquid == false){
336 vertices[j].Pos.X *= 0.98;
337 vertices[j].Pos.Z *= 0.98;
340 vertices[j].Pos += intToFloat(p, BS);
343 u16 indices[] = {0,1,2,2,3,0};
344 // Add to mesh collector
345 collector.append(*current_tile, vertices, 4, indices, 6);
351 if(top_is_same_liquid)
354 video::S3DVertex vertices[4] =
356 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
357 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
358 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
359 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
362 v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
363 for(s32 i=0; i<4; i++)
365 vertices[i].Pos += offset;
368 u16 indices[] = {0,1,2,2,3,0};
369 // Add to mesh collector
370 collector.append(tile_liquid, vertices, 4, indices, 6);
372 case NDT_FLOWINGLIQUID:
375 Add flowing liquid to mesh
377 TileSpec tile_liquid = f.special_tiles[0];
378 TileSpec tile_liquid_bfculled = f.special_tiles[1];
380 bool top_is_same_liquid = false;
381 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
382 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
383 content_t c_source = nodedef->getId(f.liquid_alternative_source);
384 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
385 top_is_same_liquid = true;
388 // If this liquid emits light and doesn't contain light, draw
389 // it at what it emits, for an increased effect
390 u8 light_source = nodedef->get(n).light_source;
391 if(light_source != 0){
392 l = decode_light(light_source);
395 // Use the light of the node on top if possible
396 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
397 l = getInteriorLight(ntop, 0, nodedef);
398 // Otherwise use the light of this node (the liquid)
400 l = getInteriorLight(n, 0, nodedef);
401 video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
403 u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
405 // Neighbor liquid levels (key = relative position)
406 // Includes current node
407 std::map<v3s16, f32> neighbor_levels;
408 std::map<v3s16, content_t> neighbor_contents;
409 std::map<v3s16, u8> neighbor_flags;
410 const u8 neighborflag_top_is_same_liquid = 0x01;
411 v3s16 neighbor_dirs[9] = {
422 for(u32 i=0; i<9; i++)
424 content_t content = CONTENT_AIR;
425 float level = -0.5 * BS;
428 v3s16 p2 = p + neighbor_dirs[i];
429 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
430 if(n2.getContent() != CONTENT_IGNORE)
432 content = n2.getContent();
434 if(n2.getContent() == c_source)
435 level = (-0.5+node_liquid_level) * BS;
436 else if(n2.getContent() == c_flowing){
437 u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
438 if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
441 liquid_level -= (LIQUID_LEVEL_MAX+1-range);
442 level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
445 // Check node above neighbor.
446 // NOTE: This doesn't get executed if neighbor
449 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
450 if(n2.getContent() == c_source ||
451 n2.getContent() == c_flowing)
452 flags |= neighborflag_top_is_same_liquid;
455 neighbor_levels[neighbor_dirs[i]] = level;
456 neighbor_contents[neighbor_dirs[i]] = content;
457 neighbor_flags[neighbor_dirs[i]] = flags;
460 // Corner heights (average between four liquids)
461 f32 corner_levels[4];
463 v3s16 halfdirs[4] = {
469 for(u32 i=0; i<4; i++)
471 v3s16 cornerdir = halfdirs[i];
472 float cornerlevel = 0;
475 for(u32 j=0; j<4; j++)
477 v3s16 neighbordir = cornerdir - halfdirs[j];
478 content_t content = neighbor_contents[neighbordir];
479 // If top is liquid, draw starting from top of node
480 if(neighbor_flags[neighbordir] &
481 neighborflag_top_is_same_liquid)
483 cornerlevel = 0.5*BS;
487 // Source is always the same height
488 else if(content == c_source)
490 cornerlevel = (-0.5+node_liquid_level)*BS;
494 // Flowing liquid has level information
495 else if(content == c_flowing)
497 cornerlevel += neighbor_levels[neighbordir];
500 else if(content == CONTENT_AIR)
506 cornerlevel = -0.5*BS+0.2;
507 else if(valid_count > 0)
508 cornerlevel /= valid_count;
509 corner_levels[i] = cornerlevel;
516 v3s16 side_dirs[4] = {
522 s16 side_corners[4][2] = {
528 for(u32 i=0; i<4; i++)
530 v3s16 dir = side_dirs[i];
533 If our topside is liquid and neighbor's topside
534 is liquid, don't draw side face
536 if(top_is_same_liquid &&
537 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
540 content_t neighbor_content = neighbor_contents[dir];
541 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
543 // Don't draw face if neighbor is blocking the view
544 if(n_feat.solidness == 2)
547 bool neighbor_is_same_liquid = (neighbor_content == c_source
548 || neighbor_content == c_flowing);
550 // Don't draw any faces if neighbor same is liquid and top is
552 if(neighbor_is_same_liquid == true
553 && top_is_same_liquid == false)
556 // Use backface culled material if neighbor doesn't have a
558 const TileSpec *current_tile = &tile_liquid;
559 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
560 current_tile = &tile_liquid_bfculled;
562 video::S3DVertex vertices[4] =
564 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
565 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
566 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
567 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
571 If our topside is liquid, set upper border of face
572 at upper border of node
574 if(top_is_same_liquid)
576 vertices[2].Pos.Y = 0.5*BS;
577 vertices[3].Pos.Y = 0.5*BS;
580 Otherwise upper position of face is corner levels
584 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
585 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
589 If neighbor is liquid, lower border of face is corner
592 if(neighbor_is_same_liquid)
594 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
595 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
598 If neighbor is not liquid, lower border of face is
603 vertices[0].Pos.Y = -0.5*BS;
604 vertices[1].Pos.Y = -0.5*BS;
607 for(s32 j=0; j<4; j++)
609 if(dir == v3s16(0,0,1))
610 vertices[j].Pos.rotateXZBy(0);
611 if(dir == v3s16(0,0,-1))
612 vertices[j].Pos.rotateXZBy(180);
613 if(dir == v3s16(-1,0,0))
614 vertices[j].Pos.rotateXZBy(90);
615 if(dir == v3s16(1,0,-0))
616 vertices[j].Pos.rotateXZBy(-90);
618 // Do this to not cause glitches when two liquids are
620 /*if(neighbor_is_same_liquid == false){
621 vertices[j].Pos.X *= 0.98;
622 vertices[j].Pos.Z *= 0.98;
625 vertices[j].Pos += intToFloat(p, BS);
628 u16 indices[] = {0,1,2,2,3,0};
629 // Add to mesh collector
630 collector.append(*current_tile, vertices, 4, indices, 6);
634 Generate top side, if appropriate
637 if(top_is_same_liquid == false)
639 video::S3DVertex vertices[4] =
641 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
642 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
643 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
644 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
647 // To get backface culling right, the vertices need to go
648 // clockwise around the front of the face. And we happened to
649 // calculate corner levels in exact reverse order.
650 s32 corner_resolve[4] = {3,2,1,0};
652 for(s32 i=0; i<4; i++)
654 //vertices[i].Pos.Y += liquid_level;
655 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
656 s32 j = corner_resolve[i];
657 vertices[i].Pos.Y += corner_levels[j];
658 vertices[i].Pos += intToFloat(p, BS);
661 // Default downwards-flowing texture animation goes from
662 // -Z towards +Z, thus the direction is +Z.
663 // Rotate texture to make animation go in flow direction
664 // Positive if liquid moves towards +Z
665 f32 dz = (corner_levels[side_corners[3][0]] +
666 corner_levels[side_corners[3][1]]) -
667 (corner_levels[side_corners[2][0]] +
668 corner_levels[side_corners[2][1]]);
669 // Positive if liquid moves towards +X
670 f32 dx = (corner_levels[side_corners[1][0]] +
671 corner_levels[side_corners[1][1]]) -
672 (corner_levels[side_corners[0][0]] +
673 corner_levels[side_corners[0][1]]);
674 f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
675 v2f tcoord_center(0.5, 0.5);
676 v2f tcoord_translate(
677 blockpos_nodes.Z + z,
678 blockpos_nodes.X + x);
679 tcoord_translate.rotateBy(tcoord_angle);
680 tcoord_translate.X -= floor(tcoord_translate.X);
681 tcoord_translate.Y -= floor(tcoord_translate.Y);
683 for(s32 i=0; i<4; i++)
685 vertices[i].TCoords.rotateBy(
688 vertices[i].TCoords += tcoord_translate;
691 v2f t = vertices[0].TCoords;
692 vertices[0].TCoords = vertices[2].TCoords;
693 vertices[2].TCoords = t;
695 u16 indices[] = {0,1,2,2,3,0};
696 // Add to mesh collector
697 collector.append(tile_liquid, vertices, 4, indices, 6);
702 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
704 u16 l = getInteriorLight(n, 1, nodedef);
705 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
707 for(u32 j=0; j<6; j++)
709 // Check this neighbor
710 v3s16 dir = g_6dirs[j];
711 v3s16 n2p = blockpos_nodes + p + dir;
712 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
713 // Don't make face if neighbor is of same type
714 if(n2.getContent() == n.getContent())
718 video::S3DVertex vertices[4] = {
719 video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
720 video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
721 video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
722 video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
725 // Rotations in the g_6dirs format
727 for(u16 i=0; i<4; i++)
728 vertices[i].Pos.rotateXZBy(0);
729 else if(j == 1) // Y+
730 for(u16 i=0; i<4; i++)
731 vertices[i].Pos.rotateYZBy(-90);
732 else if(j == 2) // X+
733 for(u16 i=0; i<4; i++)
734 vertices[i].Pos.rotateXZBy(-90);
735 else if(j == 3) // Z-
736 for(u16 i=0; i<4; i++)
737 vertices[i].Pos.rotateXZBy(180);
738 else if(j == 4) // Y-
739 for(u16 i=0; i<4; i++)
740 vertices[i].Pos.rotateYZBy(90);
741 else if(j == 5) // X-
742 for(u16 i=0; i<4; i++)
743 vertices[i].Pos.rotateXZBy(90);
745 for(u16 i=0; i<4; i++){
746 vertices[i].Pos += intToFloat(p, BS);
749 u16 indices[] = {0,1,2,2,3,0};
750 // Add to mesh collector
751 collector.append(tile, vertices, 4, indices, 6);
754 case NDT_GLASSLIKE_FRAMED_OPTIONAL:
755 // This is always pre-converted to something else
756 FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
758 case NDT_GLASSLIKE_FRAMED:
760 static const v3s16 dirs[6] = {
771 for (i = 0; i < 6; i++)
772 tiles[i] = getNodeTile(n, p, dirs[i], data);
774 TileSpec glass_tiles[6];
775 if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
776 glass_tiles[0] = tiles[2];
777 glass_tiles[1] = tiles[3];
778 glass_tiles[2] = tiles[1];
779 glass_tiles[3] = tiles[1];
780 glass_tiles[4] = tiles[1];
781 glass_tiles[5] = tiles[1];
783 for (i = 0; i < 6; i++)
784 glass_tiles[i] = tiles[1];
787 u8 param2 = n.getParam2();
788 bool H_merge = ! bool(param2 & 128);
789 bool V_merge = ! bool(param2 & 64);
790 param2 = param2 & 63;
792 u16 l = getInteriorLight(n, 1, nodedef);
793 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
794 v3f pos = intToFloat(p, BS);
795 static const float a = BS / 2;
796 static const float g = a - 0.003;
797 static const float b = .876 * ( BS / 2 );
799 static const aabb3f frame_edges[12] = {
800 aabb3f( b, b,-a, a, a, a), // y+
801 aabb3f(-a, b,-a,-b, a, a), // y+
802 aabb3f( b,-a,-a, a,-b, a), // y-
803 aabb3f(-a,-a,-a,-b,-b, a), // y-
804 aabb3f( b,-a, b, a, a, a), // x+
805 aabb3f( b,-a,-a, a, a,-b), // x+
806 aabb3f(-a,-a, b,-b, a, a), // x-
807 aabb3f(-a,-a,-a,-b, a,-b), // x-
808 aabb3f(-a, b, b, a, a, a), // z+
809 aabb3f(-a,-a, b, a,-b, a), // z+
810 aabb3f(-a,-a,-a, a,-b,-b), // z-
811 aabb3f(-a, b,-a, a, a,-b) // z-
813 static const aabb3f glass_faces[6] = {
814 aabb3f(-g, g,-g, g, g, g), // y+
815 aabb3f(-g,-g,-g, g,-g, g), // y-
816 aabb3f( g,-g,-g, g, g, g), // x+
817 aabb3f(-g,-g,-g,-g, g, g), // x-
818 aabb3f(-g,-g, g, g, g, g), // z+
819 aabb3f(-g,-g,-g, g, g,-g) // z-
822 // table of node visible faces, 0 = invisible
823 int visible_faces[6] = {0,0,0,0,0,0};
825 // table of neighbours, 1 = same type, checked with g_26dirs
826 int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
828 // g_26dirs to check when only horizontal merge is allowed
829 int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
831 content_t current = n.getContent();
836 // neighbours checks for frames visibility
838 if (!H_merge && V_merge) {
839 n2p = blockpos_nodes + p + g_26dirs[1];
840 n2 = data->m_vmanip.getNodeNoEx(n2p);
841 n2c = n2.getContent();
842 if (n2c == current || n2c == CONTENT_IGNORE)
844 n2p = blockpos_nodes + p + g_26dirs[4];
845 n2 = data->m_vmanip.getNodeNoEx(n2p);
846 n2c = n2.getContent();
847 if (n2c == current || n2c == CONTENT_IGNORE)
849 } else if (H_merge && !V_merge) {
850 for(i = 0; i < 8; i++) {
851 n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
852 n2 = data->m_vmanip.getNodeNoEx(n2p);
853 n2c = n2.getContent();
854 if (n2c == current || n2c == CONTENT_IGNORE)
855 nb[nb_H_dirs[i]] = 1;
857 } else if (H_merge && V_merge) {
858 for(i = 0; i < 18; i++) {
859 n2p = blockpos_nodes + p + g_26dirs[i];
860 n2 = data->m_vmanip.getNodeNoEx(n2p);
861 n2c = n2.getContent();
862 if (n2c == current || n2c == CONTENT_IGNORE)
867 // faces visibility checks
870 visible_faces[0] = 1;
871 visible_faces[1] = 1;
873 for(i = 0; i < 2; i++) {
874 n2p = blockpos_nodes + p + dirs[i];
875 n2 = data->m_vmanip.getNodeNoEx(n2p);
876 n2c = n2.getContent();
878 visible_faces[i] = 1;
883 visible_faces[2] = 1;
884 visible_faces[3] = 1;
885 visible_faces[4] = 1;
886 visible_faces[5] = 1;
888 for(i = 2; i < 6; i++) {
889 n2p = blockpos_nodes + p + dirs[i];
890 n2 = data->m_vmanip.getNodeNoEx(n2p);
891 n2c = n2.getContent();
893 visible_faces[i] = 1;
897 static const u8 nb_triplet[12*3] = {
898 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
899 2,0,11, 2,3,13, 5,0,10, 5,3,12,
900 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
903 f32 tx1, ty1, tz1, tx2, ty2, tz2;
906 for(i = 0; i < 12; i++)
909 if (nb[nb_triplet[i*3+2]])
910 edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
912 edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
915 box = frame_edges[i];
918 tx1 = (box.MinEdge.X / BS) + 0.5;
919 ty1 = (box.MinEdge.Y / BS) + 0.5;
920 tz1 = (box.MinEdge.Z / BS) + 0.5;
921 tx2 = (box.MaxEdge.X / BS) + 0.5;
922 ty2 = (box.MaxEdge.Y / BS) + 0.5;
923 tz2 = (box.MaxEdge.Z / BS) + 0.5;
925 tx1, 1-tz2, tx2, 1-tz1,
927 tz1, 1-ty2, tz2, 1-ty1,
928 1-tz2, 1-ty2, 1-tz1, 1-ty1,
929 1-tx2, 1-ty2, 1-tx1, 1-ty1,
930 tx1, 1-ty2, tx2, 1-ty1,
932 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
935 for(i = 0; i < 6; i++)
937 if (!visible_faces[i])
939 box = glass_faces[i];
942 tx1 = (box.MinEdge.X / BS) + 0.5;
943 ty1 = (box.MinEdge.Y / BS) + 0.5;
944 tz1 = (box.MinEdge.Z / BS) + 0.5;
945 tx2 = (box.MaxEdge.X / BS) + 0.5;
946 ty2 = (box.MaxEdge.Y / BS) + 0.5;
947 tz2 = (box.MaxEdge.Z / BS) + 0.5;
949 tx1, 1-tz2, tx2, 1-tz1,
951 tz1, 1-ty2, tz2, 1-ty1,
952 1-tz2, 1-ty2, 1-tz1, 1-ty1,
953 1-tx2, 1-ty2, 1-tx1, 1-ty1,
954 tx1, 1-ty2, tx2, 1-ty1,
956 makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
959 if (param2 > 0 && f.special_tiles[0].texture) {
960 // Interior volume level is in range 0 .. 63,
961 // convert it to -0.5 .. 0.5
962 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
963 TileSpec interior_tiles[6];
964 for (i = 0; i < 6; i++)
965 interior_tiles[i] = f.special_tiles[0];
966 float offset = 0.003;
967 box = aabb3f(visible_faces[3] ? -b : -a + offset,
968 visible_faces[1] ? -b : -a + offset,
969 visible_faces[5] ? -b : -a + offset,
970 visible_faces[2] ? b : a - offset,
971 visible_faces[0] ? b * vlev : a * vlev - offset,
972 visible_faces[4] ? b : a - offset);
975 tx1 = (box.MinEdge.X / BS) + 0.5;
976 ty1 = (box.MinEdge.Y / BS) + 0.5;
977 tz1 = (box.MinEdge.Z / BS) + 0.5;
978 tx2 = (box.MaxEdge.X / BS) + 0.5;
979 ty2 = (box.MaxEdge.Y / BS) + 0.5;
980 tz2 = (box.MaxEdge.Z / BS) + 0.5;
982 tx1, 1-tz2, tx2, 1-tz1,
984 tz1, 1-ty2, tz2, 1-ty1,
985 1-tz2, 1-ty2, 1-tz1, 1-ty1,
986 1-tx2, 1-ty2, 1-tx1, 1-ty1,
987 tx1, 1-ty2, tx2, 1-ty1,
989 makeCuboid(&collector, box, interior_tiles, 6, c, txc3);
994 TileSpec tile_leaves = getNodeTile(n, p,
997 u16 l = getInteriorLight(n, 1, nodedef);
998 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1000 v3f pos = intToFloat(p, BS);
1001 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
1004 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
1006 case NDT_ALLFACES_OPTIONAL:
1007 // This is always pre-converted to something else
1008 FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
1012 v3s16 dir = n.getWallMountedDir(nodedef);
1015 if(dir == v3s16(0,-1,0)){
1016 tileindex = 0; // floor
1017 } else if(dir == v3s16(0,1,0)){
1018 tileindex = 1; // ceiling
1019 // For backwards compatibility
1020 } else if(dir == v3s16(0,0,0)){
1021 tileindex = 0; // floor
1023 tileindex = 2; // side
1026 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1027 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1028 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1030 u16 l = getInteriorLight(n, 1, nodedef);
1031 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1033 float s = BS/2*f.visual_scale;
1034 // Wall at X+ of node
1035 video::S3DVertex vertices[4] =
1037 video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
1038 video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
1039 video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
1040 video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
1043 for(s32 i=0; i<4; i++)
1045 if(dir == v3s16(1,0,0))
1046 vertices[i].Pos.rotateXZBy(0);
1047 if(dir == v3s16(-1,0,0))
1048 vertices[i].Pos.rotateXZBy(180);
1049 if(dir == v3s16(0,0,1))
1050 vertices[i].Pos.rotateXZBy(90);
1051 if(dir == v3s16(0,0,-1))
1052 vertices[i].Pos.rotateXZBy(-90);
1053 if(dir == v3s16(0,-1,0))
1054 vertices[i].Pos.rotateXZBy(45);
1055 if(dir == v3s16(0,1,0))
1056 vertices[i].Pos.rotateXZBy(-45);
1058 vertices[i].Pos += intToFloat(p, BS);
1061 u16 indices[] = {0,1,2,2,3,0};
1062 // Add to mesh collector
1063 collector.append(tile, vertices, 4, indices, 6);
1067 TileSpec tile = getNodeTileN(n, p, 0, data);
1068 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1069 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1071 u16 l = getInteriorLight(n, 0, nodedef);
1072 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1074 float d = (float)BS/16;
1075 float s = BS/2*f.visual_scale;
1076 // Wall at X+ of node
1077 video::S3DVertex vertices[4] =
1079 video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
1080 video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
1081 video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
1082 video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
1085 v3s16 dir = n.getWallMountedDir(nodedef);
1087 for(s32 i=0; i<4; i++)
1089 if(dir == v3s16(1,0,0))
1090 vertices[i].Pos.rotateXZBy(0);
1091 if(dir == v3s16(-1,0,0))
1092 vertices[i].Pos.rotateXZBy(180);
1093 if(dir == v3s16(0,0,1))
1094 vertices[i].Pos.rotateXZBy(90);
1095 if(dir == v3s16(0,0,-1))
1096 vertices[i].Pos.rotateXZBy(-90);
1097 if(dir == v3s16(0,-1,0))
1098 vertices[i].Pos.rotateXYBy(-90);
1099 if(dir == v3s16(0,1,0))
1100 vertices[i].Pos.rotateXYBy(90);
1102 vertices[i].Pos += intToFloat(p, BS);
1105 u16 indices[] = {0,1,2,2,3,0};
1106 // Add to mesh collector
1107 collector.append(tile, vertices, 4, indices, 6);
1111 TileSpec tile = getNodeTileN(n, p, 0, data);
1112 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1114 u16 l = getInteriorLight(n, 1, nodedef);
1115 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1117 float s = BS / 2 * f.visual_scale;
1119 for (int j = 0; j < 2; j++)
1121 video::S3DVertex vertices[4] =
1123 video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
1124 video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
1125 video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
1126 video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
1131 for(u16 i = 0; i < 4; i++)
1132 vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
1136 for(u16 i = 0; i < 4; i++)
1137 vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
1140 for (int i = 0; i < 4; i++)
1142 vertices[i].Pos *= f.visual_scale;
1143 vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
1144 vertices[i].Pos += intToFloat(p, BS);
1147 u16 indices[] = {0, 1, 2, 2, 3, 0};
1148 // Add to mesh collector
1149 collector.append(tile, vertices, 4, indices, 6);
1154 TileSpec tile = getNodeTileN(n, p, 0, data);
1155 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1157 u16 l = getInteriorLight(n, 1, nodedef);
1158 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1160 float s = BS/2*f.visual_scale;
1162 content_t current = n.getContent();
1167 static const v3s16 dirs[6] = {
1176 int doDraw[6] = {0,0,0,0,0,0};
1178 bool drawAllFaces = true;
1180 bool drawBottomFacesOnly = false; // Currently unused
1182 // Check for adjacent nodes
1183 for(int i = 0; i < 6; i++)
1185 n2p = blockpos_nodes + p + dirs[i];
1186 n2 = data->m_vmanip.getNodeNoEx(n2p);
1187 n2c = n2.getContent();
1188 if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
1191 drawAllFaces = false;
1196 for(int j = 0; j < 6; j++)
1198 int vOffset = 0; // Vertical offset of faces after rotation
1199 int hOffset = 4; // Horizontal offset of faces to reach the edge
1201 video::S3DVertex vertices[4] =
1203 video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
1204 video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
1205 video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
1206 video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
1209 // Calculate which faces should be drawn, (top or sides)
1210 if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
1212 for(int i = 0; i < 4; i++) {
1213 vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
1214 vertices[i].Pos.rotateXYBy(-10);
1215 vertices[i].Pos.Y -= vOffset;
1216 vertices[i].Pos.X -= hOffset;
1219 else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
1221 for(int i = 0; i < 4; i++) {
1222 vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
1223 vertices[i].Pos.rotateYZBy(10);
1224 vertices[i].Pos.Y -= vOffset;
1225 vertices[i].Pos.Z -= hOffset;
1228 else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
1230 for(int i = 0; i < 4; i++) {
1231 vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
1232 vertices[i].Pos.rotateXYBy(10);
1233 vertices[i].Pos.Y -= vOffset;
1234 vertices[i].Pos.X += hOffset;
1237 else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
1239 for(int i = 0; i < 4; i++) {
1240 vertices[i].Pos.rotateYZBy(-10);
1241 vertices[i].Pos.Y -= vOffset;
1242 vertices[i].Pos.Z += hOffset;
1246 // Center cross-flames
1247 else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
1249 for(int i=0; i<4; i++) {
1250 vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
1251 vertices[i].Pos.Y -= vOffset;
1254 else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
1256 for(int i=0; i<4; i++) {
1257 vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
1258 vertices[i].Pos.Y -= vOffset;
1262 // Render flames on bottom
1263 else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
1265 for(int i = 0; i < 4; i++) {
1266 vertices[i].Pos.rotateYZBy(70);
1267 vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
1268 vertices[i].Pos.Y += 4.84;
1269 vertices[i].Pos.X -= hOffset+0.7;
1272 else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
1274 for(int i = 0; i < 4; i++) {
1275 vertices[i].Pos.rotateYZBy(70);
1276 vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
1277 vertices[i].Pos.Y += 4.84;
1278 vertices[i].Pos.Z -= hOffset+0.7;
1281 else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
1283 for(int i = 0; i < 4; i++) {
1284 vertices[i].Pos.rotateYZBy(70);
1285 vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
1286 vertices[i].Pos.Y += 4.84;
1287 vertices[i].Pos.X += hOffset+0.7;
1290 else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
1292 for(int i = 0; i < 4; i++) {
1293 vertices[i].Pos.rotateYZBy(70);
1294 vertices[i].Pos.Y += 4.84;
1295 vertices[i].Pos.Z += hOffset+0.7;
1299 // Skip faces that aren't adjacent to a node
1303 for(int i=0; i<4; i++)
1305 vertices[i].Pos *= f.visual_scale;
1306 vertices[i].Pos += intToFloat(p, BS);
1309 u16 indices[] = {0,1,2,2,3,0};
1310 // Add to mesh collector
1311 collector.append(tile, vertices, 4, indices, 6);
1316 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1317 TileSpec tile_nocrack = tile;
1318 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1320 // Put wood the right way around in the posts
1321 TileSpec tile_rot = tile;
1322 tile_rot.rotation = 1;
1324 u16 l = getInteriorLight(n, 1, nodedef);
1325 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1327 const f32 post_rad=(f32)BS/8;
1328 const f32 bar_rad=(f32)BS/16;
1329 const f32 bar_len=(f32)(BS/2)-post_rad;
1331 v3f pos = intToFloat(p, BS);
1333 // The post - always present
1334 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1335 post.MinEdge += pos;
1336 post.MaxEdge += pos;
1338 6/16.,6/16.,10/16.,10/16.,
1339 6/16.,6/16.,10/16.,10/16.,
1344 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1346 // Now a section of fence, +X, if there's a post there
1349 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1350 const ContentFeatures *f2 = &nodedef->get(n2);
1351 if(f2->drawtype == NDT_FENCELIKE)
1353 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1354 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1358 0/16.,2/16.,16/16.,4/16.,
1359 0/16.,4/16.,16/16.,6/16.,
1360 6/16.,6/16.,8/16.,8/16.,
1361 10/16.,10/16.,12/16.,12/16.,
1362 0/16.,8/16.,16/16.,10/16.,
1363 0/16.,14/16.,16/16.,16/16.};
1364 makeCuboid(&collector, bar, &tile_nocrack, 1,
1366 bar.MinEdge.Y -= BS/2;
1367 bar.MaxEdge.Y -= BS/2;
1368 makeCuboid(&collector, bar, &tile_nocrack, 1,
1372 // Now a section of fence, +Z, if there's a post there
1375 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1376 f2 = &nodedef->get(n2);
1377 if(f2->drawtype == NDT_FENCELIKE)
1379 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1380 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1384 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1385 4/16.,1/16.,6/16.,5/16., // for wood texture instead
1386 0/16.,9/16.,16/16.,11/16.,
1387 0/16.,6/16.,16/16.,8/16.,
1388 6/16.,6/16.,8/16.,8/16.,
1389 10/16.,10/16.,12/16.,12/16.};
1390 makeCuboid(&collector, bar, &tile_nocrack, 1,
1392 bar.MinEdge.Y -= BS/2;
1393 bar.MaxEdge.Y -= BS/2;
1394 makeCuboid(&collector, bar, &tile_nocrack, 1,
1400 bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
1403 content_t thiscontent = n.getContent();
1404 std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1405 int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
1408 for (s8 y0 = -1; y0 <= 1; y0++) {
1409 // Prevent from indexing never used coordinates
1410 for (s8 xz = -1; xz <= 1; xz++) {
1413 MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
1414 MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
1415 ContentFeatures def_xy = nodedef->get(n_xy);
1416 ContentFeatures def_zy = nodedef->get(n_zy);
1418 // Check if current node would connect with the rail
1419 is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
1420 && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
1421 || n_xy.getContent() == thiscontent);
1423 is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
1424 && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
1425 || n_zy.getContent() == thiscontent);
1430 bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
1431 bool is_rail_z_all[2];
1432 is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
1433 is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
1434 is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
1435 is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
1437 // reasonable default, flat straight unrotated rail
1438 bool is_straight = true;
1439 int adjacencies = 0;
1443 // check for sloped rail
1444 if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
1445 adjacencies = 5; // 5 means sloped
1446 is_straight = true; // sloped is always straight
1448 // is really straight, rails on both sides
1449 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1450 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1453 switch (adjacencies) {
1455 if (is_rail_x_all[0] || is_rail_x_all[1])
1460 tileindex = 1; // curved
1461 if (is_rail_x_all[0] && is_rail_x_all[1])
1463 if (is_rail_z_all[0] && is_rail_z_all[1]) {
1467 else if (is_rail_x_all[0] && is_rail_z_all[0])
1469 else if (is_rail_x_all[0] && is_rail_z_all[1])
1471 else if (is_rail_x_all[1] && is_rail_z_all[1])
1475 // here is where the potential to 'switch' a junction is, but not implemented at present
1476 tileindex = 2; // t-junction
1477 if(!is_rail_x_all[1])
1479 if(!is_rail_z_all[0])
1481 if(!is_rail_z_all[1])
1485 tileindex = 3; // crossing
1499 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1500 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1501 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1503 u16 l = getInteriorLight(n, 0, nodedef);
1504 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1506 float d = (float)BS/64;
1510 if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
1511 g = 1; //Object is at a slope
1513 video::S3DVertex vertices[4] =
1515 video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1),
1516 video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1),
1517 video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0),
1518 video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0),
1521 for(s32 i=0; i<4; i++)
1524 vertices[i].Pos.rotateXZBy(angle);
1525 vertices[i].Pos += intToFloat(p, BS);
1528 u16 indices[] = {0,1,2,2,3,0};
1529 collector.append(tile, vertices, 4, indices, 6);
1533 static const v3s16 tile_dirs[6] = {
1543 u16 l = getInteriorLight(n, 1, nodedef);
1544 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1546 v3f pos = intToFloat(p, BS);
1548 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1549 for(std::vector<aabb3f>::iterator
1551 i != boxes.end(); i++)
1553 for(int j = 0; j < 6; j++)
1555 // Handles facedir rotation for textures
1556 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1563 if (box.MinEdge.X > box.MaxEdge.X)
1566 box.MinEdge.X=box.MaxEdge.X;
1569 if (box.MinEdge.Y > box.MaxEdge.Y)
1572 box.MinEdge.Y=box.MaxEdge.Y;
1575 if (box.MinEdge.Z > box.MaxEdge.Z)
1578 box.MinEdge.Z=box.MaxEdge.Z;
1583 // Compute texture coords
1584 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1585 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1586 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1587 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1588 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1589 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1592 tx1, 1-tz2, tx2, 1-tz1,
1596 tz1, 1-ty2, tz2, 1-ty1,
1598 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1600 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1602 tx1, 1-ty2, tx2, 1-ty1,
1604 makeCuboid(&collector, box, tiles, 6, c, txc);
1609 v3f pos = intToFloat(p, BS);
1610 video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
1613 if (f.param_type_2 == CPT2_FACEDIR) {
1614 facedir = n.getFaceDir(nodedef);
1615 } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
1616 //convert wallmounted to 6dfacedir.
1617 //when cache enabled, it is already converted
1618 facedir = n.getWallMounted(nodedef);
1619 if (!enable_mesh_cache) {
1620 static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
1621 facedir = wm_to_6d[facedir];
1625 if (f.mesh_ptr[facedir]) {
1626 // use cached meshes
1627 for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
1628 scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
1629 collector.append(getNodeTileN(n, p, j, data),
1630 (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
1631 buf->getIndices(), buf->getIndexCount(), pos, c);
1633 } else if (f.mesh_ptr[0]) {
1634 // no cache, clone and rotate mesh
1635 scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
1636 rotateMeshBy6dFacedir(mesh, facedir);
1637 recalculateBoundingBox(mesh);
1638 meshmanip->recalculateNormals(mesh, true, false);
1639 for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
1640 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
1641 collector.append(getNodeTileN(n, p, j, data),
1642 (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
1643 buf->getIndices(), buf->getIndexCount(), pos, c);
1652 Caused by incorrect alpha blending, selection mesh needs to be created as
1653 last element to ensure it gets blended correct over nodes with alpha channel
1655 // Create selection mesh
1656 v3s16 p = data->m_highlighted_pos_relative;
1657 if (data->m_show_hud &&
1658 (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
1659 (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
1660 (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
1662 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
1663 if(n.getContent() != CONTENT_AIR) {
1664 // Get selection mesh light level
1665 static const v3s16 dirs[7] = {
1677 for (u8 i = 0; i < 7; i++) {
1678 MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
1679 l1 = getInteriorLight(n1, -4, nodedef);
1683 video::SColor c = MapBlock_LightColor(255, l, 0);
1684 data->m_highlight_mesh_color = c;
1685 std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
1687 h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
1688 h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
1689 v3f pos = intToFloat(p, BS);
1691 for (std::vector<aabb3f>::iterator i = boxes.begin();
1692 i != boxes.end(); i++) {
1694 box.MinEdge += v3f(-d, -d, -d) + pos;
1695 box.MaxEdge += v3f(d, d, d) + pos;
1696 makeCuboid(&collector, box, &h_tile, 1, c, NULL);