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"
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 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;
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 < tilecount; i++)
104 switch (tiles[i].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)
162 int tileindex = MYMIN(j/4, tilecount-1);
163 collector->append(tiles[tileindex],
164 vertices+j, 4, indices, 6);
168 void mapblock_mesh_generate_special(MeshMakeData *data,
169 MeshCollector &collector)
171 INodeDefManager *nodedef = data->m_gamedef->ndef();
174 //TimeTaker timer("mapblock_mesh_generate_special()");
179 bool new_style_water = g_settings->getBool("new_style_water");
181 float node_liquid_level = 1.0;
183 node_liquid_level = 0.85;
185 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
187 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
188 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
189 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
193 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
194 const ContentFeatures &f = nodedef->get(n);
196 // Only solidness=0 stuff is drawn here
202 infostream<<"Got "<<f.drawtype<<std::endl;
210 Add water sources to mesh if using new style
212 TileSpec tile_liquid = f.special_tiles[0];
213 TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
215 bool top_is_same_liquid = false;
216 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
217 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
218 content_t c_source = nodedef->getId(f.liquid_alternative_source);
219 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
220 top_is_same_liquid = true;
222 u16 l = getInteriorLight(n, 0, data);
223 video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
228 v3s16 side_dirs[4] = {
234 for(u32 i=0; i<4; i++)
236 v3s16 dir = side_dirs[i];
238 MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
239 content_t neighbor_content = neighbor.getContent();
240 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
241 MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
242 content_t n_top_c = n_top.getContent();
244 if(neighbor_content == CONTENT_IGNORE)
248 If our topside is liquid and neighbor's topside
249 is liquid, don't draw side face
251 if(top_is_same_liquid && (n_top_c == c_flowing ||
252 n_top_c == c_source || n_top_c == CONTENT_IGNORE))
255 // Don't draw face if neighbor is blocking the view
256 if(n_feat.solidness == 2)
259 bool neighbor_is_same_liquid = (neighbor_content == c_source
260 || neighbor_content == c_flowing);
262 // Don't draw any faces if neighbor same is liquid and top is
264 if(neighbor_is_same_liquid && !top_is_same_liquid)
267 // Use backface culled material if neighbor doesn't have a
269 const TileSpec *current_tile = &tile_liquid;
270 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
271 current_tile = &tile_liquid_bfculled;
273 video::S3DVertex vertices[4] =
275 video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
276 video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
277 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
278 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
282 If our topside is liquid, set upper border of face
283 at upper border of node
285 if(top_is_same_liquid)
287 vertices[2].Pos.Y = 0.5*BS;
288 vertices[3].Pos.Y = 0.5*BS;
291 Otherwise upper position of face is liquid level
295 vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
296 vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
299 If neighbor is liquid, lower border of face is liquid level
301 if(neighbor_is_same_liquid)
303 vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
304 vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
307 If neighbor is not liquid, lower border of face is
312 vertices[0].Pos.Y = -0.5*BS;
313 vertices[1].Pos.Y = -0.5*BS;
316 for(s32 j=0; j<4; j++)
318 if(dir == v3s16(0,0,1))
319 vertices[j].Pos.rotateXZBy(0);
320 if(dir == v3s16(0,0,-1))
321 vertices[j].Pos.rotateXZBy(180);
322 if(dir == v3s16(-1,0,0))
323 vertices[j].Pos.rotateXZBy(90);
324 if(dir == v3s16(1,0,-0))
325 vertices[j].Pos.rotateXZBy(-90);
327 // Do this to not cause glitches when two liquids are
329 /*if(neighbor_is_same_liquid == false){
330 vertices[j].Pos.X *= 0.98;
331 vertices[j].Pos.Z *= 0.98;
334 vertices[j].Pos += intToFloat(p, BS);
337 u16 indices[] = {0,1,2,2,3,0};
338 // Add to mesh collector
339 collector.append(*current_tile, vertices, 4, indices, 6);
345 if(top_is_same_liquid)
348 video::S3DVertex vertices[4] =
350 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
351 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
352 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
353 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
356 v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
357 for(s32 i=0; i<4; i++)
359 vertices[i].Pos += offset;
362 u16 indices[] = {0,1,2,2,3,0};
363 // Add to mesh collector
364 collector.append(tile_liquid, vertices, 4, indices, 6);
366 case NDT_FLOWINGLIQUID:
369 Add flowing liquid to mesh
371 TileSpec tile_liquid = f.special_tiles[0];
372 TileSpec tile_liquid_bfculled = f.special_tiles[1];
374 bool top_is_same_liquid = false;
375 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
376 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
377 content_t c_source = nodedef->getId(f.liquid_alternative_source);
378 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
379 top_is_same_liquid = true;
382 // If this liquid emits light and doesn't contain light, draw
383 // it at what it emits, for an increased effect
384 u8 light_source = nodedef->get(n).light_source;
385 if(light_source != 0){
386 //l = decode_light(undiminish_light(light_source));
387 l = decode_light(light_source);
390 // Use the light of the node on top if possible
391 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
392 l = getInteriorLight(ntop, 0, data);
393 // Otherwise use the light of this node (the liquid)
395 l = getInteriorLight(n, 0, data);
396 video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
398 u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
400 // Neighbor liquid levels (key = relative position)
401 // Includes current node
402 std::map<v3s16, f32> neighbor_levels;
403 std::map<v3s16, content_t> neighbor_contents;
404 std::map<v3s16, u8> neighbor_flags;
405 const u8 neighborflag_top_is_same_liquid = 0x01;
406 v3s16 neighbor_dirs[9] = {
417 for(u32 i=0; i<9; i++)
419 content_t content = CONTENT_AIR;
420 float level = -0.5 * BS;
423 v3s16 p2 = p + neighbor_dirs[i];
424 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
425 if(n2.getContent() != CONTENT_IGNORE)
427 content = n2.getContent();
429 if(n2.getContent() == c_source)
430 level = (-0.5+node_liquid_level) * BS;
431 else if(n2.getContent() == c_flowing){
432 u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
433 level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
436 // Check node above neighbor.
437 // NOTE: This doesn't get executed if neighbor
440 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
441 if(n2.getContent() == c_source ||
442 n2.getContent() == c_flowing)
443 flags |= neighborflag_top_is_same_liquid;
446 neighbor_levels[neighbor_dirs[i]] = level;
447 neighbor_contents[neighbor_dirs[i]] = content;
448 neighbor_flags[neighbor_dirs[i]] = flags;
451 // Corner heights (average between four liquids)
452 f32 corner_levels[4];
454 v3s16 halfdirs[4] = {
460 for(u32 i=0; i<4; i++)
462 v3s16 cornerdir = halfdirs[i];
463 float cornerlevel = 0;
466 for(u32 j=0; j<4; j++)
468 v3s16 neighbordir = cornerdir - halfdirs[j];
469 content_t content = neighbor_contents[neighbordir];
470 // If top is liquid, draw starting from top of node
471 if(neighbor_flags[neighbordir] &
472 neighborflag_top_is_same_liquid)
474 cornerlevel = 0.5*BS;
478 // Source is always the same height
479 else if(content == c_source)
481 cornerlevel = (-0.5+node_liquid_level)*BS;
485 // Flowing liquid has level information
486 else if(content == c_flowing)
488 cornerlevel += neighbor_levels[neighbordir];
491 else if(content == CONTENT_AIR)
497 cornerlevel = -0.5*BS+0.2;
498 else if(valid_count > 0)
499 cornerlevel /= valid_count;
500 corner_levels[i] = cornerlevel;
507 v3s16 side_dirs[4] = {
513 s16 side_corners[4][2] = {
519 for(u32 i=0; i<4; i++)
521 v3s16 dir = side_dirs[i];
524 If our topside is liquid and neighbor's topside
525 is liquid, don't draw side face
527 if(top_is_same_liquid &&
528 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
531 content_t neighbor_content = neighbor_contents[dir];
532 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
534 // Don't draw face if neighbor is blocking the view
535 if(n_feat.solidness == 2)
538 bool neighbor_is_same_liquid = (neighbor_content == c_source
539 || neighbor_content == c_flowing);
541 // Don't draw any faces if neighbor same is liquid and top is
543 if(neighbor_is_same_liquid == true
544 && top_is_same_liquid == false)
547 // Use backface culled material if neighbor doesn't have a
549 const TileSpec *current_tile = &tile_liquid;
550 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
551 current_tile = &tile_liquid_bfculled;
553 video::S3DVertex vertices[4] =
555 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
556 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
557 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
558 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
562 If our topside is liquid, set upper border of face
563 at upper border of node
565 if(top_is_same_liquid)
567 vertices[2].Pos.Y = 0.5*BS;
568 vertices[3].Pos.Y = 0.5*BS;
571 Otherwise upper position of face is corner levels
575 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
576 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
580 If neighbor is liquid, lower border of face is corner
583 if(neighbor_is_same_liquid)
585 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
586 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
589 If neighbor is not liquid, lower border of face is
594 vertices[0].Pos.Y = -0.5*BS;
595 vertices[1].Pos.Y = -0.5*BS;
598 for(s32 j=0; j<4; j++)
600 if(dir == v3s16(0,0,1))
601 vertices[j].Pos.rotateXZBy(0);
602 if(dir == v3s16(0,0,-1))
603 vertices[j].Pos.rotateXZBy(180);
604 if(dir == v3s16(-1,0,0))
605 vertices[j].Pos.rotateXZBy(90);
606 if(dir == v3s16(1,0,-0))
607 vertices[j].Pos.rotateXZBy(-90);
609 // Do this to not cause glitches when two liquids are
611 /*if(neighbor_is_same_liquid == false){
612 vertices[j].Pos.X *= 0.98;
613 vertices[j].Pos.Z *= 0.98;
616 vertices[j].Pos += intToFloat(p, BS);
619 u16 indices[] = {0,1,2,2,3,0};
620 // Add to mesh collector
621 collector.append(*current_tile, vertices, 4, indices, 6);
625 Generate top side, if appropriate
628 if(top_is_same_liquid == false)
630 video::S3DVertex vertices[4] =
632 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
633 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
634 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
635 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
638 // To get backface culling right, the vertices need to go
639 // clockwise around the front of the face. And we happened to
640 // calculate corner levels in exact reverse order.
641 s32 corner_resolve[4] = {3,2,1,0};
643 for(s32 i=0; i<4; i++)
645 //vertices[i].Pos.Y += liquid_level;
646 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
647 s32 j = corner_resolve[i];
648 vertices[i].Pos.Y += corner_levels[j];
649 vertices[i].Pos += intToFloat(p, BS);
652 // Default downwards-flowing texture animation goes from
653 // -Z towards +Z, thus the direction is +Z.
654 // Rotate texture to make animation go in flow direction
655 // Positive if liquid moves towards +Z
656 f32 dz = (corner_levels[side_corners[3][0]] +
657 corner_levels[side_corners[3][1]]) -
658 (corner_levels[side_corners[2][0]] +
659 corner_levels[side_corners[2][1]]);
660 // Positive if liquid moves towards +X
661 f32 dx = (corner_levels[side_corners[1][0]] +
662 corner_levels[side_corners[1][1]]) -
663 (corner_levels[side_corners[0][0]] +
664 corner_levels[side_corners[0][1]]);
665 f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
666 v2f tcoord_center(0.5, 0.5);
667 v2f tcoord_translate(
668 blockpos_nodes.Z + z,
669 blockpos_nodes.X + x);
670 tcoord_translate.rotateBy(tcoord_angle);
671 tcoord_translate.X -= floor(tcoord_translate.X);
672 tcoord_translate.Y -= floor(tcoord_translate.Y);
674 for(s32 i=0; i<4; i++)
676 vertices[i].TCoords.rotateBy(
679 vertices[i].TCoords += tcoord_translate;
682 v2f t = vertices[0].TCoords;
683 vertices[0].TCoords = vertices[2].TCoords;
684 vertices[2].TCoords = t;
686 u16 indices[] = {0,1,2,2,3,0};
687 // Add to mesh collector
688 collector.append(tile_liquid, vertices, 4, indices, 6);
693 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
695 u16 l = getInteriorLight(n, 1, data);
696 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
698 for(u32 j=0; j<6; j++)
700 // Check this neighbor
701 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
702 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
703 // Don't make face if neighbor is of same type
704 if(n2.getContent() == n.getContent())
708 video::S3DVertex vertices[4] = {
709 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
710 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
711 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
712 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
715 // Rotations in the g_6dirs format
717 for(u16 i=0; i<4; i++)
718 vertices[i].Pos.rotateXZBy(0);
719 else if(j == 1) // Y+
720 for(u16 i=0; i<4; i++)
721 vertices[i].Pos.rotateYZBy(-90);
722 else if(j == 2) // X+
723 for(u16 i=0; i<4; i++)
724 vertices[i].Pos.rotateXZBy(-90);
725 else if(j == 3) // Z-
726 for(u16 i=0; i<4; i++)
727 vertices[i].Pos.rotateXZBy(180);
728 else if(j == 4) // Y-
729 for(u16 i=0; i<4; i++)
730 vertices[i].Pos.rotateYZBy(90);
731 else if(j == 5) // X-
732 for(u16 i=0; i<4; i++)
733 vertices[i].Pos.rotateXZBy(90);
735 for(u16 i=0; i<4; i++){
736 vertices[i].Pos += intToFloat(p, BS);
739 u16 indices[] = {0,1,2,2,3,0};
740 // Add to mesh collector
741 collector.append(tile, vertices, 4, indices, 6);
744 case NDT_GLASSLIKE_FRAMED:
746 static const v3s16 dirs[6] = {
755 tiles[0] = getNodeTile(n, p, dirs[0], data);
756 tiles[1] = getNodeTile(n, p, dirs[1], data);
757 u16 l = getInteriorLight(n, 1, data);
758 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
759 v3f pos = intToFloat(p, BS);
760 static const float a=BS/2;
761 static const float b=.876*(BS/2);
762 static const aabb3f frame_edges[12] = {
763 aabb3f( b, b,-a, a, a, a), // y+
764 aabb3f(-a, b,-a,-b, a, a), // y+
765 aabb3f( b,-a,-a, a,-b, a), // y-
766 aabb3f(-a,-a,-a,-b,-b, a), // y-
767 aabb3f( b,-a, b, a, a, a), // x+
768 aabb3f( b,-a,-a, a, a,-b), // x+
769 aabb3f(-a,-a, b,-b, a, a), // x-
770 aabb3f(-a,-a,-a,-b, a,-b), // x-
771 aabb3f(-a, b, b, a, a, a), // z+
772 aabb3f(-a,-a, b, a,-b, a), // z+
773 aabb3f(-a,-a,-a, a,-b,-b), // z-
774 aabb3f(-a, b,-a, a, a,-b) // z-
776 aabb3f glass_faces[6] = {
777 aabb3f(-a, a,-a, a, a, a), // y+
778 aabb3f(-a,-a,-a, a,-a, a), // y-
779 aabb3f( a,-a,-a, a, a, a), // x+
780 aabb3f(-a,-a,-a,-a, a, a), // x-
781 aabb3f(-a,-a, a, a, a, a), // z+
782 aabb3f(-a,-a,-a, a, a,-a) // z-
785 int visible_faces[6] = {0,0,0,0,0,0};
786 int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
788 content_t current = n.getContent();
794 n2p = blockpos_nodes + p + g_26dirs[i];
795 n2 = data->m_vmanip.getNodeNoEx(n2p);
796 content_t n2c = n2.getContent();
797 //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
798 if (n2c == current || n2c == CONTENT_IGNORE)
803 n2p = blockpos_nodes + p + dirs[i];
804 n2 = data->m_vmanip.getNodeNoEx(n2p);
805 content = n2.getContent();
806 const ContentFeatures &f2 = nodedef->get(content);
807 if (content == CONTENT_AIR || f2.isLiquid())
810 static const u8 nb_triplet[12*3] = {
811 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
812 2,0,11, 2,3,13, 5,0,10, 5,3,12,
813 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
816 f32 tx1,ty1,tz1,tx2,ty2,tz2;
821 if (nb[nb_triplet[i*3+2]]==1)
822 edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
824 edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
830 tx1 = (box.MinEdge.X/BS)+0.5;
831 ty1 = (box.MinEdge.Y/BS)+0.5;
832 tz1 = (box.MinEdge.Z/BS)+0.5;
833 tx2 = (box.MaxEdge.X/BS)+0.5;
834 ty2 = (box.MaxEdge.Y/BS)+0.5;
835 tz2 = (box.MaxEdge.Z/BS)+0.5;
837 tx1, 1-tz2, tx2, 1-tz1,
839 tz1, 1-ty2, tz2, 1-ty1,
840 1-tz2, 1-ty2, 1-tz1, 1-ty1,
841 1-tx2, 1-ty2, 1-tx1, 1-ty1,
842 tx1, 1-ty2, tx2, 1-ty1,
844 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
848 if (visible_faces[i]==0)
853 tx1 = (box.MinEdge.X/BS)+0.5;
854 ty1 = (box.MinEdge.Y/BS)+0.5;
855 tz1 = (box.MinEdge.Z/BS)+0.5;
856 tx2 = (box.MaxEdge.X/BS)+0.5;
857 ty2 = (box.MaxEdge.Y/BS)+0.5;
858 tz2 = (box.MaxEdge.Z/BS)+0.5;
860 tx1, 1-tz2, tx2, 1-tz1,
862 tz1, 1-ty2, tz2, 1-ty1,
863 1-tz2, 1-ty2, 1-tz1, 1-ty1,
864 1-tx2, 1-ty2, 1-tx1, 1-ty1,
865 tx1, 1-ty2, tx2, 1-ty1,
867 makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
872 TileSpec tile_leaves = getNodeTile(n, p,
875 u16 l = getInteriorLight(n, 1, data);
876 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
878 v3f pos = intToFloat(p, BS);
879 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
882 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
884 case NDT_ALLFACES_OPTIONAL:
885 // This is always pre-converted to something else
890 v3s16 dir = n.getWallMountedDir(nodedef);
893 if(dir == v3s16(0,-1,0)){
894 tileindex = 0; // floor
895 } else if(dir == v3s16(0,1,0)){
896 tileindex = 1; // ceiling
897 // For backwards compatibility
898 } else if(dir == v3s16(0,0,0)){
899 tileindex = 0; // floor
901 tileindex = 2; // side
904 TileSpec tile = getNodeTileN(n, p, tileindex, data);
905 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
906 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
908 u16 l = getInteriorLight(n, 1, data);
909 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
911 // Wall at X+ of node
912 video::S3DVertex vertices[4] =
914 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
915 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
916 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
917 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
920 for(s32 i=0; i<4; i++)
922 if(dir == v3s16(1,0,0))
923 vertices[i].Pos.rotateXZBy(0);
924 if(dir == v3s16(-1,0,0))
925 vertices[i].Pos.rotateXZBy(180);
926 if(dir == v3s16(0,0,1))
927 vertices[i].Pos.rotateXZBy(90);
928 if(dir == v3s16(0,0,-1))
929 vertices[i].Pos.rotateXZBy(-90);
930 if(dir == v3s16(0,-1,0))
931 vertices[i].Pos.rotateXZBy(45);
932 if(dir == v3s16(0,1,0))
933 vertices[i].Pos.rotateXZBy(-45);
935 vertices[i].Pos += intToFloat(p, BS);
938 u16 indices[] = {0,1,2,2,3,0};
939 // Add to mesh collector
940 collector.append(tile, vertices, 4, indices, 6);
944 TileSpec tile = getNodeTileN(n, p, 0, data);
945 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
946 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
948 u16 l = getInteriorLight(n, 0, data);
949 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
951 float d = (float)BS/16;
952 // Wall at X+ of node
953 video::S3DVertex vertices[4] =
955 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
956 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
957 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
958 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1),
961 v3s16 dir = n.getWallMountedDir(nodedef);
963 for(s32 i=0; i<4; i++)
965 if(dir == v3s16(1,0,0))
966 vertices[i].Pos.rotateXZBy(0);
967 if(dir == v3s16(-1,0,0))
968 vertices[i].Pos.rotateXZBy(180);
969 if(dir == v3s16(0,0,1))
970 vertices[i].Pos.rotateXZBy(90);
971 if(dir == v3s16(0,0,-1))
972 vertices[i].Pos.rotateXZBy(-90);
973 if(dir == v3s16(0,-1,0))
974 vertices[i].Pos.rotateXYBy(-90);
975 if(dir == v3s16(0,1,0))
976 vertices[i].Pos.rotateXYBy(90);
978 vertices[i].Pos += intToFloat(p, BS);
981 u16 indices[] = {0,1,2,2,3,0};
982 // Add to mesh collector
983 collector.append(tile, vertices, 4, indices, 6);
987 TileSpec tile = getNodeTileN(n, p, 0, data);
988 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
990 u16 l = getInteriorLight(n, 1, data);
991 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
993 for(u32 j=0; j<2; j++)
995 video::S3DVertex vertices[4] =
997 video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
998 video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
999 video::S3DVertex( BS/2*f.visual_scale,
1000 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
1001 video::S3DVertex(-BS/2*f.visual_scale,
1002 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0),
1007 for(u16 i=0; i<4; i++)
1008 vertices[i].Pos.rotateXZBy(45);
1012 for(u16 i=0; i<4; i++)
1013 vertices[i].Pos.rotateXZBy(-45);
1016 for(u16 i=0; i<4; i++)
1018 vertices[i].Pos *= f.visual_scale;
1019 vertices[i].Pos += intToFloat(p, BS);
1022 u16 indices[] = {0,1,2,2,3,0};
1023 // Add to mesh collector
1024 collector.append(tile, vertices, 4, indices, 6);
1029 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1030 TileSpec tile_nocrack = tile;
1031 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1033 // A hack to put wood the right way around in the posts
1034 ITextureSource *tsrc = data->m_gamedef->tsrc();
1035 std::string texturestring_rot = tsrc->getTextureName(
1036 tile.texture_id) + "^[transformR90";
1037 TileSpec tile_rot = tile;
1038 tile_rot.texture = tsrc->getTexture(
1040 &tile_rot.texture_id);
1042 u16 l = getInteriorLight(n, 1, data);
1043 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1045 const f32 post_rad=(f32)BS/8;
1046 const f32 bar_rad=(f32)BS/16;
1047 const f32 bar_len=(f32)(BS/2)-post_rad;
1049 v3f pos = intToFloat(p, BS);
1051 // The post - always present
1052 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1053 post.MinEdge += pos;
1054 post.MaxEdge += pos;
1056 6/16.,6/16.,10/16.,10/16.,
1057 6/16.,6/16.,10/16.,10/16.,
1062 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1064 // Now a section of fence, +X, if there's a post there
1067 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1068 const ContentFeatures *f2 = &nodedef->get(n2);
1069 if(f2->drawtype == NDT_FENCELIKE)
1071 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1072 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1076 0/16.,2/16.,16/16.,4/16.,
1077 0/16.,4/16.,16/16.,6/16.,
1078 6/16.,6/16.,8/16.,8/16.,
1079 10/16.,10/16.,12/16.,12/16.,
1080 0/16.,8/16.,16/16.,10/16.,
1081 0/16.,14/16.,16/16.,16/16.};
1082 makeCuboid(&collector, bar, &tile_nocrack, 1,
1084 bar.MinEdge.Y -= BS/2;
1085 bar.MaxEdge.Y -= BS/2;
1086 makeCuboid(&collector, bar, &tile_nocrack, 1,
1090 // Now a section of fence, +Z, if there's a post there
1093 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1094 f2 = &nodedef->get(n2);
1095 if(f2->drawtype == NDT_FENCELIKE)
1097 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1098 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1102 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1103 4/16.,1/16.,6/16.,5/16., // for wood texture instead
1104 0/16.,9/16.,16/16.,11/16.,
1105 0/16.,6/16.,16/16.,8/16.,
1106 6/16.,6/16.,8/16.,8/16.,
1107 10/16.,10/16.,12/16.,12/16.};
1108 makeCuboid(&collector, bar, &tile_nocrack, 1,
1110 bar.MinEdge.Y -= BS/2;
1111 bar.MaxEdge.Y -= BS/2;
1112 makeCuboid(&collector, bar, &tile_nocrack, 1,
1118 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1119 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1121 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
1122 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
1123 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
1124 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
1126 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1127 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1128 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1129 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1130 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
1131 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
1132 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
1133 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
1134 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
1135 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
1136 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
1137 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
1139 content_t thiscontent = n.getContent();
1140 std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1141 bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
1143 if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
1144 && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
1145 && self_connect_to_raillike)
1146 || n_minus_x.getContent() == thiscontent)
1147 is_rail_x[0] = true;
1149 if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
1150 && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
1151 && self_connect_to_raillike)
1152 || n_minus_x_minus_y.getContent() == thiscontent)
1153 is_rail_x_minus_y[0] = true;
1155 if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
1156 && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
1157 && self_connect_to_raillike)
1158 || n_minus_x_plus_y.getContent() == thiscontent)
1159 is_rail_x_plus_y[0] = true;
1161 if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
1162 && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
1163 && self_connect_to_raillike)
1164 || n_plus_x.getContent() == thiscontent)
1165 is_rail_x[1] = true;
1167 if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
1168 && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
1169 && self_connect_to_raillike)
1170 || n_plus_x_minus_y.getContent() == thiscontent)
1171 is_rail_x_minus_y[1] = true;
1173 if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
1174 && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
1175 && self_connect_to_raillike)
1176 || n_plus_x_plus_y.getContent() == thiscontent)
1177 is_rail_x_plus_y[1] = true;
1179 if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
1180 && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
1181 && self_connect_to_raillike)
1182 || n_minus_z.getContent() == thiscontent)
1183 is_rail_z[0] = true;
1185 if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
1186 && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
1187 && self_connect_to_raillike)
1188 || n_minus_z_minus_y.getContent() == thiscontent)
1189 is_rail_z_minus_y[0] = true;
1191 if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
1192 && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
1193 && self_connect_to_raillike)
1194 || n_minus_z_plus_y.getContent() == thiscontent)
1195 is_rail_z_plus_y[0] = true;
1197 if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
1198 && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
1199 && self_connect_to_raillike)
1200 || n_plus_z.getContent() == thiscontent)
1201 is_rail_z[1] = true;
1203 if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
1204 && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
1205 && self_connect_to_raillike)
1206 || n_plus_z_minus_y.getContent() == thiscontent)
1207 is_rail_z_minus_y[1] = true;
1209 if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
1210 && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
1211 && self_connect_to_raillike)
1212 || n_plus_z_plus_y.getContent() == thiscontent)
1213 is_rail_z_plus_y[1] = true;
1215 bool is_rail_x_all[] = {false, false};
1216 bool is_rail_z_all[] = {false, false};
1217 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
1218 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
1219 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
1220 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
1222 // reasonable default, flat straight unrotated rail
1223 bool is_straight = true;
1224 int adjacencies = 0;
1228 // check for sloped rail
1229 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])
1231 adjacencies = 5; //5 means sloped
1232 is_straight = true; // sloped is always straight
1236 // is really straight, rails on both sides
1237 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1238 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1241 switch (adjacencies) {
1243 if(is_rail_x_all[0] || is_rail_x_all[1])
1248 tileindex = 1; // curved
1249 if(is_rail_x_all[0] && is_rail_x_all[1])
1251 if(is_rail_z_all[0] && is_rail_z_all[1]){
1252 if (is_rail_z_plus_y[0])
1255 else if(is_rail_x_all[0] && is_rail_z_all[0])
1257 else if(is_rail_x_all[0] && is_rail_z_all[1])
1259 else if(is_rail_x_all[1] && is_rail_z_all[1])
1263 // here is where the potential to 'switch' a junction is, but not implemented at present
1264 tileindex = 2; // t-junction
1265 if(!is_rail_x_all[1])
1267 if(!is_rail_z_all[0])
1269 if(!is_rail_z_all[1])
1273 tileindex = 3; // crossing
1276 if(is_rail_z_plus_y[0])
1278 if(is_rail_x_plus_y[0])
1280 if(is_rail_x_plus_y[1])
1287 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1288 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1289 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1291 u16 l = getInteriorLight(n, 0, data);
1292 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1294 float d = (float)BS/64;
1297 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])
1298 g=1; //Object is at a slope
1300 video::S3DVertex vertices[4] =
1302 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
1303 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
1304 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
1305 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
1308 for(s32 i=0; i<4; i++)
1311 vertices[i].Pos.rotateXZBy(angle);
1312 vertices[i].Pos += intToFloat(p, BS);
1315 u16 indices[] = {0,1,2,2,3,0};
1316 collector.append(tile, vertices, 4, indices, 6);
1320 static const v3s16 tile_dirs[6] = {
1330 u16 l = getInteriorLight(n, 0, data);
1331 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1333 v3f pos = intToFloat(p, BS);
1335 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1336 for(std::vector<aabb3f>::iterator
1338 i != boxes.end(); i++)
1340 for(int j = 0; j < 6; j++)
1342 // Handles facedir rotation for textures
1343 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1350 if (box.MinEdge.X > box.MaxEdge.X)
1353 box.MinEdge.X=box.MaxEdge.X;
1356 if (box.MinEdge.Y > box.MaxEdge.Y)
1359 box.MinEdge.Y=box.MaxEdge.Y;
1362 if (box.MinEdge.Z > box.MaxEdge.Z)
1365 box.MinEdge.Z=box.MaxEdge.Z;
1370 // Compute texture coords
1371 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1372 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1373 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1374 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1375 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1376 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1379 tx1, 1-tz2, tx2, 1-tz1,
1383 tz1, 1-ty2, tz2, 1-ty1,
1385 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1387 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1389 tx1, 1-ty2, tx2, 1-ty1,
1391 makeCuboid(&collector, box, tiles, 6, c, txc);