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 < 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)
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, nodedef);
223 video::SColor c = MapBlock_LightColor(f.alpha, l, 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(light_source);
389 // Use the light of the node on top if possible
390 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
391 l = getInteriorLight(ntop, 0, nodedef);
392 // Otherwise use the light of this node (the liquid)
394 l = getInteriorLight(n, 0, nodedef);
395 video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
397 u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
399 // Neighbor liquid levels (key = relative position)
400 // Includes current node
401 std::map<v3s16, f32> neighbor_levels;
402 std::map<v3s16, content_t> neighbor_contents;
403 std::map<v3s16, u8> neighbor_flags;
404 const u8 neighborflag_top_is_same_liquid = 0x01;
405 v3s16 neighbor_dirs[9] = {
416 for(u32 i=0; i<9; i++)
418 content_t content = CONTENT_AIR;
419 float level = -0.5 * BS;
422 v3s16 p2 = p + neighbor_dirs[i];
423 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
424 if(n2.getContent() != CONTENT_IGNORE)
426 content = n2.getContent();
428 if(n2.getContent() == c_source)
429 level = (-0.5+node_liquid_level) * BS;
430 else if(n2.getContent() == c_flowing){
431 u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
432 if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
435 liquid_level -= (LIQUID_LEVEL_MAX+1-range);
436 level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
439 // Check node above neighbor.
440 // NOTE: This doesn't get executed if neighbor
443 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
444 if(n2.getContent() == c_source ||
445 n2.getContent() == c_flowing)
446 flags |= neighborflag_top_is_same_liquid;
449 neighbor_levels[neighbor_dirs[i]] = level;
450 neighbor_contents[neighbor_dirs[i]] = content;
451 neighbor_flags[neighbor_dirs[i]] = flags;
454 // Corner heights (average between four liquids)
455 f32 corner_levels[4];
457 v3s16 halfdirs[4] = {
463 for(u32 i=0; i<4; i++)
465 v3s16 cornerdir = halfdirs[i];
466 float cornerlevel = 0;
469 for(u32 j=0; j<4; j++)
471 v3s16 neighbordir = cornerdir - halfdirs[j];
472 content_t content = neighbor_contents[neighbordir];
473 // If top is liquid, draw starting from top of node
474 if(neighbor_flags[neighbordir] &
475 neighborflag_top_is_same_liquid)
477 cornerlevel = 0.5*BS;
481 // Source is always the same height
482 else if(content == c_source)
484 cornerlevel = (-0.5+node_liquid_level)*BS;
488 // Flowing liquid has level information
489 else if(content == c_flowing)
491 cornerlevel += neighbor_levels[neighbordir];
494 else if(content == CONTENT_AIR)
500 cornerlevel = -0.5*BS+0.2;
501 else if(valid_count > 0)
502 cornerlevel /= valid_count;
503 corner_levels[i] = cornerlevel;
510 v3s16 side_dirs[4] = {
516 s16 side_corners[4][2] = {
522 for(u32 i=0; i<4; i++)
524 v3s16 dir = side_dirs[i];
527 If our topside is liquid and neighbor's topside
528 is liquid, don't draw side face
530 if(top_is_same_liquid &&
531 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
534 content_t neighbor_content = neighbor_contents[dir];
535 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
537 // Don't draw face if neighbor is blocking the view
538 if(n_feat.solidness == 2)
541 bool neighbor_is_same_liquid = (neighbor_content == c_source
542 || neighbor_content == c_flowing);
544 // Don't draw any faces if neighbor same is liquid and top is
546 if(neighbor_is_same_liquid == true
547 && top_is_same_liquid == false)
550 // Use backface culled material if neighbor doesn't have a
552 const TileSpec *current_tile = &tile_liquid;
553 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
554 current_tile = &tile_liquid_bfculled;
556 video::S3DVertex vertices[4] =
558 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
559 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
560 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
561 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
565 If our topside is liquid, set upper border of face
566 at upper border of node
568 if(top_is_same_liquid)
570 vertices[2].Pos.Y = 0.5*BS;
571 vertices[3].Pos.Y = 0.5*BS;
574 Otherwise upper position of face is corner levels
578 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
579 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
583 If neighbor is liquid, lower border of face is corner
586 if(neighbor_is_same_liquid)
588 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
589 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
592 If neighbor is not liquid, lower border of face is
597 vertices[0].Pos.Y = -0.5*BS;
598 vertices[1].Pos.Y = -0.5*BS;
601 for(s32 j=0; j<4; j++)
603 if(dir == v3s16(0,0,1))
604 vertices[j].Pos.rotateXZBy(0);
605 if(dir == v3s16(0,0,-1))
606 vertices[j].Pos.rotateXZBy(180);
607 if(dir == v3s16(-1,0,0))
608 vertices[j].Pos.rotateXZBy(90);
609 if(dir == v3s16(1,0,-0))
610 vertices[j].Pos.rotateXZBy(-90);
612 // Do this to not cause glitches when two liquids are
614 /*if(neighbor_is_same_liquid == false){
615 vertices[j].Pos.X *= 0.98;
616 vertices[j].Pos.Z *= 0.98;
619 vertices[j].Pos += intToFloat(p, BS);
622 u16 indices[] = {0,1,2,2,3,0};
623 // Add to mesh collector
624 collector.append(*current_tile, vertices, 4, indices, 6);
628 Generate top side, if appropriate
631 if(top_is_same_liquid == false)
633 video::S3DVertex vertices[4] =
635 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
636 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
637 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
638 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
641 // To get backface culling right, the vertices need to go
642 // clockwise around the front of the face. And we happened to
643 // calculate corner levels in exact reverse order.
644 s32 corner_resolve[4] = {3,2,1,0};
646 for(s32 i=0; i<4; i++)
648 //vertices[i].Pos.Y += liquid_level;
649 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
650 s32 j = corner_resolve[i];
651 vertices[i].Pos.Y += corner_levels[j];
652 vertices[i].Pos += intToFloat(p, BS);
655 // Default downwards-flowing texture animation goes from
656 // -Z towards +Z, thus the direction is +Z.
657 // Rotate texture to make animation go in flow direction
658 // Positive if liquid moves towards +Z
659 f32 dz = (corner_levels[side_corners[3][0]] +
660 corner_levels[side_corners[3][1]]) -
661 (corner_levels[side_corners[2][0]] +
662 corner_levels[side_corners[2][1]]);
663 // Positive if liquid moves towards +X
664 f32 dx = (corner_levels[side_corners[1][0]] +
665 corner_levels[side_corners[1][1]]) -
666 (corner_levels[side_corners[0][0]] +
667 corner_levels[side_corners[0][1]]);
668 f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
669 v2f tcoord_center(0.5, 0.5);
670 v2f tcoord_translate(
671 blockpos_nodes.Z + z,
672 blockpos_nodes.X + x);
673 tcoord_translate.rotateBy(tcoord_angle);
674 tcoord_translate.X -= floor(tcoord_translate.X);
675 tcoord_translate.Y -= floor(tcoord_translate.Y);
677 for(s32 i=0; i<4; i++)
679 vertices[i].TCoords.rotateBy(
682 vertices[i].TCoords += tcoord_translate;
685 v2f t = vertices[0].TCoords;
686 vertices[0].TCoords = vertices[2].TCoords;
687 vertices[2].TCoords = t;
689 u16 indices[] = {0,1,2,2,3,0};
690 // Add to mesh collector
691 collector.append(tile_liquid, vertices, 4, indices, 6);
696 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
698 u16 l = getInteriorLight(n, 1, nodedef);
699 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
701 for(u32 j=0; j<6; j++)
703 // Check this neighbor
704 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
705 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
706 // Don't make face if neighbor is of same type
707 if(n2.getContent() == n.getContent())
711 video::S3DVertex vertices[4] = {
712 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
713 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
714 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
715 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
718 // Rotations in the g_6dirs format
720 for(u16 i=0; i<4; i++)
721 vertices[i].Pos.rotateXZBy(0);
722 else if(j == 1) // Y+
723 for(u16 i=0; i<4; i++)
724 vertices[i].Pos.rotateYZBy(-90);
725 else if(j == 2) // X+
726 for(u16 i=0; i<4; i++)
727 vertices[i].Pos.rotateXZBy(-90);
728 else if(j == 3) // Z-
729 for(u16 i=0; i<4; i++)
730 vertices[i].Pos.rotateXZBy(180);
731 else if(j == 4) // Y-
732 for(u16 i=0; i<4; i++)
733 vertices[i].Pos.rotateYZBy(90);
734 else if(j == 5) // X-
735 for(u16 i=0; i<4; i++)
736 vertices[i].Pos.rotateXZBy(90);
738 for(u16 i=0; i<4; i++){
739 vertices[i].Pos += intToFloat(p, BS);
742 u16 indices[] = {0,1,2,2,3,0};
743 // Add to mesh collector
744 collector.append(tile, vertices, 4, indices, 6);
747 case NDT_GLASSLIKE_FRAMED:
749 static const v3s16 dirs[6] = {
760 for (i = 0; i < 6; i++)
761 tiles[i] = getNodeTile(n, p, dirs[i], data);
763 TileSpec glass_tiles[6];
764 if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
765 glass_tiles[0] = tiles[2];
766 glass_tiles[1] = tiles[3];
767 glass_tiles[2] = tiles[1];
768 glass_tiles[3] = tiles[1];
769 glass_tiles[4] = tiles[1];
770 glass_tiles[5] = tiles[1];
772 for (i = 0; i < 6; i++)
773 glass_tiles[i] = tiles[1];
776 u8 param2 = n.getParam2();
777 bool H_merge = ! bool(param2 & 128);
778 bool V_merge = ! bool(param2 & 64);
779 param2 = param2 & 63;
781 u16 l = getInteriorLight(n, 1, nodedef);
782 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
783 v3f pos = intToFloat(p, BS);
784 static const float a = BS / 2;
785 static const float g = a - 0.003;
786 static const float b = .876 * ( BS / 2 );
788 static const aabb3f frame_edges[12] = {
789 aabb3f( b, b,-a, a, a, a), // y+
790 aabb3f(-a, b,-a,-b, a, a), // y+
791 aabb3f( b,-a,-a, a,-b, a), // y-
792 aabb3f(-a,-a,-a,-b,-b, a), // y-
793 aabb3f( b,-a, b, a, a, a), // x+
794 aabb3f( b,-a,-a, a, a,-b), // x+
795 aabb3f(-a,-a, b,-b, a, a), // x-
796 aabb3f(-a,-a,-a,-b, a,-b), // x-
797 aabb3f(-a, b, b, a, a, a), // z+
798 aabb3f(-a,-a, b, a,-b, a), // z+
799 aabb3f(-a,-a,-a, a,-b,-b), // z-
800 aabb3f(-a, b,-a, a, a,-b) // z-
802 static const aabb3f glass_faces[6] = {
803 aabb3f(-g, g,-g, g, g, g), // y+
804 aabb3f(-g,-g,-g, g,-g, g), // y-
805 aabb3f( g,-g,-g, g, g, g), // x+
806 aabb3f(-g,-g,-g,-g, g, g), // x-
807 aabb3f(-g,-g, g, g, g, g), // z+
808 aabb3f(-g,-g,-g, g, g,-g) // z-
811 // table of node visible faces, 0 = invisible
812 int visible_faces[6] = {0,0,0,0,0,0};
814 // table of neighbours, 1 = same type, checked with g_26dirs
815 int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
817 // g_26dirs to check when only horizontal merge is allowed
818 int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
820 content_t current = n.getContent();
825 // neighbours checks for frames visibility
827 if (!H_merge && V_merge) {
828 n2p = blockpos_nodes + p + g_26dirs[1];
829 n2 = data->m_vmanip.getNodeNoEx(n2p);
830 n2c = n2.getContent();
831 if (n2c == current || n2c == CONTENT_IGNORE)
833 n2p = blockpos_nodes + p + g_26dirs[4];
834 n2 = data->m_vmanip.getNodeNoEx(n2p);
835 n2c = n2.getContent();
836 if (n2c == current || n2c == CONTENT_IGNORE)
838 } else if (H_merge && !V_merge) {
839 for(i = 0; i < 8; i++) {
840 n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
841 n2 = data->m_vmanip.getNodeNoEx(n2p);
842 n2c = n2.getContent();
843 if (n2c == current || n2c == CONTENT_IGNORE)
844 nb[nb_H_dirs[i]] = 1;
846 } else if (H_merge && V_merge) {
847 for(i = 0; i < 18; i++) {
848 n2p = blockpos_nodes + p + g_26dirs[i];
849 n2 = data->m_vmanip.getNodeNoEx(n2p);
850 n2c = n2.getContent();
851 if (n2c == current || n2c == CONTENT_IGNORE)
856 // faces visibility checks
859 visible_faces[0] = 1;
860 visible_faces[1] = 1;
862 for(i = 0; i < 2; i++) {
863 n2p = blockpos_nodes + p + dirs[i];
864 n2 = data->m_vmanip.getNodeNoEx(n2p);
865 n2c = n2.getContent();
867 visible_faces[i] = 1;
872 visible_faces[2] = 1;
873 visible_faces[3] = 1;
874 visible_faces[4] = 1;
875 visible_faces[5] = 1;
877 for(i = 2; i < 6; i++) {
878 n2p = blockpos_nodes + p + dirs[i];
879 n2 = data->m_vmanip.getNodeNoEx(n2p);
880 n2c = n2.getContent();
882 visible_faces[i] = 1;
886 static const u8 nb_triplet[12*3] = {
887 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
888 2,0,11, 2,3,13, 5,0,10, 5,3,12,
889 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
892 f32 tx1, ty1, tz1, tx2, ty2, tz2;
895 for(i = 0; i < 12; i++)
898 if (nb[nb_triplet[i*3+2]])
899 edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
901 edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
904 box = frame_edges[i];
907 tx1 = (box.MinEdge.X / BS) + 0.5;
908 ty1 = (box.MinEdge.Y / BS) + 0.5;
909 tz1 = (box.MinEdge.Z / BS) + 0.5;
910 tx2 = (box.MaxEdge.X / BS) + 0.5;
911 ty2 = (box.MaxEdge.Y / BS) + 0.5;
912 tz2 = (box.MaxEdge.Z / BS) + 0.5;
914 tx1, 1-tz2, tx2, 1-tz1,
916 tz1, 1-ty2, tz2, 1-ty1,
917 1-tz2, 1-ty2, 1-tz1, 1-ty1,
918 1-tx2, 1-ty2, 1-tx1, 1-ty1,
919 tx1, 1-ty2, tx2, 1-ty1,
921 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
924 for(i = 0; i < 6; i++)
926 if (!visible_faces[i])
928 box = glass_faces[i];
931 tx1 = (box.MinEdge.X / BS) + 0.5;
932 ty1 = (box.MinEdge.Y / BS) + 0.5;
933 tz1 = (box.MinEdge.Z / BS) + 0.5;
934 tx2 = (box.MaxEdge.X / BS) + 0.5;
935 ty2 = (box.MaxEdge.Y / BS) + 0.5;
936 tz2 = (box.MaxEdge.Z / BS) + 0.5;
938 tx1, 1-tz2, tx2, 1-tz1,
940 tz1, 1-ty2, tz2, 1-ty1,
941 1-tz2, 1-ty2, 1-tz1, 1-ty1,
942 1-tx2, 1-ty2, 1-tx1, 1-ty1,
943 tx1, 1-ty2, tx2, 1-ty1,
945 makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
948 if (param2 > 0 && f.special_tiles[0].texture) {
949 // Interior volume level is in range 0 .. 63,
950 // convert it to -0.5 .. 0.5
951 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
952 TileSpec interior_tiles[6];
953 for (i = 0; i < 6; i++)
954 interior_tiles[i] = f.special_tiles[0];
955 float offset = 0.003;
956 box = aabb3f(visible_faces[3] ? -b : -a + offset,
957 visible_faces[1] ? -b : -a + offset,
958 visible_faces[5] ? -b : -a + offset,
959 visible_faces[2] ? b : a - offset,
960 visible_faces[0] ? b * vlev : a * vlev - offset,
961 visible_faces[4] ? b : a - offset);
964 tx1 = (box.MinEdge.X / BS) + 0.5;
965 ty1 = (box.MinEdge.Y / BS) + 0.5;
966 tz1 = (box.MinEdge.Z / BS) + 0.5;
967 tx2 = (box.MaxEdge.X / BS) + 0.5;
968 ty2 = (box.MaxEdge.Y / BS) + 0.5;
969 tz2 = (box.MaxEdge.Z / BS) + 0.5;
971 tx1, 1-tz2, tx2, 1-tz1,
973 tz1, 1-ty2, tz2, 1-ty1,
974 1-tz2, 1-ty2, 1-tz1, 1-ty1,
975 1-tx2, 1-ty2, 1-tx1, 1-ty1,
976 tx1, 1-ty2, tx2, 1-ty1,
978 makeCuboid(&collector, box, interior_tiles, 6, c, txc3);
983 TileSpec tile_leaves = getNodeTile(n, p,
986 u16 l = getInteriorLight(n, 1, nodedef);
987 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
989 v3f pos = intToFloat(p, BS);
990 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
993 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
995 case NDT_ALLFACES_OPTIONAL:
996 // This is always pre-converted to something else
1001 v3s16 dir = n.getWallMountedDir(nodedef);
1004 if(dir == v3s16(0,-1,0)){
1005 tileindex = 0; // floor
1006 } else if(dir == v3s16(0,1,0)){
1007 tileindex = 1; // ceiling
1008 // For backwards compatibility
1009 } else if(dir == v3s16(0,0,0)){
1010 tileindex = 0; // floor
1012 tileindex = 2; // side
1015 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1016 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1017 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1019 u16 l = getInteriorLight(n, 1, nodedef);
1020 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1022 float s = BS/2*f.visual_scale;
1023 // Wall at X+ of node
1024 video::S3DVertex vertices[4] =
1026 video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
1027 video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
1028 video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
1029 video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
1032 for(s32 i=0; i<4; i++)
1034 if(dir == v3s16(1,0,0))
1035 vertices[i].Pos.rotateXZBy(0);
1036 if(dir == v3s16(-1,0,0))
1037 vertices[i].Pos.rotateXZBy(180);
1038 if(dir == v3s16(0,0,1))
1039 vertices[i].Pos.rotateXZBy(90);
1040 if(dir == v3s16(0,0,-1))
1041 vertices[i].Pos.rotateXZBy(-90);
1042 if(dir == v3s16(0,-1,0))
1043 vertices[i].Pos.rotateXZBy(45);
1044 if(dir == v3s16(0,1,0))
1045 vertices[i].Pos.rotateXZBy(-45);
1047 vertices[i].Pos += intToFloat(p, BS);
1050 u16 indices[] = {0,1,2,2,3,0};
1051 // Add to mesh collector
1052 collector.append(tile, vertices, 4, indices, 6);
1056 TileSpec tile = getNodeTileN(n, p, 0, data);
1057 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1058 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1060 u16 l = getInteriorLight(n, 0, nodedef);
1061 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1063 float d = (float)BS/16;
1064 float s = BS/2*f.visual_scale;
1065 // Wall at X+ of node
1066 video::S3DVertex vertices[4] =
1068 video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
1069 video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
1070 video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
1071 video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
1074 v3s16 dir = n.getWallMountedDir(nodedef);
1076 for(s32 i=0; i<4; i++)
1078 if(dir == v3s16(1,0,0))
1079 vertices[i].Pos.rotateXZBy(0);
1080 if(dir == v3s16(-1,0,0))
1081 vertices[i].Pos.rotateXZBy(180);
1082 if(dir == v3s16(0,0,1))
1083 vertices[i].Pos.rotateXZBy(90);
1084 if(dir == v3s16(0,0,-1))
1085 vertices[i].Pos.rotateXZBy(-90);
1086 if(dir == v3s16(0,-1,0))
1087 vertices[i].Pos.rotateXYBy(-90);
1088 if(dir == v3s16(0,1,0))
1089 vertices[i].Pos.rotateXYBy(90);
1091 vertices[i].Pos += intToFloat(p, BS);
1094 u16 indices[] = {0,1,2,2,3,0};
1095 // Add to mesh collector
1096 collector.append(tile, vertices, 4, indices, 6);
1100 TileSpec tile = getNodeTileN(n, p, 0, data);
1101 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1103 u16 l = getInteriorLight(n, 1, nodedef);
1104 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1106 float s = BS/2*f.visual_scale;
1108 for(u32 j=0; j<2; j++)
1110 video::S3DVertex vertices[4] =
1112 video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
1113 video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
1114 video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
1115 video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
1120 for(u16 i=0; i<4; i++)
1121 vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
1125 for(u16 i=0; i<4; i++)
1126 vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
1129 for(u16 i=0; i<4; i++)
1131 vertices[i].Pos *= f.visual_scale;
1132 vertices[i].Pos += intToFloat(p, BS);
1135 u16 indices[] = {0,1,2,2,3,0};
1136 // Add to mesh collector
1137 collector.append(tile, vertices, 4, indices, 6);
1142 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1143 TileSpec tile_nocrack = tile;
1144 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1146 // Put wood the right way around in the posts
1147 TileSpec tile_rot = tile;
1148 tile_rot.rotation = 1;
1150 u16 l = getInteriorLight(n, 1, nodedef);
1151 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1153 const f32 post_rad=(f32)BS/8;
1154 const f32 bar_rad=(f32)BS/16;
1155 const f32 bar_len=(f32)(BS/2)-post_rad;
1157 v3f pos = intToFloat(p, BS);
1159 // The post - always present
1160 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1161 post.MinEdge += pos;
1162 post.MaxEdge += pos;
1164 6/16.,6/16.,10/16.,10/16.,
1165 6/16.,6/16.,10/16.,10/16.,
1170 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1172 // Now a section of fence, +X, if there's a post there
1175 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1176 const ContentFeatures *f2 = &nodedef->get(n2);
1177 if(f2->drawtype == NDT_FENCELIKE)
1179 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1180 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1184 0/16.,2/16.,16/16.,4/16.,
1185 0/16.,4/16.,16/16.,6/16.,
1186 6/16.,6/16.,8/16.,8/16.,
1187 10/16.,10/16.,12/16.,12/16.,
1188 0/16.,8/16.,16/16.,10/16.,
1189 0/16.,14/16.,16/16.,16/16.};
1190 makeCuboid(&collector, bar, &tile_nocrack, 1,
1192 bar.MinEdge.Y -= BS/2;
1193 bar.MaxEdge.Y -= BS/2;
1194 makeCuboid(&collector, bar, &tile_nocrack, 1,
1198 // Now a section of fence, +Z, if there's a post there
1201 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1202 f2 = &nodedef->get(n2);
1203 if(f2->drawtype == NDT_FENCELIKE)
1205 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1206 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1210 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1211 4/16.,1/16.,6/16.,5/16., // for wood texture instead
1212 0/16.,9/16.,16/16.,11/16.,
1213 0/16.,6/16.,16/16.,8/16.,
1214 6/16.,6/16.,8/16.,8/16.,
1215 10/16.,10/16.,12/16.,12/16.};
1216 makeCuboid(&collector, bar, &tile_nocrack, 1,
1218 bar.MinEdge.Y -= BS/2;
1219 bar.MaxEdge.Y -= BS/2;
1220 makeCuboid(&collector, bar, &tile_nocrack, 1,
1226 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1227 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1229 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
1230 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
1231 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
1232 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
1234 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1235 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1236 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1237 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1238 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
1239 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
1240 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
1241 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
1242 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
1243 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
1244 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
1245 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
1247 content_t thiscontent = n.getContent();
1248 std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1249 bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
1251 if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
1252 && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
1253 && self_connect_to_raillike)
1254 || n_minus_x.getContent() == thiscontent)
1255 is_rail_x[0] = true;
1257 if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
1258 && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
1259 && self_connect_to_raillike)
1260 || n_minus_x_minus_y.getContent() == thiscontent)
1261 is_rail_x_minus_y[0] = true;
1263 if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
1264 && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
1265 && self_connect_to_raillike)
1266 || n_minus_x_plus_y.getContent() == thiscontent)
1267 is_rail_x_plus_y[0] = true;
1269 if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
1270 && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
1271 && self_connect_to_raillike)
1272 || n_plus_x.getContent() == thiscontent)
1273 is_rail_x[1] = true;
1275 if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
1276 && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
1277 && self_connect_to_raillike)
1278 || n_plus_x_minus_y.getContent() == thiscontent)
1279 is_rail_x_minus_y[1] = true;
1281 if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
1282 && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
1283 && self_connect_to_raillike)
1284 || n_plus_x_plus_y.getContent() == thiscontent)
1285 is_rail_x_plus_y[1] = true;
1287 if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
1288 && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
1289 && self_connect_to_raillike)
1290 || n_minus_z.getContent() == thiscontent)
1291 is_rail_z[0] = true;
1293 if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
1294 && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
1295 && self_connect_to_raillike)
1296 || n_minus_z_minus_y.getContent() == thiscontent)
1297 is_rail_z_minus_y[0] = true;
1299 if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
1300 && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
1301 && self_connect_to_raillike)
1302 || n_minus_z_plus_y.getContent() == thiscontent)
1303 is_rail_z_plus_y[0] = true;
1305 if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
1306 && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
1307 && self_connect_to_raillike)
1308 || n_plus_z.getContent() == thiscontent)
1309 is_rail_z[1] = true;
1311 if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
1312 && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
1313 && self_connect_to_raillike)
1314 || n_plus_z_minus_y.getContent() == thiscontent)
1315 is_rail_z_minus_y[1] = true;
1317 if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
1318 && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
1319 && self_connect_to_raillike)
1320 || n_plus_z_plus_y.getContent() == thiscontent)
1321 is_rail_z_plus_y[1] = true;
1323 bool is_rail_x_all[] = {false, false};
1324 bool is_rail_z_all[] = {false, false};
1325 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
1326 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
1327 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
1328 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
1330 // reasonable default, flat straight unrotated rail
1331 bool is_straight = true;
1332 int adjacencies = 0;
1336 // check for sloped rail
1337 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])
1339 adjacencies = 5; //5 means sloped
1340 is_straight = true; // sloped is always straight
1344 // is really straight, rails on both sides
1345 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1346 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1349 switch (adjacencies) {
1351 if(is_rail_x_all[0] || is_rail_x_all[1])
1356 tileindex = 1; // curved
1357 if(is_rail_x_all[0] && is_rail_x_all[1])
1359 if(is_rail_z_all[0] && is_rail_z_all[1]){
1360 if (is_rail_z_plus_y[0])
1363 else if(is_rail_x_all[0] && is_rail_z_all[0])
1365 else if(is_rail_x_all[0] && is_rail_z_all[1])
1367 else if(is_rail_x_all[1] && is_rail_z_all[1])
1371 // here is where the potential to 'switch' a junction is, but not implemented at present
1372 tileindex = 2; // t-junction
1373 if(!is_rail_x_all[1])
1375 if(!is_rail_z_all[0])
1377 if(!is_rail_z_all[1])
1381 tileindex = 3; // crossing
1384 if(is_rail_z_plus_y[0])
1386 if(is_rail_x_plus_y[0])
1388 if(is_rail_x_plus_y[1])
1395 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1396 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1397 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1399 u16 l = getInteriorLight(n, 0, nodedef);
1400 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1402 float d = (float)BS/64;
1405 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])
1406 g=1; //Object is at a slope
1408 video::S3DVertex vertices[4] =
1410 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
1411 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
1412 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
1413 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
1416 for(s32 i=0; i<4; i++)
1419 vertices[i].Pos.rotateXZBy(angle);
1420 vertices[i].Pos += intToFloat(p, BS);
1423 u16 indices[] = {0,1,2,2,3,0};
1424 collector.append(tile, vertices, 4, indices, 6);
1428 static const v3s16 tile_dirs[6] = {
1438 u16 l = getInteriorLight(n, 1, nodedef);
1439 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1441 v3f pos = intToFloat(p, BS);
1443 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1444 for(std::vector<aabb3f>::iterator
1446 i != boxes.end(); i++)
1448 for(int j = 0; j < 6; j++)
1450 // Handles facedir rotation for textures
1451 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1458 if (box.MinEdge.X > box.MaxEdge.X)
1461 box.MinEdge.X=box.MaxEdge.X;
1464 if (box.MinEdge.Y > box.MaxEdge.Y)
1467 box.MinEdge.Y=box.MaxEdge.Y;
1470 if (box.MinEdge.Z > box.MaxEdge.Z)
1473 box.MinEdge.Z=box.MaxEdge.Z;
1478 // Compute texture coords
1479 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1480 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1481 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1482 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1483 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1484 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1487 tx1, 1-tz2, tx2, 1-tz1,
1491 tz1, 1-ty2, tz2, 1-ty1,
1493 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1495 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1497 tx1, 1-ty2, tx2, 1-ty1,
1499 makeCuboid(&collector, box, tiles, 6, c, txc);