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 // Neighbor liquid levels (key = relative position)
399 // Includes current node
400 std::map<v3s16, f32> neighbor_levels;
401 std::map<v3s16, content_t> neighbor_contents;
402 std::map<v3s16, u8> neighbor_flags;
403 const u8 neighborflag_top_is_same_liquid = 0x01;
404 v3s16 neighbor_dirs[9] = {
415 for(u32 i=0; i<9; i++)
417 content_t content = CONTENT_AIR;
418 float level = -0.5 * BS;
421 v3s16 p2 = p + neighbor_dirs[i];
422 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
423 if(n2.getContent() != CONTENT_IGNORE)
425 content = n2.getContent();
427 if(n2.getContent() == c_source)
428 level = (-0.5+node_liquid_level) * BS;
429 else if(n2.getContent() == c_flowing)
430 level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
431 + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
433 // Check node above neighbor.
434 // NOTE: This doesn't get executed if neighbor
437 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
438 if(n2.getContent() == c_source ||
439 n2.getContent() == c_flowing)
440 flags |= neighborflag_top_is_same_liquid;
443 neighbor_levels[neighbor_dirs[i]] = level;
444 neighbor_contents[neighbor_dirs[i]] = content;
445 neighbor_flags[neighbor_dirs[i]] = flags;
448 // Corner heights (average between four liquids)
449 f32 corner_levels[4];
451 v3s16 halfdirs[4] = {
457 for(u32 i=0; i<4; i++)
459 v3s16 cornerdir = halfdirs[i];
460 float cornerlevel = 0;
463 for(u32 j=0; j<4; j++)
465 v3s16 neighbordir = cornerdir - halfdirs[j];
466 content_t content = neighbor_contents[neighbordir];
467 // If top is liquid, draw starting from top of node
468 if(neighbor_flags[neighbordir] &
469 neighborflag_top_is_same_liquid)
471 cornerlevel = 0.5*BS;
475 // Source is always the same height
476 else if(content == c_source)
478 cornerlevel = (-0.5+node_liquid_level)*BS;
482 // Flowing liquid has level information
483 else if(content == c_flowing)
485 cornerlevel += neighbor_levels[neighbordir];
488 else if(content == CONTENT_AIR)
494 cornerlevel = -0.5*BS+0.2;
495 else if(valid_count > 0)
496 cornerlevel /= valid_count;
497 corner_levels[i] = cornerlevel;
504 v3s16 side_dirs[4] = {
510 s16 side_corners[4][2] = {
516 for(u32 i=0; i<4; i++)
518 v3s16 dir = side_dirs[i];
521 If our topside is liquid and neighbor's topside
522 is liquid, don't draw side face
524 if(top_is_same_liquid &&
525 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
528 content_t neighbor_content = neighbor_contents[dir];
529 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
531 // Don't draw face if neighbor is blocking the view
532 if(n_feat.solidness == 2)
535 bool neighbor_is_same_liquid = (neighbor_content == c_source
536 || neighbor_content == c_flowing);
538 // Don't draw any faces if neighbor same is liquid and top is
540 if(neighbor_is_same_liquid == true
541 && top_is_same_liquid == false)
544 // Use backface culled material if neighbor doesn't have a
546 const TileSpec *current_tile = &tile_liquid;
547 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
548 current_tile = &tile_liquid_bfculled;
550 video::S3DVertex vertices[4] =
552 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
553 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
554 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
555 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
559 If our topside is liquid, set upper border of face
560 at upper border of node
562 if(top_is_same_liquid)
564 vertices[2].Pos.Y = 0.5*BS;
565 vertices[3].Pos.Y = 0.5*BS;
568 Otherwise upper position of face is corner levels
572 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
573 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
577 If neighbor is liquid, lower border of face is corner
580 if(neighbor_is_same_liquid)
582 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
583 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
586 If neighbor is not liquid, lower border of face is
591 vertices[0].Pos.Y = -0.5*BS;
592 vertices[1].Pos.Y = -0.5*BS;
595 for(s32 j=0; j<4; j++)
597 if(dir == v3s16(0,0,1))
598 vertices[j].Pos.rotateXZBy(0);
599 if(dir == v3s16(0,0,-1))
600 vertices[j].Pos.rotateXZBy(180);
601 if(dir == v3s16(-1,0,0))
602 vertices[j].Pos.rotateXZBy(90);
603 if(dir == v3s16(1,0,-0))
604 vertices[j].Pos.rotateXZBy(-90);
606 // Do this to not cause glitches when two liquids are
608 /*if(neighbor_is_same_liquid == false){
609 vertices[j].Pos.X *= 0.98;
610 vertices[j].Pos.Z *= 0.98;
613 vertices[j].Pos += intToFloat(p, BS);
616 u16 indices[] = {0,1,2,2,3,0};
617 // Add to mesh collector
618 collector.append(*current_tile, vertices, 4, indices, 6);
622 Generate top side, if appropriate
625 if(top_is_same_liquid == false)
627 video::S3DVertex vertices[4] =
629 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
630 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
631 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
632 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
635 // To get backface culling right, the vertices need to go
636 // clockwise around the front of the face. And we happened to
637 // calculate corner levels in exact reverse order.
638 s32 corner_resolve[4] = {3,2,1,0};
640 for(s32 i=0; i<4; i++)
642 //vertices[i].Pos.Y += liquid_level;
643 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
644 s32 j = corner_resolve[i];
645 vertices[i].Pos.Y += corner_levels[j];
646 vertices[i].Pos += intToFloat(p, BS);
649 // Default downwards-flowing texture animation goes from
650 // -Z towards +Z, thus the direction is +Z.
651 // Rotate texture to make animation go in flow direction
652 // Positive if liquid moves towards +Z
653 int dz = (corner_levels[side_corners[3][0]] +
654 corner_levels[side_corners[3][1]]) -
655 (corner_levels[side_corners[2][0]] +
656 corner_levels[side_corners[2][1]]);
657 // Positive if liquid moves towards +X
658 int dx = (corner_levels[side_corners[1][0]] +
659 corner_levels[side_corners[1][1]]) -
660 (corner_levels[side_corners[0][0]] +
661 corner_levels[side_corners[0][1]]);
665 v2f t = vertices[0].TCoords;
666 vertices[0].TCoords = vertices[1].TCoords;
667 vertices[1].TCoords = vertices[2].TCoords;
668 vertices[2].TCoords = vertices[3].TCoords;
669 vertices[3].TCoords = t;
674 v2f t = vertices[0].TCoords;
675 vertices[0].TCoords = vertices[3].TCoords;
676 vertices[3].TCoords = vertices[2].TCoords;
677 vertices[2].TCoords = vertices[1].TCoords;
678 vertices[1].TCoords = t;
683 v2f t = vertices[0].TCoords;
684 vertices[0].TCoords = vertices[3].TCoords;
685 vertices[3].TCoords = vertices[2].TCoords;
686 vertices[2].TCoords = vertices[1].TCoords;
687 vertices[1].TCoords = t;
688 t = vertices[0].TCoords;
689 vertices[0].TCoords = vertices[3].TCoords;
690 vertices[3].TCoords = vertices[2].TCoords;
691 vertices[2].TCoords = vertices[1].TCoords;
692 vertices[1].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, data);
705 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
707 for(u32 j=0; j<6; j++)
709 // Check this neighbor
710 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
711 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
712 // Don't make face if neighbor is of same type
713 if(n2.getContent() == n.getContent())
717 video::S3DVertex vertices[4] = {
718 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
719 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
720 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
721 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
724 // Rotations in the g_6dirs format
726 for(u16 i=0; i<4; i++)
727 vertices[i].Pos.rotateXZBy(0);
728 else if(j == 1) // Y+
729 for(u16 i=0; i<4; i++)
730 vertices[i].Pos.rotateYZBy(-90);
731 else if(j == 2) // X+
732 for(u16 i=0; i<4; i++)
733 vertices[i].Pos.rotateXZBy(-90);
734 else if(j == 3) // Z-
735 for(u16 i=0; i<4; i++)
736 vertices[i].Pos.rotateXZBy(180);
737 else if(j == 4) // Y-
738 for(u16 i=0; i<4; i++)
739 vertices[i].Pos.rotateYZBy(90);
740 else if(j == 5) // X-
741 for(u16 i=0; i<4; i++)
742 vertices[i].Pos.rotateXZBy(90);
744 for(u16 i=0; i<4; i++){
745 vertices[i].Pos += intToFloat(p, BS);
748 u16 indices[] = {0,1,2,2,3,0};
749 // Add to mesh collector
750 collector.append(tile, vertices, 4, indices, 6);
753 case NDT_GLASSLIKE_FRAMED:
755 static const v3s16 dirs[6] = {
764 tiles[0] = getNodeTile(n, p, dirs[0], data);
765 tiles[1] = getNodeTile(n, p, dirs[1], data);
766 u16 l = getInteriorLight(n, 1, data);
767 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
768 v3f pos = intToFloat(p, BS);
769 static const float a=BS/2;
770 static const float b=.876*(BS/2);
771 static const aabb3f frame_edges[12] = {
772 aabb3f( b, b,-a, a, a, a), // y+
773 aabb3f(-a, b,-a,-b, a, a), // y+
774 aabb3f( b,-a,-a, a,-b, a), // y-
775 aabb3f(-a,-a,-a,-b,-b, a), // y-
776 aabb3f( b,-a, b, a, a, a), // x+
777 aabb3f( b,-a,-a, a, a,-b), // x+
778 aabb3f(-a,-a, b,-b, a, a), // x-
779 aabb3f(-a,-a,-a,-b, a,-b), // x-
780 aabb3f(-a, b, b, a, a, a), // z+
781 aabb3f(-a,-a, b, a,-b, a), // z+
782 aabb3f(-a,-a,-a, a,-b,-b), // z-
783 aabb3f(-a, b,-a, a, a,-b) // z-
785 aabb3f glass_faces[6] = {
786 aabb3f(-a, a,-a, a, a, a), // y+
787 aabb3f(-a,-a,-a, a,-a, a), // y-
788 aabb3f( a,-a,-a, a, a, a), // x+
789 aabb3f(-a,-a,-a,-a, a, a), // x-
790 aabb3f(-a,-a, a, a, a, a), // z+
791 aabb3f(-a,-a,-a, a, a,-a) // z-
794 int visible_faces[6] = {0,0,0,0,0,0};
795 int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
797 content_t current = n.getContent();
803 n2p = blockpos_nodes + p + g_26dirs[i];
804 n2 = data->m_vmanip.getNodeNoEx(n2p);
805 content_t n2c = n2.getContent();
806 //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
807 if (n2c == current || n2c == CONTENT_IGNORE)
812 n2p = blockpos_nodes + p + dirs[i];
813 n2 = data->m_vmanip.getNodeNoEx(n2p);
814 content = n2.getContent();
815 const ContentFeatures &f2 = nodedef->get(content);
816 if (content == CONTENT_AIR || f2.isLiquid())
819 static const u8 nb_triplet[12*3] = {
820 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
821 2,0,11, 2,3,13, 5,0,10, 5,3,12,
822 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
825 f32 tx1,ty1,tz1,tx2,ty2,tz2;
830 if (nb[nb_triplet[i*3+2]]==1)
831 edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
833 edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
839 tx1 = (box.MinEdge.X/BS)+0.5;
840 ty1 = (box.MinEdge.Y/BS)+0.5;
841 tz1 = (box.MinEdge.Z/BS)+0.5;
842 tx2 = (box.MaxEdge.X/BS)+0.5;
843 ty2 = (box.MaxEdge.Y/BS)+0.5;
844 tz2 = (box.MaxEdge.Z/BS)+0.5;
846 tx1, 1-tz2, tx2, 1-tz1,
848 tz1, 1-ty2, tz2, 1-ty1,
849 1-tz2, 1-ty2, 1-tz1, 1-ty1,
850 1-tx2, 1-ty2, 1-tx1, 1-ty1,
851 tx1, 1-ty2, tx2, 1-ty1,
853 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
857 if (visible_faces[i]==0)
862 tx1 = (box.MinEdge.X/BS)+0.5;
863 ty1 = (box.MinEdge.Y/BS)+0.5;
864 tz1 = (box.MinEdge.Z/BS)+0.5;
865 tx2 = (box.MaxEdge.X/BS)+0.5;
866 ty2 = (box.MaxEdge.Y/BS)+0.5;
867 tz2 = (box.MaxEdge.Z/BS)+0.5;
869 tx1, 1-tz2, tx2, 1-tz1,
871 tz1, 1-ty2, tz2, 1-ty1,
872 1-tz2, 1-ty2, 1-tz1, 1-ty1,
873 1-tx2, 1-ty2, 1-tx1, 1-ty1,
874 tx1, 1-ty2, tx2, 1-ty1,
876 makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
881 TileSpec tile_leaves = getNodeTile(n, p,
884 u16 l = getInteriorLight(n, 1, data);
885 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
887 v3f pos = intToFloat(p, BS);
888 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
891 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
893 case NDT_ALLFACES_OPTIONAL:
894 // This is always pre-converted to something else
899 v3s16 dir = n.getWallMountedDir(nodedef);
902 if(dir == v3s16(0,-1,0)){
903 tileindex = 0; // floor
904 } else if(dir == v3s16(0,1,0)){
905 tileindex = 1; // ceiling
906 // For backwards compatibility
907 } else if(dir == v3s16(0,0,0)){
908 tileindex = 0; // floor
910 tileindex = 2; // side
913 TileSpec tile = getNodeTileN(n, p, tileindex, data);
914 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
915 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
917 u16 l = getInteriorLight(n, 1, data);
918 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
920 // Wall at X+ of node
921 video::S3DVertex vertices[4] =
923 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
924 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
925 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
926 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
929 for(s32 i=0; i<4; i++)
931 if(dir == v3s16(1,0,0))
932 vertices[i].Pos.rotateXZBy(0);
933 if(dir == v3s16(-1,0,0))
934 vertices[i].Pos.rotateXZBy(180);
935 if(dir == v3s16(0,0,1))
936 vertices[i].Pos.rotateXZBy(90);
937 if(dir == v3s16(0,0,-1))
938 vertices[i].Pos.rotateXZBy(-90);
939 if(dir == v3s16(0,-1,0))
940 vertices[i].Pos.rotateXZBy(45);
941 if(dir == v3s16(0,1,0))
942 vertices[i].Pos.rotateXZBy(-45);
944 vertices[i].Pos += intToFloat(p, BS);
947 u16 indices[] = {0,1,2,2,3,0};
948 // Add to mesh collector
949 collector.append(tile, vertices, 4, indices, 6);
953 TileSpec tile = getNodeTileN(n, p, 0, data);
954 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
955 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
957 u16 l = getInteriorLight(n, 0, data);
958 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
960 float d = (float)BS/16;
961 // Wall at X+ of node
962 video::S3DVertex vertices[4] =
964 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
965 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
966 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
967 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1),
970 v3s16 dir = n.getWallMountedDir(nodedef);
972 for(s32 i=0; i<4; i++)
974 if(dir == v3s16(1,0,0))
975 vertices[i].Pos.rotateXZBy(0);
976 if(dir == v3s16(-1,0,0))
977 vertices[i].Pos.rotateXZBy(180);
978 if(dir == v3s16(0,0,1))
979 vertices[i].Pos.rotateXZBy(90);
980 if(dir == v3s16(0,0,-1))
981 vertices[i].Pos.rotateXZBy(-90);
982 if(dir == v3s16(0,-1,0))
983 vertices[i].Pos.rotateXYBy(-90);
984 if(dir == v3s16(0,1,0))
985 vertices[i].Pos.rotateXYBy(90);
987 vertices[i].Pos += intToFloat(p, BS);
990 u16 indices[] = {0,1,2,2,3,0};
991 // Add to mesh collector
992 collector.append(tile, vertices, 4, indices, 6);
996 TileSpec tile = getNodeTileN(n, p, 0, data);
997 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
999 u16 l = getInteriorLight(n, 1, data);
1000 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1002 for(u32 j=0; j<2; j++)
1004 video::S3DVertex vertices[4] =
1006 video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
1007 video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
1008 video::S3DVertex( BS/2*f.visual_scale,
1009 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
1010 video::S3DVertex(-BS/2*f.visual_scale,
1011 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0),
1016 for(u16 i=0; i<4; i++)
1017 vertices[i].Pos.rotateXZBy(45);
1021 for(u16 i=0; i<4; i++)
1022 vertices[i].Pos.rotateXZBy(-45);
1025 for(u16 i=0; i<4; i++)
1027 vertices[i].Pos *= f.visual_scale;
1028 vertices[i].Pos += intToFloat(p, BS);
1031 u16 indices[] = {0,1,2,2,3,0};
1032 // Add to mesh collector
1033 collector.append(tile, vertices, 4, indices, 6);
1038 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1039 TileSpec tile_nocrack = tile;
1040 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1042 // A hack to put wood the right way around in the posts
1043 ITextureSource *tsrc = data->m_gamedef->tsrc();
1044 std::string texturestring_rot = tsrc->getTextureName(
1045 tile.texture_id) + "^[transformR90";
1046 TileSpec tile_rot = tile;
1047 tile_rot.texture = tsrc->getTexture(
1049 &tile_rot.texture_id);
1051 u16 l = getInteriorLight(n, 1, data);
1052 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1054 const f32 post_rad=(f32)BS/8;
1055 const f32 bar_rad=(f32)BS/16;
1056 const f32 bar_len=(f32)(BS/2)-post_rad;
1058 v3f pos = intToFloat(p, BS);
1060 // The post - always present
1061 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1062 post.MinEdge += pos;
1063 post.MaxEdge += pos;
1065 6/16.,6/16.,10/16.,10/16.,
1066 6/16.,6/16.,10/16.,10/16.,
1071 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1073 // Now a section of fence, +X, if there's a post there
1076 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1077 const ContentFeatures *f2 = &nodedef->get(n2);
1078 if(f2->drawtype == NDT_FENCELIKE)
1080 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1081 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1085 0/16.,2/16.,16/16.,4/16.,
1086 0/16.,4/16.,16/16.,6/16.,
1087 6/16.,6/16.,8/16.,8/16.,
1088 10/16.,10/16.,12/16.,12/16.,
1089 0/16.,8/16.,16/16.,10/16.,
1090 0/16.,14/16.,16/16.,16/16.};
1091 makeCuboid(&collector, bar, &tile_nocrack, 1,
1093 bar.MinEdge.Y -= BS/2;
1094 bar.MaxEdge.Y -= BS/2;
1095 makeCuboid(&collector, bar, &tile_nocrack, 1,
1099 // Now a section of fence, +Z, if there's a post there
1102 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1103 f2 = &nodedef->get(n2);
1104 if(f2->drawtype == NDT_FENCELIKE)
1106 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1107 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1111 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1112 4/16.,1/16.,6/16.,5/16., // for wood texture instead
1113 0/16.,9/16.,16/16.,11/16.,
1114 0/16.,6/16.,16/16.,8/16.,
1115 6/16.,6/16.,8/16.,8/16.,
1116 10/16.,10/16.,12/16.,12/16.};
1117 makeCuboid(&collector, bar, &tile_nocrack, 1,
1119 bar.MinEdge.Y -= BS/2;
1120 bar.MaxEdge.Y -= BS/2;
1121 makeCuboid(&collector, bar, &tile_nocrack, 1,
1127 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1128 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1130 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
1131 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
1132 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
1133 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
1135 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1136 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1137 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1138 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1139 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
1140 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
1141 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
1142 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
1143 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
1144 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
1145 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
1146 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
1148 content_t thiscontent = n.getContent();
1149 std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1150 bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
1152 if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
1153 && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
1154 && self_connect_to_raillike)
1155 || n_minus_x.getContent() == thiscontent)
1156 is_rail_x[0] = true;
1158 if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
1159 && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
1160 && self_connect_to_raillike)
1161 || n_minus_x_minus_y.getContent() == thiscontent)
1162 is_rail_x_minus_y[0] = true;
1164 if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
1165 && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
1166 && self_connect_to_raillike)
1167 || n_minus_x_plus_y.getContent() == thiscontent)
1168 is_rail_x_plus_y[0] = true;
1170 if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
1171 && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
1172 && self_connect_to_raillike)
1173 || n_plus_x.getContent() == thiscontent)
1174 is_rail_x[1] = true;
1176 if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
1177 && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
1178 && self_connect_to_raillike)
1179 || n_plus_x_minus_y.getContent() == thiscontent)
1180 is_rail_x_minus_y[1] = true;
1182 if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
1183 && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
1184 && self_connect_to_raillike)
1185 || n_plus_x_plus_y.getContent() == thiscontent)
1186 is_rail_x_plus_y[1] = true;
1188 if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
1189 && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
1190 && self_connect_to_raillike)
1191 || n_minus_z.getContent() == thiscontent)
1192 is_rail_z[0] = true;
1194 if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
1195 && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
1196 && self_connect_to_raillike)
1197 || n_minus_z_minus_y.getContent() == thiscontent)
1198 is_rail_z_minus_y[0] = true;
1200 if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
1201 && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
1202 && self_connect_to_raillike)
1203 || n_minus_z_plus_y.getContent() == thiscontent)
1204 is_rail_z_plus_y[0] = true;
1206 if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
1207 && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
1208 && self_connect_to_raillike)
1209 || n_plus_z.getContent() == thiscontent)
1210 is_rail_z[1] = true;
1212 if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
1213 && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
1214 && self_connect_to_raillike)
1215 || n_plus_z_minus_y.getContent() == thiscontent)
1216 is_rail_z_minus_y[1] = true;
1218 if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
1219 && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
1220 && self_connect_to_raillike)
1221 || n_plus_z_plus_y.getContent() == thiscontent)
1222 is_rail_z_plus_y[1] = true;
1224 bool is_rail_x_all[] = {false, false};
1225 bool is_rail_z_all[] = {false, false};
1226 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
1227 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
1228 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
1229 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
1231 // reasonable default, flat straight unrotated rail
1232 bool is_straight = true;
1233 int adjacencies = 0;
1237 // check for sloped rail
1238 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])
1240 adjacencies = 5; //5 means sloped
1241 is_straight = true; // sloped is always straight
1245 // is really straight, rails on both sides
1246 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1247 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1250 switch (adjacencies) {
1252 if(is_rail_x_all[0] || is_rail_x_all[1])
1257 tileindex = 1; // curved
1258 if(is_rail_x_all[0] && is_rail_x_all[1])
1260 if(is_rail_z_all[0] && is_rail_z_all[1]){
1261 if (is_rail_z_plus_y[0])
1264 else if(is_rail_x_all[0] && is_rail_z_all[0])
1266 else if(is_rail_x_all[0] && is_rail_z_all[1])
1268 else if(is_rail_x_all[1] && is_rail_z_all[1])
1272 // here is where the potential to 'switch' a junction is, but not implemented at present
1273 tileindex = 2; // t-junction
1274 if(!is_rail_x_all[1])
1276 if(!is_rail_z_all[0])
1278 if(!is_rail_z_all[1])
1282 tileindex = 3; // crossing
1285 if(is_rail_z_plus_y[0])
1287 if(is_rail_x_plus_y[0])
1289 if(is_rail_x_plus_y[1])
1296 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1297 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1298 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1300 u16 l = getInteriorLight(n, 0, data);
1301 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1303 float d = (float)BS/64;
1306 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])
1307 g=1; //Object is at a slope
1309 video::S3DVertex vertices[4] =
1311 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
1312 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
1313 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
1314 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
1317 for(s32 i=0; i<4; i++)
1320 vertices[i].Pos.rotateXZBy(angle);
1321 vertices[i].Pos += intToFloat(p, BS);
1324 u16 indices[] = {0,1,2,2,3,0};
1325 collector.append(tile, vertices, 4, indices, 6);
1329 static const v3s16 tile_dirs[6] = {
1339 u16 l = getInteriorLight(n, 0, data);
1340 video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1342 v3f pos = intToFloat(p, BS);
1344 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1345 for(std::vector<aabb3f>::iterator
1347 i != boxes.end(); i++)
1349 for(int j = 0; j < 6; j++)
1351 // Handles facedir rotation for textures
1352 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1359 if (box.MinEdge.X > box.MaxEdge.X)
1362 box.MinEdge.X=box.MaxEdge.X;
1365 if (box.MinEdge.Y > box.MaxEdge.Y)
1368 box.MinEdge.Y=box.MaxEdge.Y;
1371 if (box.MinEdge.Z > box.MaxEdge.Z)
1374 box.MinEdge.Z=box.MaxEdge.Z;
1379 // Compute texture coords
1380 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1381 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1382 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1383 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1384 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1385 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1388 tx1, 1-tz2, tx2, 1-tz1,
1392 tz1, 1-ty2, tz2, 1-ty1,
1394 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1396 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1398 tx1, 1-ty2, tx2, 1-ty1,
1400 makeCuboid(&collector, box, tiles, 6, c, txc);