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 #ifndef MAPBLOCK_MESH_HEADER
21 #define MAPBLOCK_MESH_HEADER
23 #include "irrlichttypes_extrabloated.h"
39 VoxelManipulator m_vmanip;
41 v3s16 m_crack_pos_relative;
42 bool m_smooth_lighting;
45 MeshMakeData(IGameDef *gamedef);
48 Copy central data directly from block, and other data from
51 void fill(MapBlock *block);
54 Set up with only a single node at (1,1,1)
56 void fillSingleNode(MapNode *node);
59 Set the (node) position of a crack
61 void setCrack(int crack_level, v3s16 crack_pos);
64 Enable or disable smooth lighting
66 void setSmoothLighting(bool smooth_lighting);
70 Holds a mesh for a mapblock.
72 Besides the SMesh*, this contains information used for animating
73 the vertex positions, colors and texture coordinates of the mesh.
75 - cracks [implemented]
76 - day/night transitions [implemented]
77 - animated flowing liquids [not implemented]
78 - animating vertex positions for e.g. axles [not implemented]
83 // Builds the mesh given
84 MapBlockMesh(MeshMakeData *data);
87 // Main animation function, parameters:
88 // faraway: whether the block is far away from the camera (~50 nodes)
89 // time: the global animation time, 0 .. 60 (repeats every minute)
90 // daynight_ratio: 0 .. 1000
91 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
92 // Returns true if anything has been changed.
93 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
95 scene::SMesh* getMesh()
100 bool isAnimationForced() const
102 return m_animation_force_timer == 0;
105 void decreaseAnimationForceTimer()
107 if(m_animation_force_timer > 0)
108 m_animation_force_timer--;
112 scene::SMesh *m_mesh;
115 // Must animate() be called before rendering?
116 bool m_has_animation;
117 int m_animation_force_timer;
119 // Animation info: cracks
120 // Last crack value passed to animate()
122 // Maps mesh buffer (i.e. material) indices to base texture names
123 std::map<u32, std::string> m_crack_materials;
125 // Animation info: texture animationi
126 // Maps meshbuffers to TileSpecs
127 std::map<u32, TileSpec> m_animation_tiles;
128 std::map<u32, int> m_animation_frames; // last animation frame
129 std::map<u32, int> m_animation_frame_offsets;
131 // Animation info: day/night transitions
132 // Last daynight_ratio value passed to animate()
133 u32 m_last_daynight_ratio;
134 // For each meshbuffer, maps vertex indices to (day,night) pairs
135 std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
141 This is used because CMeshBuffer::append() is very slow
146 std::vector<u16> indices;
147 std::vector<video::S3DVertex> vertices;
152 std::vector<PreMeshBuffer> prebuffers;
154 void append(const TileSpec &material,
155 const video::S3DVertex *vertices, u32 numVertices,
156 const u16 *indices, u32 numIndices);
160 // alpha in the A channel of the returned SColor
161 // day light (0-255) in the R channel of the returned SColor
162 // night light (0-255) in the G channel of the returned SColor
163 // light source (0-255) in the B channel of the returned SColor
164 inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
166 return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
169 // Compute light at node
170 u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
171 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
172 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
174 // Retrieves the TileSpec of a face of a node
175 // Adds MATERIAL_FLAG_CRACK if the node is cracked
176 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
177 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);