}
}
}
+
+void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
+{
+ int axisdir = facedir>>2;
+ facedir &= 0x03;
+
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j = 0; j < mc; j++)
+ {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ u16 vc = buf->getVertexCount();
+ for(u16 i=0; i<vc; i++)
+ {
+ switch (axisdir)
+ {
+ case 0:
+ if(facedir == 1)
+ vertices[i].Pos.rotateXZBy(-90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateXZBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateXZBy(90);
+ break;
+ case 1: // z+
+ vertices[i].Pos.rotateYZBy(90);
+ if(facedir == 1)
+ vertices[i].Pos.rotateXYBy(90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateXYBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateXYBy(-90);
+ break;
+ case 2: //z-
+ vertices[i].Pos.rotateYZBy(-90);
+ if(facedir == 1)
+ vertices[i].Pos.rotateXYBy(-90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateXYBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateXYBy(90);
+ break;
+ case 3: //x+
+ vertices[i].Pos.rotateXYBy(-90);
+ if(facedir == 1)
+ vertices[i].Pos.rotateYZBy(90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateYZBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateYZBy(-90);
+ break;
+ case 4: //x-
+ vertices[i].Pos.rotateXYBy(90);
+ if(facedir == 1)
+ vertices[i].Pos.rotateYZBy(-90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateYZBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateYZBy(90);
+ break;
+ case 5:
+ vertices[i].Pos.rotateXYBy(-180);
+ if(facedir == 1)
+ vertices[i].Pos.rotateXZBy(90);
+ else if(facedir == 2)
+ vertices[i].Pos.rotateXZBy(180);
+ else if(facedir == 3)
+ vertices[i].Pos.rotateXZBy(-90);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+}
+
+void recalculateBoundingBox(scene::IMesh *src_mesh)
+{
+ core::aabbox3d<f32> bbox;
+ bbox.reset(0,0,0);
+ for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
+ {
+ scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
+ buf->recalculateBoundingBox();
+ if(j == 0)
+ bbox = buf->getBoundingBox();
+ else
+ bbox.addInternalBox(buf->getBoundingBox());
+ }
+ src_mesh->setBoundingBox(bbox);
+}
+
+scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
+{
+ scene::SMesh* dst_mesh = new scene::SMesh();
+ for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
+ {
+ scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ u16 *indices = (u16*)buf->getIndices();
+ scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
+ temp_buf->append(vertices, buf->getVertexCount(),
+ indices, buf->getIndexCount());
+ dst_mesh->addMeshBuffer(temp_buf);
+ temp_buf->drop();
+ }
+ return dst_mesh;
+}
+
+scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
+{
+ scene::SMesh* dst_mesh = new scene::SMesh();
+ for (u16 j = 0; j < 6; j++)
+ {
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ dst_mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+
+ video::SColor c(255,255,255,255);
+
+ std::vector<aabb3f> boxes = f->node_box.fixed;
+
+ for(std::vector<aabb3f>::iterator
+ i = boxes.begin();
+ i != boxes.end(); i++)
+ {
+ aabb3f box = *i;
+
+ f32 temp;
+ if (box.MinEdge.X > box.MaxEdge.X)
+ {
+ temp=box.MinEdge.X;
+ box.MinEdge.X=box.MaxEdge.X;
+ box.MaxEdge.X=temp;
+ }
+ if (box.MinEdge.Y > box.MaxEdge.Y)
+ {
+ temp=box.MinEdge.Y;
+ box.MinEdge.Y=box.MaxEdge.Y;
+ box.MaxEdge.Y=temp;
+ }
+ if (box.MinEdge.Z > box.MaxEdge.Z)
+ {
+ temp=box.MinEdge.Z;
+ box.MinEdge.Z=box.MaxEdge.Z;
+ box.MaxEdge.Z=temp;
+ }
+ // Compute texture coords
+ f32 tx1 = (box.MinEdge.X/BS)+0.5;
+ f32 ty1 = (box.MinEdge.Y/BS)+0.5;
+ f32 tz1 = (box.MinEdge.Z/BS)+0.5;
+ f32 tx2 = (box.MaxEdge.X/BS)+0.5;
+ f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
+ f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc[24] = {
+ // up
+ tx1, 1-tz2, tx2, 1-tz1,
+ // down
+ tx1, tz1, tx2, tz2,
+ // right
+ tz1, 1-ty2, tz2, 1-ty1,
+ // left
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ // back
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ // front
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ video::S3DVertex vertices[24] =
+ {
+ // up
+ video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+ // down
+ video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+ // right
+ video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+ video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+ video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+ video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+ // left
+ video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+ video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+ video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+ video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+ // back
+ video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+ // front
+ video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+ };
+
+ u16 indices[] = {0,1,2,2,3,0};
+
+ for(u16 j = 0; j < 24; j += 4)
+ {
+ scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
+ buf->append(vertices + j, 4, indices, 6);
+ }
+ }
+ return dst_mesh;
+}
#include "itemdef.h"
#ifndef SERVER
#include "tile.h"
+#include "mesh.h"
#endif
#include "log.h"
#include "settings.h"
#include "util/serialize.h"
#include "exceptions.h"
#include "debug.h"
+#include "gamedef.h"
/*
NodeBox
// Unknown nodes can be dug
groups["dig_immediate"] = 2;
drawtype = NDT_NORMAL;
+ mesh = "";
+#ifndef SERVER
+ for(u32 i = 0; i < 24; i++)
+ mesh_ptr[i] = NULL;
+#endif
visual_scale = 1.0;
for(u32 i = 0; i < 6; i++)
tiledef[i] = TileDef();
writeU8(os, waving);
// Stuff below should be moved to correct place in a version that otherwise changes
// the protocol version
+ os<<serializeString(mesh);
}
void ContentFeatures::deSerialize(std::istream &is)
try{
// Stuff below should be moved to correct place in a version that
// otherwise changes the protocol version
+ mesh = deSerializeString(is);
}catch(SerializationError &e) {};
}
virtual content_t set(const std::string &name, const ContentFeatures &def);
virtual content_t allocateDummy(const std::string &name);
virtual void updateAliases(IItemDefManager *idef);
- virtual void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc);
+ virtual void updateTextures(IGameDef *gamedef);
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
}
-void CNodeDefManager::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc)
+void CNodeDefManager::updateTextures(IGameDef *gamedef)
{
#ifndef SERVER
infostream << "CNodeDefManager::updateTextures(): Updating "
"textures in node definitions" << std::endl;
+
+ ITextureSource *tsrc = gamedef->tsrc();
+ IShaderSource *shdsrc = gamedef->getShaderSource();
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
f->backface_culling = false;
f->solidness = 0;
break;
+ case NDT_MESH:
+ f->solidness = 0;
+ f->backface_culling = false;
+ break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
tile_shader[j], use_normal_texture,
f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
+
+ // Meshnode drawtype
+ // Read the mesh and apply scale
+ if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
+ f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
+ scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
+ recalculateBoundingBox(f->mesh_ptr[0]);
+ }
+
+ //Convert regular nodebox nodes to meshnodes
+ //Change the drawtype and apply scale
+ if ((f->drawtype == NDT_NODEBOX) &&
+ ((f->node_box.type == NODEBOX_REGULAR) || (f->node_box.type == NODEBOX_FIXED)) &&
+ (!f->node_box.fixed.empty())) {
+ f->drawtype = NDT_MESH;
+ f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
+ scaleMesh(f->mesh_ptr[0], v3f(f->visual_scale,f->visual_scale,f->visual_scale));
+ recalculateBoundingBox(f->mesh_ptr[0]);
+ }
+
+ //Cache 6dfacedir rotated clones of meshes
+ if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
+ for (u16 j = 1; j < 24; j++) {
+ f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
+ rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
+ recalculateBoundingBox(f->mesh_ptr[j]);
+ }
+ }
}
#endif
}