break;}
case NDT_NODEBOX:
{
+ static const v3s16 tile_dirs[6] = {
+ v3s16(0, 1, 0),
+ v3s16(0, -1, 0),
+ v3s16(1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16(0, 0, 1),
+ v3s16(0, 0, -1)
+ };
+
TileSpec tiles[6];
for(int i = 0; i < 6; i++)
{
- tiles[i] = getNodeTileN(n, p, i, data);
- }
-
- // Facedir rotation for textures
- if(f.node_box.type == NODEBOX_FIXED){
- int facedir = n.getFaceDir(nodedef);
- if(facedir == 1){ // -90
- TileSpec old[6];
- for(int i=0; i<6; i++)
- old[i] = tiles[i];
- // right <- back
- tiles[2] = old[4];
- // back <- left
- tiles[4] = old[3];
- // left <- front
- tiles[3] = old[5];
- // front <- right
- tiles[5] = old[2];
- }
- if(facedir == 2){ // 180
- TileSpec old[6];
- for(int i=0; i<6; i++)
- old[i] = tiles[i];
- // right <-> left
- tiles[2] = old[3];
- tiles[3] = old[2];
- // back <-> front
- tiles[4] = old[5];
- tiles[5] = old[4];
- }
- if(facedir == 3){ // 90
- TileSpec old[6];
- for(int i=0; i<6; i++)
- old[i] = tiles[i];
- // right <- front
- tiles[2] = old[5];
- // back <- right
- tiles[4] = old[2];
- // left <- back
- tiles[3] = old[4];
- // front <- left
- tiles[5] = old[3];
- }
+ // Handles facedir rotation for textures
+ tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
}
u16 l = getInteriorLight(n, 0, data);
0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
};
u8 tileindex = dir_to_tile[facedir*8 + dir_i];
- return getNodeTileN(mn, p, tileindex, data);
+
+ // If not rotated or is side tile, we're done
+ if(facedir == 0 || (tileindex != 0 && tileindex != 1))
+ return getNodeTileN(mn, p, tileindex, data);
+
+ // This is the top or bottom tile, and it shall be rotated; thus rotate it
+ TileSpec spec = getNodeTileN(mn, p, tileindex, data);
+ if(tileindex == 0){
+ if(facedir == 1){ // -90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR270";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ else if(facedir == 2){ // 180
+ spec.texture.pos += spec.texture.size;
+ spec.texture.size *= -1;
+ }
+ else if(facedir == 3){ // 90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR90";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ }
+ else if(tileindex == 1){
+ if(facedir == 1){ // -90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR90";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ else if(facedir == 2){ // 180
+ spec.texture.pos += spec.texture.size;
+ spec.texture.size *= -1;
+ }
+ else if(facedir == 3){ // 90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR270";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ }
+ return spec;
}
static void getTileInfo(