u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
- float s = BS/2*f.visual_scale;
+ float s = BS / 2 * f.visual_scale;
content_t current = n.getContent();
content_t n2c;
v3s16 n2p;
static const v3s16 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)
+ v3s16( 0, 1, 0),
+ v3s16( 0, -1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1)
};
- int doDraw[6] = {0,0,0,0,0,0};
+ int doDraw[6] = {0, 0, 0, 0, 0, 0};
bool drawAllFaces = true;
- bool drawBottomFacesOnly = false; // Currently unused
-
// Check for adjacent nodes
- for(int i = 0; i < 6; i++)
- {
+ for (int i = 0; i < 6; i++) {
n2p = blockpos_nodes + p + dirs[i];
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
doDraw[i] = 1;
- if(drawAllFaces)
+ if (drawAllFaces)
drawAllFaces = false;
}
}
- for(int j = 0; j < 6; j++)
- {
- int vOffset = 0; // Vertical offset of faces after rotation
- int hOffset = 4; // Horizontal offset of faces to reach the edge
+ for (int j = 0; j < 6; j++) {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
- video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
- video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1),
+ video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1),
+ video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
+ video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
};
// Calculate which faces should be drawn, (top or sides)
- if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
- {
- for(int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ if (j == 0 && (drawAllFaces ||
+ (doDraw[3] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90);
vertices[i].Pos.rotateXYBy(-10);
- vertices[i].Pos.Y -= vOffset;
- vertices[i].Pos.X -= hOffset;
+ vertices[i].Pos.X -= 4.0;
}
- }
- else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
- {
- for(int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ } else if (j == 1 && (drawAllFaces ||
+ (doDraw[5] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180);
vertices[i].Pos.rotateYZBy(10);
- vertices[i].Pos.Y -= vOffset;
- vertices[i].Pos.Z -= hOffset;
+ vertices[i].Pos.Z -= 4.0;
}
- }
- else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
- {
- for(int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ } else if (j == 2 && (drawAllFaces ||
+ (doDraw[2] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270);
vertices[i].Pos.rotateXYBy(10);
- vertices[i].Pos.Y -= vOffset;
- vertices[i].Pos.X += hOffset;
+ vertices[i].Pos.X += 4.0;
}
- }
- else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
- {
- for(int i = 0; i < 4; i++) {
+ } else if (j == 3 && (drawAllFaces ||
+ (doDraw[4] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(-10);
- vertices[i].Pos.Y -= vOffset;
- vertices[i].Pos.Z += hOffset;
+ vertices[i].Pos.Z += 4.0;
}
- }
-
// Center cross-flames
- else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
- {
- for(int i=0; i<4; i++) {
- vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
- vertices[i].Pos.Y -= vOffset;
+ } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(45);
}
- }
- else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
- {
- for(int i=0; i<4; i++) {
- vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
- vertices[i].Pos.Y -= vOffset;
+ } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(-45);
}
- }
-
- // Render flames on bottom
- else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
- {
- for(int i = 0; i < 4; i++) {
+ // Render flames on bottom of node above
+ } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.rotateXZBy(90);
vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.X -= hOffset+0.7;
+ vertices[i].Pos.X -= 4.7;
}
- }
- else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
- {
- for(int i = 0; i < 4; i++) {
+ } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.rotateXZBy(180);
vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.Z -= hOffset+0.7;
+ vertices[i].Pos.Z -= 4.7;
}
- }
- else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
- {
- for(int i = 0; i < 4; i++) {
+ } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.rotateXZBy(270);
vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.X += hOffset+0.7;
+ vertices[i].Pos.X += 4.7;
}
- }
- else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
- {
- for(int i = 0; i < 4; i++) {
+ } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.Z += hOffset+0.7;
+ vertices[i].Pos.Z += 4.7;
}
- }
- else {
+ } else {
// Skip faces that aren't adjacent to a node
continue;
}
- for(int i=0; i<4; i++)
- {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
}
- u16 indices[] = {0,1,2,2,3,0};
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}