collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+ float s = BS/2*f.visual_scale;
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ 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)
+ };
+
+ 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++)
+ {
+ 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)
+ 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
+
+ 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);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X -= hOffset;
+ }
+ }
+ 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);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z -= hOffset;
+ }
+ }
+ 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);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X += hOffset;
+ }
+ }
+ 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;
+ }
+ }
+
+ // 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 == 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;
+ }
+ }
+
+ // Render flames on bottom
+ else if(j == 0 && (drawBottomFacesOnly || (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.Y += 4.84;
+ vertices[i].Pos.X -= hOffset+0.7;
+ }
+ }
+ else if(j == 1 && (drawBottomFacesOnly || (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.Y += 4.84;
+ vertices[i].Pos.Z -= hOffset+0.7;
+ }
+ }
+ else if(j == 2 && (drawBottomFacesOnly || (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.Y += 4.84;
+ vertices[i].Pos.X += hOffset+0.7;
+ }
+ }
+ else if(j == 3 && (drawBottomFacesOnly || (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;
+ }
+ }
+ else {
+ // Skip faces that aren't adjacent to a node
+ continue;
+ }
+
+ 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};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ }
+ break;}
case NDT_FENCELIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);