v3f min = box.MinEdge;
v3f max = box.MaxEdge;
-
-
-
+
+
+
if(txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
*/
if(top_is_same_liquid)
continue;
-
+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
-
+
u16 l = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
else
l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-
+
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
// Neighbor liquid levels (key = relative position)
n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
}
-
+
neighbor_levels[neighbor_dirs[i]] = level;
neighbor_contents[neighbor_dirs[i]] = content;
neighbor_flags[neighbor_dirs[i]] = flags;
// Corner heights (average between four liquids)
f32 corner_levels[4];
-
+
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
content_t neighbor_content = neighbor_contents[dir];
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-
+
// Don't draw face if neighbor is blocking the view
if(n_feat.solidness == 2)
continue;
-
+
bool neighbor_is_same_liquid = (neighbor_content == c_source
|| neighbor_content == c_flowing);
-
+
// Don't draw any faces if neighbor same is liquid and top is
// same liquid
if(neighbor_is_same_liquid == true
const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
current_tile = &tile_liquid_bfculled;
-
+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
};
-
+
/*
If our topside is liquid, set upper border of face
at upper border of node
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
-
+
/*
If neighbor is liquid, lower border of face is corner
liquid levels
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
}
-
+
for(s32 j=0; j<4; j++)
{
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
-
+
// Do this to not cause glitches when two liquids are
// side-by-side
/*if(neighbor_is_same_liquid == false){
// Add to mesh collector
collector.append(*current_tile, vertices, 4, indices, 6);
}
-
+
/*
Generate top side, if appropriate
*/
-
+
if(top_is_same_liquid == false)
{
video::S3DVertex vertices[4] =
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
};
-
+
// To get backface culling right, the vertices need to go
// clockwise around the front of the face. And we happened to
// calculate corner levels in exact reverse order.
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p, BS);
}
-
- // Default downwards-flowing texture animation goes from
+
+ // Default downwards-flowing texture animation goes from
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
};
-
+
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
TileSpec tiles[6];
for (i = 0; i < 6; i++)
tiles[i] = getNodeTile(n, p, dirs[i], data);
-
+
TileSpec glass_tiles[6];
if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
glass_tiles[0] = tiles[2];
glass_tiles[5] = tiles[1];
} else {
for (i = 0; i < 6; i++)
- glass_tiles[i] = tiles[1];
+ glass_tiles[i] = tiles[1];
}
-
+
u8 param2 = n.getParam2();
bool H_merge = ! bool(param2 & 128);
bool V_merge = ! bool(param2 & 64);
param2 = param2 & 63;
-
+
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
static const float a = BS / 2;
static const float g = a - 0.003;
static const float b = .876 * ( BS / 2 );
-
+
static const aabb3f frame_edges[12] = {
aabb3f( b, b,-a, a, a, a), // y+
aabb3f(-a, b,-a,-b, a, a), // y+
aabb3f(-g,-g, g, g, g, g), // z+
aabb3f(-g,-g,-g, g, g,-g) // z-
};
-
+
// table of node visible faces, 0 = invisible
int visible_faces[6] = {0,0,0,0,0,0};
-
+
// table of neighbours, 1 = same type, checked with g_26dirs
int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-
+
// g_26dirs to check when only horizontal merge is allowed
int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-
+
content_t current = n.getContent();
content_t n2c;
MapNode n2;
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
- nb[4] = 1;
+ nb[4] = 1;
} else if (H_merge && !V_merge) {
for(i = 0; i < 8; i++) {
n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
- nb[nb_H_dirs[i]] = 1;
+ nb[nb_H_dirs[i]] = 1;
}
} else if (H_merge && V_merge) {
for(i = 0; i < 18; i++) {
visible_faces[i] = 1;
}
}
-
+
if (!H_merge) {
visible_faces[2] = 1;
visible_faces[3] = 1;
visible_faces[i] = 1;
}
}
-
+
static const u8 nb_triplet[12*3] = {
1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
2,0,11, 2,3,13, 5,0,10, 5,3,12,
case NDT_TORCHLIKE:
{
v3s16 dir = n.getWallMountedDir(nodedef);
-
+
u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
tileindex = 0; // floor
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
+
float d = (float)BS/16;
float s = BS/2*f.visual_scale;
// Wall at X+ of node
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
+
float s = BS / 2 * f.visual_scale;
for (int j = 0; j < 2; j++)
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),
};
+ float rotate_degree = 0;
+ if (f.param_type_2 == CPT2_DEGROTATE)
+ rotate_degree = n.param2 * 2;
- if(j == 0)
- {
+ if (j == 0) {
for(u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
- }
- else if(j == 1)
- {
+ vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+ } else if (j == 1) {
for(u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+ vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
}
for (int i = 0; i < 4; i++)
v3s16(0, 0, -1)
};
TileSpec tiles[6];
-
+
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
aabb3f box = *i;
box.MinEdge += pos;
box.MaxEdge += pos;
-
+
f32 temp;
if (box.MinEdge.X > box.MaxEdge.X)
{
break;}
}
}
-
+
/*
Caused by incorrect alpha blending, selection mesh needs to be created as
last element to ensure it gets blended correct over nodes with alpha channel
u16 l = 0;
u16 l1 = 0;
for (u8 i = 0; i < 7; i++) {
- MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
+ MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
l1 = getInteriorLight(n1, -4, nodedef);
- if (l1 > l)
+ if (l1 > l)
l = l1;
}
video::SColor c = MapBlock_LightColor(255, l, 0);
data->m_highlight_mesh_color = c;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
- TileSpec h_tile;
+ TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);