#include <IMeshManipulator.h>
#include "gamedef.h"
#include "log.h"
+#include "noise.h"
// Create a cuboid.
break;}
case NDT_PLANTLIKE:
{
+ PseudoRandom rng(x<<8 | z | y<<16);
+
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float s = BS / 2 * f.visual_scale;
+ // add sqrt(2) visual scale
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0))
+ s *= 1.41421;
+
+ float random_offset_X = .0;
+ float random_offset_Z = .0;
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+ random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ }
- for (int j = 0; j < 2; j++)
- {
+ for (int j = 0; j < 4; j++) {
video::S3DVertex vertices[4] =
{
video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
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),
};
+
float rotate_degree = 0;
+ u8 p2mesh = 0;
if (f.param_type_2 == CPT2_DEGROTATE)
rotate_degree = n.param2 * 2;
-
- if (j == 0) {
- for(u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(46 + rotate_degree);
- } else if (j == 1) {
- for(u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
+ else if (f.param_type_2 != CPT2_MESHOPTIONS) {
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
+ }
+ } else {
+ p2mesh = n.param2 & 0x7;
+ switch (p2mesh) {
+ case 0:
+ // x
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44);
+ }
+ break;
+ case 1:
+ // +
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(91);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ }
+ break;
+ case 2:
+ // *
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(121);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(241);
+ } else { // (j == 2)
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ }
+ break;
+ case 3:
+ // #
+ switch (j) {
+ case 0:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(1);
+ vertices[i].Pos.Z += BS / 4;
+ }
+ break;
+ case 1:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(91);
+ vertices[i].Pos.X += BS / 4;
+ }
+ break;
+ case 2:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(181);
+ vertices[i].Pos.Z -= BS / 4;
+ }
+ break;
+ case 3:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(271);
+ vertices[i].Pos.X -= BS / 4;
+ }
+ break;
+ }
+ break;
+ case 4:
+ // outward leaning #-like
+ switch (j) {
+ case 0:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ break;
+ case 1:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(91);
+ break;
+ case 2:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(181);
+ break;
+ case 3:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(271);
+ break;
+ }
+ break;
+ }
}
- for (int i = 0; i < 4; i++)
- {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
vertices[i].Pos += intToFloat(p, BS);
+ // move to a random spot to avoid moire
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+ vertices[i].Pos.X += random_offset_X;
+ vertices[i].Pos.Z += random_offset_Z;
+ }
+ // randomly move each face up/down
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
+ PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
+ vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
+ }
}
u16 indices[] = {0, 1, 2, 2, 3, 0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
+
+ // stop adding faces for meshes with less than 4 faces
+ if (f.param_type_2 == CPT2_MESHOPTIONS) {
+ if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
+ break;
+ else if ((p2mesh == 2) && (j == 2))
+ break;
+ } else if (j == 1) {
+ break;
+ }
+
}
break;}
case NDT_FIRELIKE: