1 #include "client/blockmesh.h"
2 #include "client/client_map.h"
3 #include "client/client_node.h"
4 #include "client/cube.h"
6 static v3s8 fdir[6] = {
15 static s32 half_block_size = MAPBLOCK_SIZE / 2;
17 static void make_vertices(Object *object, MapBlock *block)
19 v3s32 node_bp = {block->pos.x * MAPBLOCK_SIZE, block->pos.y * MAPBLOCK_SIZE, block->pos.z * MAPBLOCK_SIZE};
22 MapNode *node = &block->data[x][y][z];
23 ClientNodeDefintion *def = &client_node_definitions[node->type];
25 if (def->visibility != NV_NONE) {
26 v3f32 offset = {x + (f32) MAPBLOCK_SIZE / 2.0f, y + (f32) MAPBLOCK_SIZE / 2.0f, z + (f32) MAPBLOCK_SIZE / 2.0f};
28 for (int f = 0; f < 6; f++) {
37 if (npos.x >= 0 && npos.x < MAPBLOCK_SIZE && npos.y >= 0 && npos.y < MAPBLOCK_SIZE && npos.z >= 0 && npos.z < MAPBLOCK_SIZE)
38 neighbor = block->data[npos.x][npos.y][npos.z].type;
40 MapNode nn = map_get_node(client_map.map, (v3s32) {npos.x + node_bp.x, npos.y + node_bp.y, npos.z + node_bp.z});
44 if (neighbor != NODE_UNLOADED && client_node_definitions[neighbor].visibility != NV_SOLID && (def->visibility != NV_TRANSPARENT || neighbor != node->type)) {
45 object_set_texture(object, def->tiles.textures[f]);
47 for (int v = 0; v < 6; v++) {
48 Vertex3D vertex = cube_vertices[f][v];
49 vertex.position.x += offset.x;
50 vertex.position.y += offset.y;
51 vertex.position.z += offset.z;
54 def->render((v3s32) {x + node_bp.x, y + node_bp.y, z + node_bp.z}, node, &vertex, f, v);
56 object_add_vertex(object, &vertex);
64 void blockmesh_make(MapBlock *block)
66 Object *obj = object_create();
68 obj->pos = (v3f32) {block->pos.x * MAPBLOCK_SIZE - half_block_size, block->pos.y * MAPBLOCK_SIZE - half_block_size, block->pos.z * MAPBLOCK_SIZE - half_block_size};
69 obj->frustum_culling = true;
70 obj->box = (aabb3f32) {{-half_block_size, -half_block_size, -half_block_size}, {half_block_size, half_block_size, half_block_size}};
72 make_vertices(obj, block);
74 if (! object_add_to_scene(obj)) {
79 MapBlockExtraData *extra = block->extra;
82 extra->obj->remove = true;