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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_mapblock.h"
21
22 #include "main.h" // For g_settings
23 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
24 #include "settings.h"
25 #include "nodedef.h"
26 #include "tile.h"
27 #include "gamedef.h"
28 #include "util/numeric.h"
29 #include "util/directiontables.h"
30
31 // Create a cuboid.
32 //  collector - the MeshCollector for the resulting polygons
33 //  box       - the position and size of the box
34 //  tiles     - the tiles (materials) to use (for all 6 faces)
35 //  tilecount - number of entries in tiles, 1<=tilecount<=6
36 //  c         - vertex colour - used for all
37 //  txc       - texture coordinates - this is a list of texture coordinates
38 //              for the opposite corners of each face - therefore, there
39 //              should be (2+2)*6=24 values in the list. Alternatively, pass
40 //              NULL to use the entire texture for each face. The order of
41 //              the faces in the list is up-down-right-left-back-front
42 //              (compatible with ContentFeatures). If you specified 0,0,1,1
43 //              for each face, that would be the same as passing NULL.
44 void makeCuboid(MeshCollector *collector, const aabb3f &box,
45         TileSpec *tiles, int tilecount,
46         video::SColor &c, const f32* txc)
47 {
48         assert(tilecount >= 1 && tilecount <= 6);
49
50         v3f min = box.MinEdge;
51         v3f max = box.MaxEdge;
52  
53  
54  
55         if(txc == NULL)
56         {
57                 static const f32 txc_default[24] = {
58                         0,0,1,1,
59                         0,0,1,1,
60                         0,0,1,1,
61                         0,0,1,1,
62                         0,0,1,1,
63                         0,0,1,1
64                 };
65                 txc = txc_default;
66         }
67
68         video::S3DVertex vertices[24] =
69         {
70                 // up
71                 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
72                 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
73                 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
74                 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
75                 // down
76                 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
77                 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
78                 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
79                 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
80                 // right
81                 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
82                 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
83                 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
84                 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
85                 // left
86                 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
87                 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
88                 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
89                 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
90                 // back
91                 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
92                 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
93                 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
94                 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
95                 // front
96                 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
97                 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
98                 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
99                 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
100         };
101
102         for(int i = 0; i < tilecount; i++)
103                                 {
104                                 switch (tiles[i].rotation)
105                                 {
106                                 case 0:
107                                         break;
108                                 case 1: //R90
109                                         for (int x = 0; x < 4; x++)
110                                                 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
111                                         break;
112                                 case 2: //R180
113                                         for (int x = 0; x < 4; x++)
114                                                 vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
115                                         break;
116                                 case 3: //R270
117                                         for (int x = 0; x < 4; x++)
118                                                 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
119                                         break;
120                                 case 4: //FXR90
121                                         for (int x = 0; x < 4; x++){
122                                                 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
123                                                 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
124                                         }
125                                         break;
126                                 case 5: //FXR270
127                                         for (int x = 0; x < 4; x++){
128                                                 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
129                                                 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
130                                         }
131                                         break;
132                                 case 6: //FYR90
133                                         for (int x = 0; x < 4; x++){
134                                                 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
135                                                 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
136                                         }
137                                         break;
138                                 case 7: //FYR270
139                                         for (int x = 0; x < 4; x++){
140                                                 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
141                                                 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
142                                         }
143                                         break;
144                                 case 8: //FX
145                                         for (int x = 0; x < 4; x++){
146                                                 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
147                                         }
148                                         break;
149                                 case 9: //FY
150                                         for (int x = 0; x < 4; x++){
151                                                 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
152                                         }
153                                         break;
154                                 default:
155                                         break;
156                                 }
157                         }
158         u16 indices[] = {0,1,2,2,3,0};
159         // Add to mesh collector
160         for(s32 j=0; j<24; j+=4)
161         {
162                 int tileindex = MYMIN(j/4, tilecount-1);
163                 collector->append(tiles[tileindex],
164                                 vertices+j, 4, indices, 6);
165         }
166 }
167
168 void mapblock_mesh_generate_special(MeshMakeData *data,
169                 MeshCollector &collector)
170 {
171         INodeDefManager *nodedef = data->m_gamedef->ndef();
172
173         // 0ms
174         //TimeTaker timer("mapblock_mesh_generate_special()");
175
176         /*
177                 Some settings
178         */
179         bool new_style_water = g_settings->getBool("new_style_water");
180         
181         float node_liquid_level = 1.0;
182         if(new_style_water)
183                 node_liquid_level = 0.85;
184         
185         v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
186
187         for(s16 z=0; z<MAP_BLOCKSIZE; z++)
188         for(s16 y=0; y<MAP_BLOCKSIZE; y++)
189         for(s16 x=0; x<MAP_BLOCKSIZE; x++)
190         {
191                 v3s16 p(x,y,z);
192
193                 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
194                 const ContentFeatures &f = nodedef->get(n);
195
196                 // Only solidness=0 stuff is drawn here
197                 if(f.solidness != 0)
198                         continue;
199                 
200                 switch(f.drawtype){
201                 default:
202                         infostream<<"Got "<<f.drawtype<<std::endl;
203                         assert(0);
204                         break;
205                 case NDT_AIRLIKE:
206                         break;
207                 case NDT_LIQUID:
208                 {
209                         /*
210                                 Add water sources to mesh if using new style
211                         */
212                         TileSpec tile_liquid = f.special_tiles[0];
213                         TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
214
215                         bool top_is_same_liquid = false;
216                         MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
217                         content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
218                         content_t c_source = nodedef->getId(f.liquid_alternative_source);
219                         if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
220                                 top_is_same_liquid = true;
221
222                         u16 l = getInteriorLight(n, 0, data);
223                         video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
224
225                         /*
226                                 Generate sides
227                          */
228                         v3s16 side_dirs[4] = {
229                                 v3s16(1,0,0),
230                                 v3s16(-1,0,0),
231                                 v3s16(0,0,1),
232                                 v3s16(0,0,-1),
233                         };
234                         for(u32 i=0; i<4; i++)
235                         {
236                                 v3s16 dir = side_dirs[i];
237
238                                 MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
239                                 content_t neighbor_content = neighbor.getContent();
240                                 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
241                                 MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
242                                 content_t n_top_c = n_top.getContent();
243
244                                 if(neighbor_content == CONTENT_IGNORE)
245                                         continue;
246
247                                 /*
248                                         If our topside is liquid and neighbor's topside
249                                         is liquid, don't draw side face
250                                 */
251                                 if(top_is_same_liquid && (n_top_c == c_flowing ||
252                                                 n_top_c == c_source || n_top_c == CONTENT_IGNORE))
253                                         continue;
254
255                                 // Don't draw face if neighbor is blocking the view
256                                 if(n_feat.solidness == 2)
257                                         continue;
258
259                                 bool neighbor_is_same_liquid = (neighbor_content == c_source
260                                                 || neighbor_content == c_flowing);
261
262                                 // Don't draw any faces if neighbor same is liquid and top is
263                                 // same liquid
264                                 if(neighbor_is_same_liquid && !top_is_same_liquid)
265                                         continue;
266
267                                 // Use backface culled material if neighbor doesn't have a
268                                 // solidness of 0
269                                 const TileSpec *current_tile = &tile_liquid;
270                                 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
271                                         current_tile = &tile_liquid_bfculled;
272
273                                 video::S3DVertex vertices[4] =
274                                 {
275                                         video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
276                                         video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
277                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
278                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
279                                 };
280
281                                 /*
282                                         If our topside is liquid, set upper border of face
283                                         at upper border of node
284                                 */
285                                 if(top_is_same_liquid)
286                                 {
287                                         vertices[2].Pos.Y = 0.5*BS;
288                                         vertices[3].Pos.Y = 0.5*BS;
289                                 }
290                                 /*
291                                         Otherwise upper position of face is liquid level
292                                 */
293                                 else
294                                 {
295                                         vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
296                                         vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
297                                 }
298                                 /*
299                                         If neighbor is liquid, lower border of face is liquid level
300                                 */
301                                 if(neighbor_is_same_liquid)
302                                 {
303                                         vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
304                                         vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
305                                 }
306                                 /*
307                                         If neighbor is not liquid, lower border of face is
308                                         lower border of node
309                                 */
310                                 else
311                                 {
312                                         vertices[0].Pos.Y = -0.5*BS;
313                                         vertices[1].Pos.Y = -0.5*BS;
314                                 }
315
316                                 for(s32 j=0; j<4; j++)
317                                 {
318                                         if(dir == v3s16(0,0,1))
319                                                 vertices[j].Pos.rotateXZBy(0);
320                                         if(dir == v3s16(0,0,-1))
321                                                 vertices[j].Pos.rotateXZBy(180);
322                                         if(dir == v3s16(-1,0,0))
323                                                 vertices[j].Pos.rotateXZBy(90);
324                                         if(dir == v3s16(1,0,-0))
325                                                 vertices[j].Pos.rotateXZBy(-90);
326
327                                         // Do this to not cause glitches when two liquids are
328                                         // side-by-side
329                                         /*if(neighbor_is_same_liquid == false){
330                                                 vertices[j].Pos.X *= 0.98;
331                                                 vertices[j].Pos.Z *= 0.98;
332                                         }*/
333
334                                         vertices[j].Pos += intToFloat(p, BS);
335                                 }
336
337                                 u16 indices[] = {0,1,2,2,3,0};
338                                 // Add to mesh collector
339                                 collector.append(*current_tile, vertices, 4, indices, 6);
340                         }
341
342                         /*
343                                 Generate top
344                          */
345                         if(top_is_same_liquid)
346                                 continue;
347                         
348                         video::S3DVertex vertices[4] =
349                         {
350                                 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
351                                 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
352                                 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
353                                 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
354                         };
355
356                         v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
357                         for(s32 i=0; i<4; i++)
358                         {
359                                 vertices[i].Pos += offset;
360                         }
361
362                         u16 indices[] = {0,1,2,2,3,0};
363                         // Add to mesh collector
364                         collector.append(tile_liquid, vertices, 4, indices, 6);
365                 break;}
366                 case NDT_FLOWINGLIQUID:
367                 {
368                         /*
369                                 Add flowing liquid to mesh
370                         */
371                         TileSpec tile_liquid = f.special_tiles[0];
372                         TileSpec tile_liquid_bfculled = f.special_tiles[1];
373
374                         bool top_is_same_liquid = false;
375                         MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
376                         content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
377                         content_t c_source = nodedef->getId(f.liquid_alternative_source);
378                         if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
379                                 top_is_same_liquid = true;
380                         
381                         u16 l = 0;
382                         // If this liquid emits light and doesn't contain light, draw
383                         // it at what it emits, for an increased effect
384                         u8 light_source = nodedef->get(n).light_source;
385                         if(light_source != 0){
386                                 //l = decode_light(undiminish_light(light_source));
387                                 l = decode_light(light_source);
388                                 l = l | (l<<8);
389                         }
390                         // Use the light of the node on top if possible
391                         else if(nodedef->get(ntop).param_type == CPT_LIGHT)
392                                 l = getInteriorLight(ntop, 0, data);
393                         // Otherwise use the light of this node (the liquid)
394                         else
395                                 l = getInteriorLight(n, 0, data);
396                         video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
397                         
398                         u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
399
400                         // Neighbor liquid levels (key = relative position)
401                         // Includes current node
402                         std::map<v3s16, f32> neighbor_levels;
403                         std::map<v3s16, content_t> neighbor_contents;
404                         std::map<v3s16, u8> neighbor_flags;
405                         const u8 neighborflag_top_is_same_liquid = 0x01;
406                         v3s16 neighbor_dirs[9] = {
407                                 v3s16(0,0,0),
408                                 v3s16(0,0,1),
409                                 v3s16(0,0,-1),
410                                 v3s16(1,0,0),
411                                 v3s16(-1,0,0),
412                                 v3s16(1,0,1),
413                                 v3s16(-1,0,-1),
414                                 v3s16(1,0,-1),
415                                 v3s16(-1,0,1),
416                         };
417                         for(u32 i=0; i<9; i++)
418                         {
419                                 content_t content = CONTENT_AIR;
420                                 float level = -0.5 * BS;
421                                 u8 flags = 0;
422                                 // Check neighbor
423                                 v3s16 p2 = p + neighbor_dirs[i];
424                                 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
425                                 if(n2.getContent() != CONTENT_IGNORE)
426                                 {
427                                         content = n2.getContent();
428
429                                         if(n2.getContent() == c_source)
430                                                 level = (-0.5+node_liquid_level) * BS;
431                                         else if(n2.getContent() == c_flowing){
432                                                 u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
433                                                 level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
434                                         }
435
436                                         // Check node above neighbor.
437                                         // NOTE: This doesn't get executed if neighbor
438                                         //       doesn't exist
439                                         p2.Y += 1;
440                                         n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
441                                         if(n2.getContent() == c_source ||
442                                                         n2.getContent() == c_flowing)
443                                                 flags |= neighborflag_top_is_same_liquid;
444                                 }
445                                 
446                                 neighbor_levels[neighbor_dirs[i]] = level;
447                                 neighbor_contents[neighbor_dirs[i]] = content;
448                                 neighbor_flags[neighbor_dirs[i]] = flags;
449                         }
450
451                         // Corner heights (average between four liquids)
452                         f32 corner_levels[4];
453                         
454                         v3s16 halfdirs[4] = {
455                                 v3s16(0,0,0),
456                                 v3s16(1,0,0),
457                                 v3s16(1,0,1),
458                                 v3s16(0,0,1),
459                         };
460                         for(u32 i=0; i<4; i++)
461                         {
462                                 v3s16 cornerdir = halfdirs[i];
463                                 float cornerlevel = 0;
464                                 u32 valid_count = 0;
465                                 u32 air_count = 0;
466                                 for(u32 j=0; j<4; j++)
467                                 {
468                                         v3s16 neighbordir = cornerdir - halfdirs[j];
469                                         content_t content = neighbor_contents[neighbordir];
470                                         // If top is liquid, draw starting from top of node
471                                         if(neighbor_flags[neighbordir] &
472                                                         neighborflag_top_is_same_liquid)
473                                         {
474                                                 cornerlevel = 0.5*BS;
475                                                 valid_count = 1;
476                                                 break;
477                                         }
478                                         // Source is always the same height
479                                         else if(content == c_source)
480                                         {
481                                                 cornerlevel = (-0.5+node_liquid_level)*BS;
482                                                 valid_count = 1;
483                                                 break;
484                                         }
485                                         // Flowing liquid has level information
486                                         else if(content == c_flowing)
487                                         {
488                                                 cornerlevel += neighbor_levels[neighbordir];
489                                                 valid_count++;
490                                         }
491                                         else if(content == CONTENT_AIR)
492                                         {
493                                                 air_count++;
494                                         }
495                                 }
496                                 if(air_count >= 2)
497                                         cornerlevel = -0.5*BS+0.2;
498                                 else if(valid_count > 0)
499                                         cornerlevel /= valid_count;
500                                 corner_levels[i] = cornerlevel;
501                         }
502
503                         /*
504                                 Generate sides
505                         */
506
507                         v3s16 side_dirs[4] = {
508                                 v3s16(1,0,0),
509                                 v3s16(-1,0,0),
510                                 v3s16(0,0,1),
511                                 v3s16(0,0,-1),
512                         };
513                         s16 side_corners[4][2] = {
514                                 {1, 2},
515                                 {3, 0},
516                                 {2, 3},
517                                 {0, 1},
518                         };
519                         for(u32 i=0; i<4; i++)
520                         {
521                                 v3s16 dir = side_dirs[i];
522
523                                 /*
524                                         If our topside is liquid and neighbor's topside
525                                         is liquid, don't draw side face
526                                 */
527                                 if(top_is_same_liquid &&
528                                                 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
529                                         continue;
530
531                                 content_t neighbor_content = neighbor_contents[dir];
532                                 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
533                                 
534                                 // Don't draw face if neighbor is blocking the view
535                                 if(n_feat.solidness == 2)
536                                         continue;
537                                 
538                                 bool neighbor_is_same_liquid = (neighbor_content == c_source
539                                                 || neighbor_content == c_flowing);
540                                 
541                                 // Don't draw any faces if neighbor same is liquid and top is
542                                 // same liquid
543                                 if(neighbor_is_same_liquid == true
544                                                 && top_is_same_liquid == false)
545                                         continue;
546
547                                 // Use backface culled material if neighbor doesn't have a
548                                 // solidness of 0
549                                 const TileSpec *current_tile = &tile_liquid;
550                                 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
551                                         current_tile = &tile_liquid_bfculled;
552                                 
553                                 video::S3DVertex vertices[4] =
554                                 {
555                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
556                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
557                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
558                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
559                                 };
560                                 
561                                 /*
562                                         If our topside is liquid, set upper border of face
563                                         at upper border of node
564                                 */
565                                 if(top_is_same_liquid)
566                                 {
567                                         vertices[2].Pos.Y = 0.5*BS;
568                                         vertices[3].Pos.Y = 0.5*BS;
569                                 }
570                                 /*
571                                         Otherwise upper position of face is corner levels
572                                 */
573                                 else
574                                 {
575                                         vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
576                                         vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
577                                 }
578                                 
579                                 /*
580                                         If neighbor is liquid, lower border of face is corner
581                                         liquid levels
582                                 */
583                                 if(neighbor_is_same_liquid)
584                                 {
585                                         vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
586                                         vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
587                                 }
588                                 /*
589                                         If neighbor is not liquid, lower border of face is
590                                         lower border of node
591                                 */
592                                 else
593                                 {
594                                         vertices[0].Pos.Y = -0.5*BS;
595                                         vertices[1].Pos.Y = -0.5*BS;
596                                 }
597                                 
598                                 for(s32 j=0; j<4; j++)
599                                 {
600                                         if(dir == v3s16(0,0,1))
601                                                 vertices[j].Pos.rotateXZBy(0);
602                                         if(dir == v3s16(0,0,-1))
603                                                 vertices[j].Pos.rotateXZBy(180);
604                                         if(dir == v3s16(-1,0,0))
605                                                 vertices[j].Pos.rotateXZBy(90);
606                                         if(dir == v3s16(1,0,-0))
607                                                 vertices[j].Pos.rotateXZBy(-90);
608                                                 
609                                         // Do this to not cause glitches when two liquids are
610                                         // side-by-side
611                                         /*if(neighbor_is_same_liquid == false){
612                                                 vertices[j].Pos.X *= 0.98;
613                                                 vertices[j].Pos.Z *= 0.98;
614                                         }*/
615
616                                         vertices[j].Pos += intToFloat(p, BS);
617                                 }
618
619                                 u16 indices[] = {0,1,2,2,3,0};
620                                 // Add to mesh collector
621                                 collector.append(*current_tile, vertices, 4, indices, 6);
622                         }
623                         
624                         /*
625                                 Generate top side, if appropriate
626                         */
627                         
628                         if(top_is_same_liquid == false)
629                         {
630                                 video::S3DVertex vertices[4] =
631                                 {
632                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
633                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
634                                         video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
635                                         video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
636                                 };
637                                 
638                                 // To get backface culling right, the vertices need to go
639                                 // clockwise around the front of the face. And we happened to
640                                 // calculate corner levels in exact reverse order.
641                                 s32 corner_resolve[4] = {3,2,1,0};
642
643                                 for(s32 i=0; i<4; i++)
644                                 {
645                                         //vertices[i].Pos.Y += liquid_level;
646                                         //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
647                                         s32 j = corner_resolve[i];
648                                         vertices[i].Pos.Y += corner_levels[j];
649                                         vertices[i].Pos += intToFloat(p, BS);
650                                 }
651                                 
652                                 // Default downwards-flowing texture animation goes from 
653                                 // -Z towards +Z, thus the direction is +Z.
654                                 // Rotate texture to make animation go in flow direction
655                                 // Positive if liquid moves towards +Z
656                                 int dz = (corner_levels[side_corners[3][0]] +
657                                                 corner_levels[side_corners[3][1]]) -
658                                                 (corner_levels[side_corners[2][0]] +
659                                                 corner_levels[side_corners[2][1]]);
660                                 // Positive if liquid moves towards +X
661                                 int dx = (corner_levels[side_corners[1][0]] +
662                                                 corner_levels[side_corners[1][1]]) -
663                                                 (corner_levels[side_corners[0][0]] +
664                                                 corner_levels[side_corners[0][1]]);
665                                 // -X
666                                 if(-dx >= abs(dz))
667                                 {
668                                         v2f t = vertices[0].TCoords;
669                                         vertices[0].TCoords = vertices[1].TCoords;
670                                         vertices[1].TCoords = vertices[2].TCoords;
671                                         vertices[2].TCoords = vertices[3].TCoords;
672                                         vertices[3].TCoords = t;
673                                 }
674                                 // +X
675                                 if(dx >= abs(dz))
676                                 {
677                                         v2f t = vertices[0].TCoords;
678                                         vertices[0].TCoords = vertices[3].TCoords;
679                                         vertices[3].TCoords = vertices[2].TCoords;
680                                         vertices[2].TCoords = vertices[1].TCoords;
681                                         vertices[1].TCoords = t;
682                                 }
683                                 // -Z
684                                 if(-dz >= abs(dx))
685                                 {
686                                         v2f t = vertices[0].TCoords;
687                                         vertices[0].TCoords = vertices[3].TCoords;
688                                         vertices[3].TCoords = vertices[2].TCoords;
689                                         vertices[2].TCoords = vertices[1].TCoords;
690                                         vertices[1].TCoords = t;
691                                         t = vertices[0].TCoords;
692                                         vertices[0].TCoords = vertices[3].TCoords;
693                                         vertices[3].TCoords = vertices[2].TCoords;
694                                         vertices[2].TCoords = vertices[1].TCoords;
695                                         vertices[1].TCoords = t;
696                                 }
697
698                                 u16 indices[] = {0,1,2,2,3,0};
699                                 // Add to mesh collector
700                                 collector.append(tile_liquid, vertices, 4, indices, 6);
701                         }
702                 break;}
703                 case NDT_GLASSLIKE:
704                 {
705                         TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
706
707                         u16 l = getInteriorLight(n, 1, data);
708                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
709
710                         for(u32 j=0; j<6; j++)
711                         {
712                                 // Check this neighbor
713                                 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
714                                 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
715                                 // Don't make face if neighbor is of same type
716                                 if(n2.getContent() == n.getContent())
717                                         continue;
718
719                                 // The face at Z+
720                                 video::S3DVertex vertices[4] = {
721                                         video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
722                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
723                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
724                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
725                                 };
726                                 
727                                 // Rotations in the g_6dirs format
728                                 if(j == 0) // Z+
729                                         for(u16 i=0; i<4; i++)
730                                                 vertices[i].Pos.rotateXZBy(0);
731                                 else if(j == 1) // Y+
732                                         for(u16 i=0; i<4; i++)
733                                                 vertices[i].Pos.rotateYZBy(-90);
734                                 else if(j == 2) // X+
735                                         for(u16 i=0; i<4; i++)
736                                                 vertices[i].Pos.rotateXZBy(-90);
737                                 else if(j == 3) // Z-
738                                         for(u16 i=0; i<4; i++)
739                                                 vertices[i].Pos.rotateXZBy(180);
740                                 else if(j == 4) // Y-
741                                         for(u16 i=0; i<4; i++)
742                                                 vertices[i].Pos.rotateYZBy(90);
743                                 else if(j == 5) // X-
744                                         for(u16 i=0; i<4; i++)
745                                                 vertices[i].Pos.rotateXZBy(90);
746
747                                 for(u16 i=0; i<4; i++){
748                                         vertices[i].Pos += intToFloat(p, BS);
749                                 }
750
751                                 u16 indices[] = {0,1,2,2,3,0};
752                                 // Add to mesh collector
753                                 collector.append(tile, vertices, 4, indices, 6);
754                         }
755                 break;}
756                 case NDT_GLASSLIKE_FRAMED:
757                 {
758                         static const v3s16 dirs[6] = {
759                                 v3s16( 0, 1, 0),
760                                 v3s16( 0,-1, 0),
761                                 v3s16( 1, 0, 0),
762                                 v3s16(-1, 0, 0),
763                                 v3s16( 0, 0, 1),
764                                 v3s16( 0, 0,-1)
765                         };
766                         TileSpec tiles[2];
767                         tiles[0] = getNodeTile(n, p, dirs[0], data);
768                         tiles[1] = getNodeTile(n, p, dirs[1], data);
769                         u16 l = getInteriorLight(n, 1, data);
770                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
771                         v3f pos = intToFloat(p, BS);
772                         static const float a=BS/2;
773                         static const float b=.876*(BS/2);
774                         static const aabb3f frame_edges[12] = {
775                                 aabb3f( b, b,-a, a, a, a), // y+
776                                 aabb3f(-a, b,-a,-b, a, a), // y+
777                                 aabb3f( b,-a,-a, a,-b, a), // y-
778                                 aabb3f(-a,-a,-a,-b,-b, a), // y-
779                                 aabb3f( b,-a, b, a, a, a), // x+
780                                 aabb3f( b,-a,-a, a, a,-b), // x+
781                                 aabb3f(-a,-a, b,-b, a, a), // x-
782                                 aabb3f(-a,-a,-a,-b, a,-b), // x-
783                                 aabb3f(-a, b, b, a, a, a), // z+
784                                 aabb3f(-a,-a, b, a,-b, a), // z+
785                                 aabb3f(-a,-a,-a, a,-b,-b), // z-
786                                 aabb3f(-a, b,-a, a, a,-b)  // z-
787                         };
788                         aabb3f glass_faces[6] = {
789                                 aabb3f(-a, a,-a, a, a, a), // y+
790                                 aabb3f(-a,-a,-a, a,-a, a), // y-
791                                 aabb3f( a,-a,-a, a, a, a), // x+
792                                 aabb3f(-a,-a,-a,-a, a, a), // x-
793                                 aabb3f(-a,-a, a, a, a, a), // z+
794                                 aabb3f(-a,-a,-a, a, a,-a)  // z-
795                         };
796                         
797                         int visible_faces[6] = {0,0,0,0,0,0};
798                         int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
799                         u8 i;
800                         content_t current = n.getContent();
801                         content_t content;
802                         MapNode n2;
803                         v3s16 n2p;
804                         for(i=0; i<18; i++)
805                         {
806                                 n2p = blockpos_nodes + p + g_26dirs[i];
807                                 n2 = data->m_vmanip.getNodeNoEx(n2p);
808                                 content_t n2c = n2.getContent();
809                                 //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
810                                 if (n2c == current || n2c == CONTENT_IGNORE)
811                                         nb[i]=1;
812                         }
813                         for(i=0; i<6; i++)
814                         {
815                                 n2p = blockpos_nodes + p + dirs[i];
816                                 n2 = data->m_vmanip.getNodeNoEx(n2p);
817                                 content = n2.getContent();
818                                 const ContentFeatures &f2 = nodedef->get(content);
819                                 if (content == CONTENT_AIR || f2.isLiquid())
820                                         visible_faces[i]=1;
821                         }
822                         static const u8 nb_triplet[12*3] = {
823                                 1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
824                                 2,0,11,  2,3,13,  5,0,10,  5,3,12,
825                                 0,1, 8,  0,4,16,  3,4,17,  3,1, 9
826                         };
827
828                         f32 tx1,ty1,tz1,tx2,ty2,tz2;
829                         aabb3f box;
830                         for(i=0; i<12; i++)
831                         {
832                                 int edge_invisible;
833                                 if (nb[nb_triplet[i*3+2]]==1)
834                                         edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
835                                 else
836                                         edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
837                                 if (edge_invisible)
838                                         continue;
839                                 box=frame_edges[i];
840                                 box.MinEdge += pos;
841                                 box.MaxEdge += pos;
842                                 tx1 = (box.MinEdge.X/BS)+0.5;
843                                 ty1 = (box.MinEdge.Y/BS)+0.5;
844                                 tz1 = (box.MinEdge.Z/BS)+0.5;
845                                 tx2 = (box.MaxEdge.X/BS)+0.5;
846                                 ty2 = (box.MaxEdge.Y/BS)+0.5;
847                                 tz2 = (box.MaxEdge.Z/BS)+0.5;
848                                 f32 txc1[24] = {
849                                         tx1,   1-tz2,   tx2, 1-tz1,
850                                         tx1,     tz1,   tx2,   tz2,
851                                         tz1,   1-ty2,   tz2, 1-ty1,
852                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
853                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
854                                         tx1,   1-ty2,   tx2, 1-ty1,
855                                 };
856                                 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
857                         }
858                         for(i=0; i<6; i++)
859                         {
860                                 if (visible_faces[i]==0)
861                                         continue;
862                                 box=glass_faces[i];
863                                 box.MinEdge += pos;
864                                 box.MaxEdge += pos;
865                                 tx1 = (box.MinEdge.X/BS)+0.5;
866                                 ty1 = (box.MinEdge.Y/BS)+0.5;
867                                 tz1 = (box.MinEdge.Z/BS)+0.5;
868                                 tx2 = (box.MaxEdge.X/BS)+0.5;
869                                 ty2 = (box.MaxEdge.Y/BS)+0.5;
870                                 tz2 = (box.MaxEdge.Z/BS)+0.5;
871                                 f32 txc2[24] = {
872                                         tx1,   1-tz2,   tx2, 1-tz1,
873                                         tx1,     tz1,   tx2,   tz2,
874                                         tz1,   1-ty2,   tz2, 1-ty1,
875                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
876                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
877                                         tx1,   1-ty2,   tx2, 1-ty1,
878                                 };
879                                 makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
880                         }
881                 break;}
882                 case NDT_ALLFACES:
883                 {
884                         TileSpec tile_leaves = getNodeTile(n, p,
885                                         v3s16(0,0,0), data);
886
887                         u16 l = getInteriorLight(n, 1, data);
888                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
889
890                         v3f pos = intToFloat(p, BS);
891                         aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
892                         box.MinEdge += pos;
893                         box.MaxEdge += pos;
894                         makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
895                 break;}
896                 case NDT_ALLFACES_OPTIONAL:
897                         // This is always pre-converted to something else
898                         assert(0);
899                         break;
900                 case NDT_TORCHLIKE:
901                 {
902                         v3s16 dir = n.getWallMountedDir(nodedef);
903                         
904                         u8 tileindex = 0;
905                         if(dir == v3s16(0,-1,0)){
906                                 tileindex = 0; // floor
907                         } else if(dir == v3s16(0,1,0)){
908                                 tileindex = 1; // ceiling
909                         // For backwards compatibility
910                         } else if(dir == v3s16(0,0,0)){
911                                 tileindex = 0; // floor
912                         } else {
913                                 tileindex = 2; // side
914                         }
915
916                         TileSpec tile = getNodeTileN(n, p, tileindex, data);
917                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
918                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
919
920                         u16 l = getInteriorLight(n, 1, data);
921                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
922
923                         // Wall at X+ of node
924                         video::S3DVertex vertices[4] =
925                         {
926                                 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
927                                 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
928                                 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
929                                 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
930                         };
931
932                         for(s32 i=0; i<4; i++)
933                         {
934                                 if(dir == v3s16(1,0,0))
935                                         vertices[i].Pos.rotateXZBy(0);
936                                 if(dir == v3s16(-1,0,0))
937                                         vertices[i].Pos.rotateXZBy(180);
938                                 if(dir == v3s16(0,0,1))
939                                         vertices[i].Pos.rotateXZBy(90);
940                                 if(dir == v3s16(0,0,-1))
941                                         vertices[i].Pos.rotateXZBy(-90);
942                                 if(dir == v3s16(0,-1,0))
943                                         vertices[i].Pos.rotateXZBy(45);
944                                 if(dir == v3s16(0,1,0))
945                                         vertices[i].Pos.rotateXZBy(-45);
946
947                                 vertices[i].Pos += intToFloat(p, BS);
948                         }
949
950                         u16 indices[] = {0,1,2,2,3,0};
951                         // Add to mesh collector
952                         collector.append(tile, vertices, 4, indices, 6);
953                 break;}
954                 case NDT_SIGNLIKE:
955                 {
956                         TileSpec tile = getNodeTileN(n, p, 0, data);
957                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
958                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
959
960                         u16 l = getInteriorLight(n, 0, data);
961                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
962                                 
963                         float d = (float)BS/16;
964                         // Wall at X+ of node
965                         video::S3DVertex vertices[4] =
966                         {
967                                 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
968                                 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
969                                 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
970                                 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1),
971                         };
972
973                         v3s16 dir = n.getWallMountedDir(nodedef);
974
975                         for(s32 i=0; i<4; i++)
976                         {
977                                 if(dir == v3s16(1,0,0))
978                                         vertices[i].Pos.rotateXZBy(0);
979                                 if(dir == v3s16(-1,0,0))
980                                         vertices[i].Pos.rotateXZBy(180);
981                                 if(dir == v3s16(0,0,1))
982                                         vertices[i].Pos.rotateXZBy(90);
983                                 if(dir == v3s16(0,0,-1))
984                                         vertices[i].Pos.rotateXZBy(-90);
985                                 if(dir == v3s16(0,-1,0))
986                                         vertices[i].Pos.rotateXYBy(-90);
987                                 if(dir == v3s16(0,1,0))
988                                         vertices[i].Pos.rotateXYBy(90);
989
990                                 vertices[i].Pos += intToFloat(p, BS);
991                         }
992
993                         u16 indices[] = {0,1,2,2,3,0};
994                         // Add to mesh collector
995                         collector.append(tile, vertices, 4, indices, 6);
996                 break;}
997                 case NDT_PLANTLIKE:
998                 {
999                         TileSpec tile = getNodeTileN(n, p, 0, data);
1000                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1001                         
1002                         u16 l = getInteriorLight(n, 1, data);
1003                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1004
1005                         for(u32 j=0; j<2; j++)
1006                         {
1007                                 video::S3DVertex vertices[4] =
1008                                 {
1009                                         video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
1010                                         video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
1011                                         video::S3DVertex( BS/2*f.visual_scale,
1012                                                 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
1013                                         video::S3DVertex(-BS/2*f.visual_scale,
1014                                                 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0),
1015                                 };
1016
1017                                 if(j == 0)
1018                                 {
1019                                         for(u16 i=0; i<4; i++)
1020                                                 vertices[i].Pos.rotateXZBy(45);
1021                                 }
1022                                 else if(j == 1)
1023                                 {
1024                                         for(u16 i=0; i<4; i++)
1025                                                 vertices[i].Pos.rotateXZBy(-45);
1026                                 }
1027
1028                                 for(u16 i=0; i<4; i++)
1029                                 {
1030                                         vertices[i].Pos *= f.visual_scale;
1031                                         vertices[i].Pos += intToFloat(p, BS);
1032                                 }
1033
1034                                 u16 indices[] = {0,1,2,2,3,0};
1035                                 // Add to mesh collector
1036                                 collector.append(tile, vertices, 4, indices, 6);
1037                         }
1038                 break;}
1039                 case NDT_FENCELIKE:
1040                 {
1041                         TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1042                         TileSpec tile_nocrack = tile;
1043                         tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1044                         
1045                         // A hack to put wood the right way around in the posts
1046                         ITextureSource *tsrc = data->m_gamedef->tsrc();
1047                         std::string texturestring_rot = tsrc->getTextureName(
1048                                         tile.texture_id) + "^[transformR90";
1049                         TileSpec tile_rot = tile;
1050                         tile_rot.texture = tsrc->getTexture(
1051                                         texturestring_rot,
1052                                         &tile_rot.texture_id);
1053                         
1054                         u16 l = getInteriorLight(n, 1, data);
1055                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1056
1057                         const f32 post_rad=(f32)BS/8;
1058                         const f32 bar_rad=(f32)BS/16;
1059                         const f32 bar_len=(f32)(BS/2)-post_rad;
1060
1061                         v3f pos = intToFloat(p, BS);
1062
1063                         // The post - always present
1064                         aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1065                         post.MinEdge += pos;
1066                         post.MaxEdge += pos;
1067                         f32 postuv[24]={
1068                                         6/16.,6/16.,10/16.,10/16.,
1069                                         6/16.,6/16.,10/16.,10/16.,
1070                                         0/16.,0,4/16.,1,
1071                                         4/16.,0,8/16.,1,
1072                                         8/16.,0,12/16.,1,
1073                                         12/16.,0,16/16.,1};
1074                         makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1075
1076                         // Now a section of fence, +X, if there's a post there
1077                         v3s16 p2 = p;
1078                         p2.X++;
1079                         MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1080                         const ContentFeatures *f2 = &nodedef->get(n2);
1081                         if(f2->drawtype == NDT_FENCELIKE)
1082                         {
1083                                 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1084                                                 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1085                                 bar.MinEdge += pos;
1086                                 bar.MaxEdge += pos;
1087                                 f32 xrailuv[24]={
1088                                         0/16.,2/16.,16/16.,4/16.,
1089                                         0/16.,4/16.,16/16.,6/16.,
1090                                         6/16.,6/16.,8/16.,8/16.,
1091                                         10/16.,10/16.,12/16.,12/16.,
1092                                         0/16.,8/16.,16/16.,10/16.,
1093                                         0/16.,14/16.,16/16.,16/16.};
1094                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1095                                                 c, xrailuv);
1096                                 bar.MinEdge.Y -= BS/2;
1097                                 bar.MaxEdge.Y -= BS/2;
1098                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1099                                                 c, xrailuv);
1100                         }
1101
1102                         // Now a section of fence, +Z, if there's a post there
1103                         p2 = p;
1104                         p2.Z++;
1105                         n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1106                         f2 = &nodedef->get(n2);
1107                         if(f2->drawtype == NDT_FENCELIKE)
1108                         {
1109                                 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1110                                                 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1111                                 bar.MinEdge += pos;
1112                                 bar.MaxEdge += pos;
1113                                 f32 zrailuv[24]={
1114                                         3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1115                                         4/16.,1/16.,6/16.,5/16., // for wood texture instead
1116                                         0/16.,9/16.,16/16.,11/16.,
1117                                         0/16.,6/16.,16/16.,8/16.,
1118                                         6/16.,6/16.,8/16.,8/16.,
1119                                         10/16.,10/16.,12/16.,12/16.};
1120                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1121                                                 c, zrailuv);
1122                                 bar.MinEdge.Y -= BS/2;
1123                                 bar.MaxEdge.Y -= BS/2;
1124                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1125                                                 c, zrailuv);
1126                         }
1127                 break;}
1128                 case NDT_RAILLIKE:
1129                 {
1130                         bool is_rail_x [] = { false, false };  /* x-1, x+1 */
1131                         bool is_rail_z [] = { false, false };  /* z-1, z+1 */
1132
1133                         bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
1134                         bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
1135                         bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
1136                         bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
1137
1138                         MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1139                         MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1140                         MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1141                         MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1142                         MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
1143                         MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
1144                         MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
1145                         MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
1146                         MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
1147                         MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
1148                         MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
1149                         MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
1150
1151                         content_t thiscontent = n.getContent();
1152                         std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1153                         bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
1154
1155                         if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
1156                                         && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
1157                                         && self_connect_to_raillike)
1158                                         || n_minus_x.getContent() == thiscontent)
1159                                 is_rail_x[0] = true;
1160
1161                         if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
1162                                         && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
1163                                         && self_connect_to_raillike)
1164                                         || n_minus_x_minus_y.getContent() == thiscontent)
1165                                 is_rail_x_minus_y[0] = true;
1166
1167                         if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
1168                                         && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
1169                                         && self_connect_to_raillike)
1170                                         || n_minus_x_plus_y.getContent() == thiscontent)
1171                                 is_rail_x_plus_y[0] = true;
1172
1173                         if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
1174                                         && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
1175                                         && self_connect_to_raillike)
1176                                         || n_plus_x.getContent() == thiscontent)
1177                                 is_rail_x[1] = true;
1178
1179                         if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
1180                                         && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
1181                                         && self_connect_to_raillike)
1182                                         || n_plus_x_minus_y.getContent() == thiscontent)
1183                                 is_rail_x_minus_y[1] = true;
1184
1185                         if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
1186                                         && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
1187                                         && self_connect_to_raillike)
1188                                         || n_plus_x_plus_y.getContent() == thiscontent)
1189                                 is_rail_x_plus_y[1] = true;
1190
1191                         if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
1192                                         && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
1193                                         && self_connect_to_raillike)
1194                                         || n_minus_z.getContent() == thiscontent)
1195                                 is_rail_z[0] = true;
1196
1197                         if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
1198                                         && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
1199                                         && self_connect_to_raillike)
1200                                         || n_minus_z_minus_y.getContent() == thiscontent)
1201                                 is_rail_z_minus_y[0] = true;
1202
1203                         if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
1204                                         && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
1205                                         && self_connect_to_raillike)
1206                                         || n_minus_z_plus_y.getContent() == thiscontent)
1207                                 is_rail_z_plus_y[0] = true;
1208
1209                         if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
1210                                         && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
1211                                         && self_connect_to_raillike)
1212                                         || n_plus_z.getContent() == thiscontent)
1213                                 is_rail_z[1] = true;
1214
1215                         if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
1216                                         && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
1217                                         && self_connect_to_raillike)
1218                                         || n_plus_z_minus_y.getContent() == thiscontent)
1219                                 is_rail_z_minus_y[1] = true;
1220
1221                         if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
1222                                         && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
1223                                         && self_connect_to_raillike)
1224                                         || n_plus_z_plus_y.getContent() == thiscontent)
1225                                 is_rail_z_plus_y[1] = true;
1226
1227                         bool is_rail_x_all[] = {false, false};
1228                         bool is_rail_z_all[] = {false, false};
1229                         is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
1230                         is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
1231                         is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
1232                         is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
1233
1234                         // reasonable default, flat straight unrotated rail
1235                         bool is_straight = true;
1236                         int adjacencies = 0;
1237                         int angle = 0;
1238                         u8 tileindex = 0;
1239
1240                         // check for sloped rail
1241                         if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
1242                         {
1243                                 adjacencies = 5; //5 means sloped
1244                                 is_straight = true; // sloped is always straight
1245                         }
1246                         else
1247                         {
1248                                 // is really straight, rails on both sides
1249                                 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1250                                 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1251                         }
1252
1253                         switch (adjacencies) {
1254                         case 1:
1255                                 if(is_rail_x_all[0] || is_rail_x_all[1])
1256                                         angle = 90;
1257                                 break;
1258                         case 2:
1259                                 if(!is_straight)
1260                                         tileindex = 1; // curved
1261                                 if(is_rail_x_all[0] && is_rail_x_all[1])
1262                                         angle = 90;
1263                                 if(is_rail_z_all[0] && is_rail_z_all[1]){
1264                                         if (is_rail_z_plus_y[0])
1265                                                 angle = 180;
1266                                 }
1267                                 else if(is_rail_x_all[0] && is_rail_z_all[0])
1268                                         angle = 270;
1269                                 else if(is_rail_x_all[0] && is_rail_z_all[1])
1270                                         angle = 180;
1271                                 else if(is_rail_x_all[1] && is_rail_z_all[1])
1272                                         angle = 90;
1273                                 break;
1274                         case 3:
1275                                 // here is where the potential to 'switch' a junction is, but not implemented at present
1276                                 tileindex = 2; // t-junction
1277                                 if(!is_rail_x_all[1])
1278                                         angle=180;
1279                                 if(!is_rail_z_all[0])
1280                                         angle=90;
1281                                 if(!is_rail_z_all[1])
1282                                         angle=270;
1283                                 break;
1284                         case 4:
1285                                 tileindex = 3; // crossing
1286                                 break;
1287                         case 5: //sloped
1288                                 if(is_rail_z_plus_y[0])
1289                                         angle = 180;
1290                                 if(is_rail_x_plus_y[0])
1291                                         angle = 90;
1292                                 if(is_rail_x_plus_y[1])
1293                                         angle = -90;
1294                                 break;
1295                         default:
1296                                 break;
1297                         }
1298
1299                         TileSpec tile = getNodeTileN(n, p, tileindex, data);
1300                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1301                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1302
1303                         u16 l = getInteriorLight(n, 0, data);
1304                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1305
1306                         float d = (float)BS/64;
1307                         
1308                         char g=-1;
1309                         if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
1310                                 g=1; //Object is at a slope
1311
1312                         video::S3DVertex vertices[4] =
1313                         {
1314                                         video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
1315                                         video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
1316                                         video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
1317                                         video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
1318                         };
1319
1320                         for(s32 i=0; i<4; i++)
1321                         {
1322                                 if(angle != 0)
1323                                         vertices[i].Pos.rotateXZBy(angle);
1324                                 vertices[i].Pos += intToFloat(p, BS);
1325                         }
1326
1327                         u16 indices[] = {0,1,2,2,3,0};
1328                         collector.append(tile, vertices, 4, indices, 6);
1329                 break;}
1330                 case NDT_NODEBOX:
1331                 {
1332                         static const v3s16 tile_dirs[6] = {
1333                                 v3s16(0, 1, 0),
1334                                 v3s16(0, -1, 0),
1335                                 v3s16(1, 0, 0),
1336                                 v3s16(-1, 0, 0),
1337                                 v3s16(0, 0, 1),
1338                                 v3s16(0, 0, -1)
1339                         };
1340                         TileSpec tiles[6];
1341                         
1342                         u16 l = getInteriorLight(n, 0, data);
1343                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1344
1345                         v3f pos = intToFloat(p, BS);
1346
1347                         std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1348                         for(std::vector<aabb3f>::iterator
1349                                         i = boxes.begin();
1350                                         i != boxes.end(); i++)
1351                         {
1352                         for(int j = 0; j < 6; j++)
1353                                 {
1354                                 // Handles facedir rotation for textures
1355                                 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1356                                 }
1357                                 aabb3f box = *i;
1358                                 box.MinEdge += pos;
1359                                 box.MaxEdge += pos;
1360                                 
1361                                 f32 temp;
1362                                 if (box.MinEdge.X > box.MaxEdge.X)
1363                                 {
1364                                         temp=box.MinEdge.X;
1365                                         box.MinEdge.X=box.MaxEdge.X;
1366                                         box.MaxEdge.X=temp;
1367                                 }
1368                                 if (box.MinEdge.Y > box.MaxEdge.Y)
1369                                 {
1370                                         temp=box.MinEdge.Y;
1371                                         box.MinEdge.Y=box.MaxEdge.Y;
1372                                         box.MaxEdge.Y=temp;
1373                                 }
1374                                 if (box.MinEdge.Z > box.MaxEdge.Z)
1375                                 {
1376                                         temp=box.MinEdge.Z;
1377                                         box.MinEdge.Z=box.MaxEdge.Z;
1378                                         box.MaxEdge.Z=temp;
1379                                 }
1380
1381                                 //
1382                                 // Compute texture coords
1383                                 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1384                                 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1385                                 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1386                                 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1387                                 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1388                                 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1389                                 f32 txc[24] = {
1390                                         // up
1391                                         tx1, 1-tz2, tx2, 1-tz1,
1392                                         // down
1393                                         tx1, tz1, tx2, tz2,
1394                                         // right
1395                                         tz1, 1-ty2, tz2, 1-ty1,
1396                                         // left
1397                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
1398                                         // back
1399                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
1400                                         // front
1401                                         tx1, 1-ty2, tx2, 1-ty1,
1402                                 };
1403                                 makeCuboid(&collector, box, tiles, 6, c, txc);
1404                         }
1405                 break;}
1406                 }
1407         }
1408 }
1409