]> git.lizzy.rs Git - dragonfireclient.git/blob - src/content_mapblock.cpp
Diagonal liquid animation
[dragonfireclient.git] / src / content_mapblock.cpp
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                                 f32 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                                 f32 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                                 f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
666                                 v2f tcoord_center(0.5, 0.5);
667                                 v2f tcoord_translate(
668                                                 blockpos_nodes.Z + z,
669                                                 blockpos_nodes.X + x);
670                                 tcoord_translate.rotateBy(tcoord_angle);
671                                 tcoord_translate.X -= floor(tcoord_translate.X);
672                                 tcoord_translate.Y -= floor(tcoord_translate.Y);
673
674                                 for(s32 i=0; i<4; i++)
675                                 {
676                                         vertices[i].TCoords.rotateBy(
677                                                         tcoord_angle,
678                                                         tcoord_center);
679                                         vertices[i].TCoords += tcoord_translate;
680                                 }
681
682                                 v2f t = vertices[0].TCoords;
683                                 vertices[0].TCoords = vertices[2].TCoords;
684                                 vertices[2].TCoords = t;
685
686                                 u16 indices[] = {0,1,2,2,3,0};
687                                 // Add to mesh collector
688                                 collector.append(tile_liquid, vertices, 4, indices, 6);
689                         }
690                 break;}
691                 case NDT_GLASSLIKE:
692                 {
693                         TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
694
695                         u16 l = getInteriorLight(n, 1, data);
696                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
697
698                         for(u32 j=0; j<6; j++)
699                         {
700                                 // Check this neighbor
701                                 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
702                                 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
703                                 // Don't make face if neighbor is of same type
704                                 if(n2.getContent() == n.getContent())
705                                         continue;
706
707                                 // The face at Z+
708                                 video::S3DVertex vertices[4] = {
709                                         video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
710                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
711                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
712                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
713                                 };
714                                 
715                                 // Rotations in the g_6dirs format
716                                 if(j == 0) // Z+
717                                         for(u16 i=0; i<4; i++)
718                                                 vertices[i].Pos.rotateXZBy(0);
719                                 else if(j == 1) // Y+
720                                         for(u16 i=0; i<4; i++)
721                                                 vertices[i].Pos.rotateYZBy(-90);
722                                 else if(j == 2) // X+
723                                         for(u16 i=0; i<4; i++)
724                                                 vertices[i].Pos.rotateXZBy(-90);
725                                 else if(j == 3) // Z-
726                                         for(u16 i=0; i<4; i++)
727                                                 vertices[i].Pos.rotateXZBy(180);
728                                 else if(j == 4) // Y-
729                                         for(u16 i=0; i<4; i++)
730                                                 vertices[i].Pos.rotateYZBy(90);
731                                 else if(j == 5) // X-
732                                         for(u16 i=0; i<4; i++)
733                                                 vertices[i].Pos.rotateXZBy(90);
734
735                                 for(u16 i=0; i<4; i++){
736                                         vertices[i].Pos += intToFloat(p, BS);
737                                 }
738
739                                 u16 indices[] = {0,1,2,2,3,0};
740                                 // Add to mesh collector
741                                 collector.append(tile, vertices, 4, indices, 6);
742                         }
743                 break;}
744                 case NDT_GLASSLIKE_FRAMED:
745                 {
746                         static const v3s16 dirs[6] = {
747                                 v3s16( 0, 1, 0),
748                                 v3s16( 0,-1, 0),
749                                 v3s16( 1, 0, 0),
750                                 v3s16(-1, 0, 0),
751                                 v3s16( 0, 0, 1),
752                                 v3s16( 0, 0,-1)
753                         };
754                         TileSpec tiles[2];
755                         tiles[0] = getNodeTile(n, p, dirs[0], data);
756                         tiles[1] = getNodeTile(n, p, dirs[1], data);
757                         u16 l = getInteriorLight(n, 1, data);
758                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
759                         v3f pos = intToFloat(p, BS);
760                         static const float a=BS/2;
761                         static const float b=.876*(BS/2);
762                         static const aabb3f frame_edges[12] = {
763                                 aabb3f( b, b,-a, a, a, a), // y+
764                                 aabb3f(-a, b,-a,-b, a, a), // y+
765                                 aabb3f( b,-a,-a, a,-b, a), // y-
766                                 aabb3f(-a,-a,-a,-b,-b, a), // y-
767                                 aabb3f( b,-a, b, a, a, a), // x+
768                                 aabb3f( b,-a,-a, a, a,-b), // x+
769                                 aabb3f(-a,-a, b,-b, a, a), // x-
770                                 aabb3f(-a,-a,-a,-b, a,-b), // x-
771                                 aabb3f(-a, b, b, a, a, a), // z+
772                                 aabb3f(-a,-a, b, a,-b, a), // z+
773                                 aabb3f(-a,-a,-a, a,-b,-b), // z-
774                                 aabb3f(-a, b,-a, a, a,-b)  // z-
775                         };
776                         aabb3f glass_faces[6] = {
777                                 aabb3f(-a, a,-a, a, a, a), // y+
778                                 aabb3f(-a,-a,-a, a,-a, a), // y-
779                                 aabb3f( a,-a,-a, a, a, a), // x+
780                                 aabb3f(-a,-a,-a,-a, a, a), // x-
781                                 aabb3f(-a,-a, a, a, a, a), // z+
782                                 aabb3f(-a,-a,-a, a, a,-a)  // z-
783                         };
784                         
785                         int visible_faces[6] = {0,0,0,0,0,0};
786                         int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
787                         u8 i;
788                         content_t current = n.getContent();
789                         content_t content;
790                         MapNode n2;
791                         v3s16 n2p;
792                         for(i=0; i<18; i++)
793                         {
794                                 n2p = blockpos_nodes + p + g_26dirs[i];
795                                 n2 = data->m_vmanip.getNodeNoEx(n2p);
796                                 content_t n2c = n2.getContent();
797                                 //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
798                                 if (n2c == current || n2c == CONTENT_IGNORE)
799                                         nb[i]=1;
800                         }
801                         for(i=0; i<6; i++)
802                         {
803                                 n2p = blockpos_nodes + p + dirs[i];
804                                 n2 = data->m_vmanip.getNodeNoEx(n2p);
805                                 content = n2.getContent();
806                                 const ContentFeatures &f2 = nodedef->get(content);
807                                 if (content == CONTENT_AIR || f2.isLiquid())
808                                         visible_faces[i]=1;
809                         }
810                         static const u8 nb_triplet[12*3] = {
811                                 1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
812                                 2,0,11,  2,3,13,  5,0,10,  5,3,12,
813                                 0,1, 8,  0,4,16,  3,4,17,  3,1, 9
814                         };
815
816                         f32 tx1,ty1,tz1,tx2,ty2,tz2;
817                         aabb3f box;
818                         for(i=0; i<12; i++)
819                         {
820                                 int edge_invisible;
821                                 if (nb[nb_triplet[i*3+2]]==1)
822                                         edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
823                                 else
824                                         edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
825                                 if (edge_invisible)
826                                         continue;
827                                 box=frame_edges[i];
828                                 box.MinEdge += pos;
829                                 box.MaxEdge += pos;
830                                 tx1 = (box.MinEdge.X/BS)+0.5;
831                                 ty1 = (box.MinEdge.Y/BS)+0.5;
832                                 tz1 = (box.MinEdge.Z/BS)+0.5;
833                                 tx2 = (box.MaxEdge.X/BS)+0.5;
834                                 ty2 = (box.MaxEdge.Y/BS)+0.5;
835                                 tz2 = (box.MaxEdge.Z/BS)+0.5;
836                                 f32 txc1[24] = {
837                                         tx1,   1-tz2,   tx2, 1-tz1,
838                                         tx1,     tz1,   tx2,   tz2,
839                                         tz1,   1-ty2,   tz2, 1-ty1,
840                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
841                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
842                                         tx1,   1-ty2,   tx2, 1-ty1,
843                                 };
844                                 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
845                         }
846                         for(i=0; i<6; i++)
847                         {
848                                 if (visible_faces[i]==0)
849                                         continue;
850                                 box=glass_faces[i];
851                                 box.MinEdge += pos;
852                                 box.MaxEdge += pos;
853                                 tx1 = (box.MinEdge.X/BS)+0.5;
854                                 ty1 = (box.MinEdge.Y/BS)+0.5;
855                                 tz1 = (box.MinEdge.Z/BS)+0.5;
856                                 tx2 = (box.MaxEdge.X/BS)+0.5;
857                                 ty2 = (box.MaxEdge.Y/BS)+0.5;
858                                 tz2 = (box.MaxEdge.Z/BS)+0.5;
859                                 f32 txc2[24] = {
860                                         tx1,   1-tz2,   tx2, 1-tz1,
861                                         tx1,     tz1,   tx2,   tz2,
862                                         tz1,   1-ty2,   tz2, 1-ty1,
863                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
864                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
865                                         tx1,   1-ty2,   tx2, 1-ty1,
866                                 };
867                                 makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
868                         }
869                 break;}
870                 case NDT_ALLFACES:
871                 {
872                         TileSpec tile_leaves = getNodeTile(n, p,
873                                         v3s16(0,0,0), data);
874
875                         u16 l = getInteriorLight(n, 1, data);
876                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
877
878                         v3f pos = intToFloat(p, BS);
879                         aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
880                         box.MinEdge += pos;
881                         box.MaxEdge += pos;
882                         makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
883                 break;}
884                 case NDT_ALLFACES_OPTIONAL:
885                         // This is always pre-converted to something else
886                         assert(0);
887                         break;
888                 case NDT_TORCHLIKE:
889                 {
890                         v3s16 dir = n.getWallMountedDir(nodedef);
891                         
892                         u8 tileindex = 0;
893                         if(dir == v3s16(0,-1,0)){
894                                 tileindex = 0; // floor
895                         } else if(dir == v3s16(0,1,0)){
896                                 tileindex = 1; // ceiling
897                         // For backwards compatibility
898                         } else if(dir == v3s16(0,0,0)){
899                                 tileindex = 0; // floor
900                         } else {
901                                 tileindex = 2; // side
902                         }
903
904                         TileSpec tile = getNodeTileN(n, p, tileindex, data);
905                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
906                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
907
908                         u16 l = getInteriorLight(n, 1, data);
909                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
910
911                         // Wall at X+ of node
912                         video::S3DVertex vertices[4] =
913                         {
914                                 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
915                                 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
916                                 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
917                                 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
918                         };
919
920                         for(s32 i=0; i<4; i++)
921                         {
922                                 if(dir == v3s16(1,0,0))
923                                         vertices[i].Pos.rotateXZBy(0);
924                                 if(dir == v3s16(-1,0,0))
925                                         vertices[i].Pos.rotateXZBy(180);
926                                 if(dir == v3s16(0,0,1))
927                                         vertices[i].Pos.rotateXZBy(90);
928                                 if(dir == v3s16(0,0,-1))
929                                         vertices[i].Pos.rotateXZBy(-90);
930                                 if(dir == v3s16(0,-1,0))
931                                         vertices[i].Pos.rotateXZBy(45);
932                                 if(dir == v3s16(0,1,0))
933                                         vertices[i].Pos.rotateXZBy(-45);
934
935                                 vertices[i].Pos += intToFloat(p, BS);
936                         }
937
938                         u16 indices[] = {0,1,2,2,3,0};
939                         // Add to mesh collector
940                         collector.append(tile, vertices, 4, indices, 6);
941                 break;}
942                 case NDT_SIGNLIKE:
943                 {
944                         TileSpec tile = getNodeTileN(n, p, 0, data);
945                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
946                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
947
948                         u16 l = getInteriorLight(n, 0, data);
949                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
950                                 
951                         float d = (float)BS/16;
952                         // Wall at X+ of node
953                         video::S3DVertex vertices[4] =
954                         {
955                                 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
956                                 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
957                                 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
958                                 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1),
959                         };
960
961                         v3s16 dir = n.getWallMountedDir(nodedef);
962
963                         for(s32 i=0; i<4; i++)
964                         {
965                                 if(dir == v3s16(1,0,0))
966                                         vertices[i].Pos.rotateXZBy(0);
967                                 if(dir == v3s16(-1,0,0))
968                                         vertices[i].Pos.rotateXZBy(180);
969                                 if(dir == v3s16(0,0,1))
970                                         vertices[i].Pos.rotateXZBy(90);
971                                 if(dir == v3s16(0,0,-1))
972                                         vertices[i].Pos.rotateXZBy(-90);
973                                 if(dir == v3s16(0,-1,0))
974                                         vertices[i].Pos.rotateXYBy(-90);
975                                 if(dir == v3s16(0,1,0))
976                                         vertices[i].Pos.rotateXYBy(90);
977
978                                 vertices[i].Pos += intToFloat(p, BS);
979                         }
980
981                         u16 indices[] = {0,1,2,2,3,0};
982                         // Add to mesh collector
983                         collector.append(tile, vertices, 4, indices, 6);
984                 break;}
985                 case NDT_PLANTLIKE:
986                 {
987                         TileSpec tile = getNodeTileN(n, p, 0, data);
988                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
989                         
990                         u16 l = getInteriorLight(n, 1, data);
991                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
992
993                         for(u32 j=0; j<2; j++)
994                         {
995                                 video::S3DVertex vertices[4] =
996                                 {
997                                         video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
998                                         video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
999                                         video::S3DVertex( BS/2*f.visual_scale,
1000                                                 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
1001                                         video::S3DVertex(-BS/2*f.visual_scale,
1002                                                 -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0),
1003                                 };
1004
1005                                 if(j == 0)
1006                                 {
1007                                         for(u16 i=0; i<4; i++)
1008                                                 vertices[i].Pos.rotateXZBy(45);
1009                                 }
1010                                 else if(j == 1)
1011                                 {
1012                                         for(u16 i=0; i<4; i++)
1013                                                 vertices[i].Pos.rotateXZBy(-45);
1014                                 }
1015
1016                                 for(u16 i=0; i<4; i++)
1017                                 {
1018                                         vertices[i].Pos *= f.visual_scale;
1019                                         vertices[i].Pos += intToFloat(p, BS);
1020                                 }
1021
1022                                 u16 indices[] = {0,1,2,2,3,0};
1023                                 // Add to mesh collector
1024                                 collector.append(tile, vertices, 4, indices, 6);
1025                         }
1026                 break;}
1027                 case NDT_FENCELIKE:
1028                 {
1029                         TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1030                         TileSpec tile_nocrack = tile;
1031                         tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1032                         
1033                         // A hack to put wood the right way around in the posts
1034                         ITextureSource *tsrc = data->m_gamedef->tsrc();
1035                         std::string texturestring_rot = tsrc->getTextureName(
1036                                         tile.texture_id) + "^[transformR90";
1037                         TileSpec tile_rot = tile;
1038                         tile_rot.texture = tsrc->getTexture(
1039                                         texturestring_rot,
1040                                         &tile_rot.texture_id);
1041                         
1042                         u16 l = getInteriorLight(n, 1, data);
1043                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1044
1045                         const f32 post_rad=(f32)BS/8;
1046                         const f32 bar_rad=(f32)BS/16;
1047                         const f32 bar_len=(f32)(BS/2)-post_rad;
1048
1049                         v3f pos = intToFloat(p, BS);
1050
1051                         // The post - always present
1052                         aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1053                         post.MinEdge += pos;
1054                         post.MaxEdge += pos;
1055                         f32 postuv[24]={
1056                                         6/16.,6/16.,10/16.,10/16.,
1057                                         6/16.,6/16.,10/16.,10/16.,
1058                                         0/16.,0,4/16.,1,
1059                                         4/16.,0,8/16.,1,
1060                                         8/16.,0,12/16.,1,
1061                                         12/16.,0,16/16.,1};
1062                         makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1063
1064                         // Now a section of fence, +X, if there's a post there
1065                         v3s16 p2 = p;
1066                         p2.X++;
1067                         MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1068                         const ContentFeatures *f2 = &nodedef->get(n2);
1069                         if(f2->drawtype == NDT_FENCELIKE)
1070                         {
1071                                 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1072                                                 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1073                                 bar.MinEdge += pos;
1074                                 bar.MaxEdge += pos;
1075                                 f32 xrailuv[24]={
1076                                         0/16.,2/16.,16/16.,4/16.,
1077                                         0/16.,4/16.,16/16.,6/16.,
1078                                         6/16.,6/16.,8/16.,8/16.,
1079                                         10/16.,10/16.,12/16.,12/16.,
1080                                         0/16.,8/16.,16/16.,10/16.,
1081                                         0/16.,14/16.,16/16.,16/16.};
1082                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1083                                                 c, xrailuv);
1084                                 bar.MinEdge.Y -= BS/2;
1085                                 bar.MaxEdge.Y -= BS/2;
1086                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1087                                                 c, xrailuv);
1088                         }
1089
1090                         // Now a section of fence, +Z, if there's a post there
1091                         p2 = p;
1092                         p2.Z++;
1093                         n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1094                         f2 = &nodedef->get(n2);
1095                         if(f2->drawtype == NDT_FENCELIKE)
1096                         {
1097                                 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1098                                                 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1099                                 bar.MinEdge += pos;
1100                                 bar.MaxEdge += pos;
1101                                 f32 zrailuv[24]={
1102                                         3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1103                                         4/16.,1/16.,6/16.,5/16., // for wood texture instead
1104                                         0/16.,9/16.,16/16.,11/16.,
1105                                         0/16.,6/16.,16/16.,8/16.,
1106                                         6/16.,6/16.,8/16.,8/16.,
1107                                         10/16.,10/16.,12/16.,12/16.};
1108                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1109                                                 c, zrailuv);
1110                                 bar.MinEdge.Y -= BS/2;
1111                                 bar.MaxEdge.Y -= BS/2;
1112                                 makeCuboid(&collector, bar, &tile_nocrack, 1,
1113                                                 c, zrailuv);
1114                         }
1115                 break;}
1116                 case NDT_RAILLIKE:
1117                 {
1118                         bool is_rail_x [] = { false, false };  /* x-1, x+1 */
1119                         bool is_rail_z [] = { false, false };  /* z-1, z+1 */
1120
1121                         bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
1122                         bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
1123                         bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
1124                         bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
1125
1126                         MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1127                         MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1128                         MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1129                         MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1130                         MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
1131                         MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
1132                         MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
1133                         MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
1134                         MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
1135                         MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
1136                         MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
1137                         MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
1138
1139                         content_t thiscontent = n.getContent();
1140                         std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1141                         bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
1142
1143                         if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
1144                                         && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
1145                                         && self_connect_to_raillike)
1146                                         || n_minus_x.getContent() == thiscontent)
1147                                 is_rail_x[0] = true;
1148
1149                         if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
1150                                         && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
1151                                         && self_connect_to_raillike)
1152                                         || n_minus_x_minus_y.getContent() == thiscontent)
1153                                 is_rail_x_minus_y[0] = true;
1154
1155                         if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
1156                                         && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
1157                                         && self_connect_to_raillike)
1158                                         || n_minus_x_plus_y.getContent() == thiscontent)
1159                                 is_rail_x_plus_y[0] = true;
1160
1161                         if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
1162                                         && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
1163                                         && self_connect_to_raillike)
1164                                         || n_plus_x.getContent() == thiscontent)
1165                                 is_rail_x[1] = true;
1166
1167                         if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
1168                                         && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
1169                                         && self_connect_to_raillike)
1170                                         || n_plus_x_minus_y.getContent() == thiscontent)
1171                                 is_rail_x_minus_y[1] = true;
1172
1173                         if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
1174                                         && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
1175                                         && self_connect_to_raillike)
1176                                         || n_plus_x_plus_y.getContent() == thiscontent)
1177                                 is_rail_x_plus_y[1] = true;
1178
1179                         if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
1180                                         && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
1181                                         && self_connect_to_raillike)
1182                                         || n_minus_z.getContent() == thiscontent)
1183                                 is_rail_z[0] = true;
1184
1185                         if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
1186                                         && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
1187                                         && self_connect_to_raillike)
1188                                         || n_minus_z_minus_y.getContent() == thiscontent)
1189                                 is_rail_z_minus_y[0] = true;
1190
1191                         if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
1192                                         && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
1193                                         && self_connect_to_raillike)
1194                                         || n_minus_z_plus_y.getContent() == thiscontent)
1195                                 is_rail_z_plus_y[0] = true;
1196
1197                         if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
1198                                         && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
1199                                         && self_connect_to_raillike)
1200                                         || n_plus_z.getContent() == thiscontent)
1201                                 is_rail_z[1] = true;
1202
1203                         if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
1204                                         && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
1205                                         && self_connect_to_raillike)
1206                                         || n_plus_z_minus_y.getContent() == thiscontent)
1207                                 is_rail_z_minus_y[1] = true;
1208
1209                         if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
1210                                         && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
1211                                         && self_connect_to_raillike)
1212                                         || n_plus_z_plus_y.getContent() == thiscontent)
1213                                 is_rail_z_plus_y[1] = true;
1214
1215                         bool is_rail_x_all[] = {false, false};
1216                         bool is_rail_z_all[] = {false, false};
1217                         is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
1218                         is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
1219                         is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
1220                         is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
1221
1222                         // reasonable default, flat straight unrotated rail
1223                         bool is_straight = true;
1224                         int adjacencies = 0;
1225                         int angle = 0;
1226                         u8 tileindex = 0;
1227
1228                         // check for sloped rail
1229                         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])
1230                         {
1231                                 adjacencies = 5; //5 means sloped
1232                                 is_straight = true; // sloped is always straight
1233                         }
1234                         else
1235                         {
1236                                 // is really straight, rails on both sides
1237                                 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1238                                 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1239                         }
1240
1241                         switch (adjacencies) {
1242                         case 1:
1243                                 if(is_rail_x_all[0] || is_rail_x_all[1])
1244                                         angle = 90;
1245                                 break;
1246                         case 2:
1247                                 if(!is_straight)
1248                                         tileindex = 1; // curved
1249                                 if(is_rail_x_all[0] && is_rail_x_all[1])
1250                                         angle = 90;
1251                                 if(is_rail_z_all[0] && is_rail_z_all[1]){
1252                                         if (is_rail_z_plus_y[0])
1253                                                 angle = 180;
1254                                 }
1255                                 else if(is_rail_x_all[0] && is_rail_z_all[0])
1256                                         angle = 270;
1257                                 else if(is_rail_x_all[0] && is_rail_z_all[1])
1258                                         angle = 180;
1259                                 else if(is_rail_x_all[1] && is_rail_z_all[1])
1260                                         angle = 90;
1261                                 break;
1262                         case 3:
1263                                 // here is where the potential to 'switch' a junction is, but not implemented at present
1264                                 tileindex = 2; // t-junction
1265                                 if(!is_rail_x_all[1])
1266                                         angle=180;
1267                                 if(!is_rail_z_all[0])
1268                                         angle=90;
1269                                 if(!is_rail_z_all[1])
1270                                         angle=270;
1271                                 break;
1272                         case 4:
1273                                 tileindex = 3; // crossing
1274                                 break;
1275                         case 5: //sloped
1276                                 if(is_rail_z_plus_y[0])
1277                                         angle = 180;
1278                                 if(is_rail_x_plus_y[0])
1279                                         angle = 90;
1280                                 if(is_rail_x_plus_y[1])
1281                                         angle = -90;
1282                                 break;
1283                         default:
1284                                 break;
1285                         }
1286
1287                         TileSpec tile = getNodeTileN(n, p, tileindex, data);
1288                         tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1289                         tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1290
1291                         u16 l = getInteriorLight(n, 0, data);
1292                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1293
1294                         float d = (float)BS/64;
1295                         
1296                         char g=-1;
1297                         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])
1298                                 g=1; //Object is at a slope
1299
1300                         video::S3DVertex vertices[4] =
1301                         {
1302                                         video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
1303                                         video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
1304                                         video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
1305                                         video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
1306                         };
1307
1308                         for(s32 i=0; i<4; i++)
1309                         {
1310                                 if(angle != 0)
1311                                         vertices[i].Pos.rotateXZBy(angle);
1312                                 vertices[i].Pos += intToFloat(p, BS);
1313                         }
1314
1315                         u16 indices[] = {0,1,2,2,3,0};
1316                         collector.append(tile, vertices, 4, indices, 6);
1317                 break;}
1318                 case NDT_NODEBOX:
1319                 {
1320                         static const v3s16 tile_dirs[6] = {
1321                                 v3s16(0, 1, 0),
1322                                 v3s16(0, -1, 0),
1323                                 v3s16(1, 0, 0),
1324                                 v3s16(-1, 0, 0),
1325                                 v3s16(0, 0, 1),
1326                                 v3s16(0, 0, -1)
1327                         };
1328                         TileSpec tiles[6];
1329                         
1330                         u16 l = getInteriorLight(n, 0, data);
1331                         video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
1332
1333                         v3f pos = intToFloat(p, BS);
1334
1335                         std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1336                         for(std::vector<aabb3f>::iterator
1337                                         i = boxes.begin();
1338                                         i != boxes.end(); i++)
1339                         {
1340                         for(int j = 0; j < 6; j++)
1341                                 {
1342                                 // Handles facedir rotation for textures
1343                                 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1344                                 }
1345                                 aabb3f box = *i;
1346                                 box.MinEdge += pos;
1347                                 box.MaxEdge += pos;
1348                                 
1349                                 f32 temp;
1350                                 if (box.MinEdge.X > box.MaxEdge.X)
1351                                 {
1352                                         temp=box.MinEdge.X;
1353                                         box.MinEdge.X=box.MaxEdge.X;
1354                                         box.MaxEdge.X=temp;
1355                                 }
1356                                 if (box.MinEdge.Y > box.MaxEdge.Y)
1357                                 {
1358                                         temp=box.MinEdge.Y;
1359                                         box.MinEdge.Y=box.MaxEdge.Y;
1360                                         box.MaxEdge.Y=temp;
1361                                 }
1362                                 if (box.MinEdge.Z > box.MaxEdge.Z)
1363                                 {
1364                                         temp=box.MinEdge.Z;
1365                                         box.MinEdge.Z=box.MaxEdge.Z;
1366                                         box.MaxEdge.Z=temp;
1367                                 }
1368
1369                                 //
1370                                 // Compute texture coords
1371                                 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1372                                 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1373                                 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1374                                 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1375                                 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1376                                 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1377                                 f32 txc[24] = {
1378                                         // up
1379                                         tx1, 1-tz2, tx2, 1-tz1,
1380                                         // down
1381                                         tx1, tz1, tx2, tz2,
1382                                         // right
1383                                         tz1, 1-ty2, tz2, 1-ty1,
1384                                         // left
1385                                         1-tz2, 1-ty2, 1-tz1, 1-ty1,
1386                                         // back
1387                                         1-tx2, 1-ty2, 1-tx1, 1-ty1,
1388                                         // front
1389                                         tx1, 1-ty2, tx2, 1-ty1,
1390                                 };
1391                                 makeCuboid(&collector, box, tiles, 6, c, txc);
1392                         }
1393                 break;}
1394                 }
1395         }
1396 }
1397