3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "content_mapblock.h"
22 #include "main.h" // For g_settings
23 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
30 // collector - the MeshCollector for the resulting polygons
31 // box - the position and size of the box
32 // tiles - the tiles (materials) to use (for all 6 faces)
33 // tilecount - number of entries in tiles, 1<=tilecount<=6
34 // c - vertex colour - used for all
35 // txc - texture coordinates - this is a list of texture coordinates
36 // for the opposite corners of each face - therefore, there
37 // should be (2+2)*6=24 values in the list. Alternatively, pass
38 // NULL to use the entire texture for each face. The order of
39 // the faces in the list is up-down-right-left-back-front
40 // (compatible with ContentFeatures). If you specified 0,0,1,1
41 // for each face, that would be the same as passing NULL.
42 void makeCuboid(MeshCollector *collector, const aabb3f &box,
43 const TileSpec *tiles, int tilecount,
44 video::SColor &c, const f32* txc)
46 assert(tilecount >= 1 && tilecount <= 6);
48 v3f min = box.MinEdge;
49 v3f max = box.MaxEdge;
53 static const f32 txc_default[24] = {
64 video::S3DVertex vertices[24] =
67 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
68 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
69 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
70 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
72 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
73 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
74 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
75 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
77 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
78 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
79 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
80 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
82 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
83 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
84 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
85 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
87 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
88 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
89 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
90 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
92 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
93 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
94 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
95 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
98 for(s32 j=0; j<24; j++)
100 int tileindex = MYMIN(j/4, tilecount-1);
101 vertices[j].TCoords *= tiles[tileindex].texture.size;
102 vertices[j].TCoords += tiles[tileindex].texture.pos;
105 u16 indices[] = {0,1,2,2,3,0};
107 // Add to mesh collector
108 for(s32 j=0; j<24; j+=4)
110 int tileindex = MYMIN(j/4, tilecount-1);
111 collector->append(tiles[tileindex],
112 vertices+j, 4, indices, 6);
116 void mapblock_mesh_generate_special(MeshMakeData *data,
117 MeshCollector &collector)
119 INodeDefManager *nodedef = data->m_gamedef->ndef();
122 //TimeTaker timer("mapblock_mesh_generate_special()");
127 bool new_style_water = g_settings->getBool("new_style_water");
129 float node_liquid_level = 1.0;
131 node_liquid_level = 0.85;
133 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
135 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
136 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
137 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
141 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
142 const ContentFeatures &f = nodedef->get(n);
144 // Only solidness=0 stuff is drawn here
150 infostream<<"Got "<<f.drawtype<<std::endl;
158 Add water sources to mesh if using new style
160 TileSpec tile_liquid = f.special_tiles[0];
161 AtlasPointer &pa_liquid = tile_liquid.texture;
163 bool top_is_air = false;
164 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
165 if(n.getContent() == CONTENT_AIR)
168 if(top_is_air == false)
171 u16 l = getInteriorLight(n, 0, data);
172 video::SColor c = MapBlock_LightColor(f.alpha, l);
174 video::S3DVertex vertices[4] =
176 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
177 pa_liquid.x0(), pa_liquid.y1()),
178 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
179 pa_liquid.x1(), pa_liquid.y1()),
180 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
181 pa_liquid.x1(), pa_liquid.y0()),
182 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
183 pa_liquid.x0(), pa_liquid.y0()),
186 v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
187 for(s32 i=0; i<4; i++)
189 vertices[i].Pos += offset;
192 u16 indices[] = {0,1,2,2,3,0};
193 // Add to mesh collector
194 collector.append(tile_liquid, vertices, 4, indices, 6);
196 case NDT_FLOWINGLIQUID:
199 Add flowing liquid to mesh
201 TileSpec tile_liquid = f.special_tiles[0];
202 TileSpec tile_liquid_bfculled = f.special_tiles[1];
203 AtlasPointer &pa_liquid = tile_liquid.texture;
205 bool top_is_same_liquid = false;
206 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
207 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
208 content_t c_source = nodedef->getId(f.liquid_alternative_source);
209 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
210 top_is_same_liquid = true;
213 // If this liquid emits light and doesn't contain light, draw
214 // it at what it emits, for an increased effect
215 u8 light_source = nodedef->get(n).light_source;
216 if(light_source != 0){
217 //l = decode_light(undiminish_light(light_source));
218 l = decode_light(light_source);
221 // Use the light of the node on top if possible
222 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
223 l = getInteriorLight(ntop, 0, data);
224 // Otherwise use the light of this node (the liquid)
226 l = getInteriorLight(n, 0, data);
227 video::SColor c = MapBlock_LightColor(f.alpha, l);
229 // Neighbor liquid levels (key = relative position)
230 // Includes current node
231 core::map<v3s16, f32> neighbor_levels;
232 core::map<v3s16, content_t> neighbor_contents;
233 core::map<v3s16, u8> neighbor_flags;
234 const u8 neighborflag_top_is_same_liquid = 0x01;
235 v3s16 neighbor_dirs[9] = {
246 for(u32 i=0; i<9; i++)
248 content_t content = CONTENT_AIR;
249 float level = -0.5 * BS;
252 v3s16 p2 = p + neighbor_dirs[i];
253 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
254 if(n2.getContent() != CONTENT_IGNORE)
256 content = n2.getContent();
258 if(n2.getContent() == c_source)
259 level = (-0.5+node_liquid_level) * BS;
260 else if(n2.getContent() == c_flowing)
261 level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
262 + 0.5) / 8.0 * node_liquid_level) * BS;
264 // Check node above neighbor.
265 // NOTE: This doesn't get executed if neighbor
268 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
269 if(n2.getContent() == c_source ||
270 n2.getContent() == c_flowing)
271 flags |= neighborflag_top_is_same_liquid;
274 neighbor_levels.insert(neighbor_dirs[i], level);
275 neighbor_contents.insert(neighbor_dirs[i], content);
276 neighbor_flags.insert(neighbor_dirs[i], flags);
279 // Corner heights (average between four liquids)
280 f32 corner_levels[4];
282 v3s16 halfdirs[4] = {
288 for(u32 i=0; i<4; i++)
290 v3s16 cornerdir = halfdirs[i];
291 float cornerlevel = 0;
294 for(u32 j=0; j<4; j++)
296 v3s16 neighbordir = cornerdir - halfdirs[j];
297 content_t content = neighbor_contents[neighbordir];
298 // If top is liquid, draw starting from top of node
299 if(neighbor_flags[neighbordir] &
300 neighborflag_top_is_same_liquid)
302 cornerlevel = 0.5*BS;
306 // Source is always the same height
307 else if(content == c_source)
309 cornerlevel = (-0.5+node_liquid_level)*BS;
313 // Flowing liquid has level information
314 else if(content == c_flowing)
316 cornerlevel += neighbor_levels[neighbordir];
319 else if(content == CONTENT_AIR)
325 cornerlevel = -0.5*BS;
326 else if(valid_count > 0)
327 cornerlevel /= valid_count;
328 corner_levels[i] = cornerlevel;
335 v3s16 side_dirs[4] = {
341 s16 side_corners[4][2] = {
347 for(u32 i=0; i<4; i++)
349 v3s16 dir = side_dirs[i];
352 If our topside is liquid and neighbor's topside
353 is liquid, don't draw side face
355 if(top_is_same_liquid &&
356 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
359 content_t neighbor_content = neighbor_contents[dir];
360 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
362 // Don't draw face if neighbor is blocking the view
363 if(n_feat.solidness == 2)
366 bool neighbor_is_same_liquid = (neighbor_content == c_source
367 || neighbor_content == c_flowing);
369 // Don't draw any faces if neighbor same is liquid and top is
371 if(neighbor_is_same_liquid == true
372 && top_is_same_liquid == false)
375 // Use backface culled material if neighbor doesn't have a
377 const TileSpec *current_tile = &tile_liquid;
378 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
379 current_tile = &tile_liquid_bfculled;
381 video::S3DVertex vertices[4] =
383 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
384 pa_liquid.x0(), pa_liquid.y1()),
385 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
386 pa_liquid.x1(), pa_liquid.y1()),
387 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
388 pa_liquid.x1(), pa_liquid.y0()),
389 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
390 pa_liquid.x0(), pa_liquid.y0()),
394 If our topside is liquid, set upper border of face
395 at upper border of node
397 if(top_is_same_liquid)
399 vertices[2].Pos.Y = 0.5*BS;
400 vertices[3].Pos.Y = 0.5*BS;
403 Otherwise upper position of face is corner levels
407 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
408 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
412 If neighbor is liquid, lower border of face is corner
415 if(neighbor_is_same_liquid)
417 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
418 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
421 If neighbor is not liquid, lower border of face is
426 vertices[0].Pos.Y = -0.5*BS;
427 vertices[1].Pos.Y = -0.5*BS;
430 for(s32 j=0; j<4; j++)
432 if(dir == v3s16(0,0,1))
433 vertices[j].Pos.rotateXZBy(0);
434 if(dir == v3s16(0,0,-1))
435 vertices[j].Pos.rotateXZBy(180);
436 if(dir == v3s16(-1,0,0))
437 vertices[j].Pos.rotateXZBy(90);
438 if(dir == v3s16(1,0,-0))
439 vertices[j].Pos.rotateXZBy(-90);
441 // Do this to not cause glitches when two liquids are
443 /*if(neighbor_is_same_liquid == false){
444 vertices[j].Pos.X *= 0.98;
445 vertices[j].Pos.Z *= 0.98;
448 vertices[j].Pos += intToFloat(p, BS);
451 u16 indices[] = {0,1,2,2,3,0};
452 // Add to mesh collector
453 collector.append(*current_tile, vertices, 4, indices, 6);
457 Generate top side, if appropriate
460 if(top_is_same_liquid == false)
462 video::S3DVertex vertices[4] =
464 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
465 pa_liquid.x0(), pa_liquid.y1()),
466 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
467 pa_liquid.x1(), pa_liquid.y1()),
468 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
469 pa_liquid.x1(), pa_liquid.y0()),
470 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
471 pa_liquid.x0(), pa_liquid.y0()),
474 // To get backface culling right, the vertices need to go
475 // clockwise around the front of the face. And we happened to
476 // calculate corner levels in exact reverse order.
477 s32 corner_resolve[4] = {3,2,1,0};
479 for(s32 i=0; i<4; i++)
481 //vertices[i].Pos.Y += liquid_level;
482 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
483 s32 j = corner_resolve[i];
484 vertices[i].Pos.Y += corner_levels[j];
485 vertices[i].Pos += intToFloat(p, BS);
488 // Default downwards-flowing texture animation goes from
489 // -Z towards +Z, thus the direction is +Z.
490 // Rotate texture to make animation go in flow direction
491 // Positive if liquid moves towards +Z
492 int dz = (corner_levels[side_corners[2][0]] +
493 corner_levels[side_corners[2][1]] <
494 corner_levels[side_corners[3][0]] +
495 corner_levels[side_corners[3][1]]);
496 // Positive if liquid moves towards +X
497 int dx = (corner_levels[side_corners[0][0]] +
498 corner_levels[side_corners[0][1]] <
499 corner_levels[side_corners[1][0]] +
500 corner_levels[side_corners[1][1]]);
504 v2f t = vertices[0].TCoords;
505 vertices[0].TCoords = vertices[1].TCoords;
506 vertices[1].TCoords = vertices[2].TCoords;
507 vertices[2].TCoords = vertices[3].TCoords;
508 vertices[3].TCoords = t;
513 v2f t = vertices[0].TCoords;
514 vertices[0].TCoords = vertices[3].TCoords;
515 vertices[3].TCoords = vertices[2].TCoords;
516 vertices[2].TCoords = vertices[1].TCoords;
517 vertices[1].TCoords = t;
522 v2f t = vertices[0].TCoords;
523 vertices[0].TCoords = vertices[3].TCoords;
524 vertices[3].TCoords = vertices[2].TCoords;
525 vertices[2].TCoords = vertices[1].TCoords;
526 vertices[1].TCoords = t;
527 t = vertices[0].TCoords;
528 vertices[0].TCoords = vertices[3].TCoords;
529 vertices[3].TCoords = vertices[2].TCoords;
530 vertices[2].TCoords = vertices[1].TCoords;
531 vertices[1].TCoords = t;
534 u16 indices[] = {0,1,2,2,3,0};
535 // Add to mesh collector
536 collector.append(tile_liquid, vertices, 4, indices, 6);
541 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
542 AtlasPointer ap = tile.texture;
544 u16 l = getInteriorLight(n, 1, data);
545 video::SColor c = MapBlock_LightColor(255, l);
547 for(u32 j=0; j<6; j++)
549 // Check this neighbor
550 v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
551 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
552 // Don't make face if neighbor is of same type
553 if(n2.getContent() == n.getContent())
557 video::S3DVertex vertices[4] =
559 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
561 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
563 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
565 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
569 // Rotations in the g_6dirs format
571 for(u16 i=0; i<4; i++)
572 vertices[i].Pos.rotateXZBy(0);
573 else if(j == 1) // Y+
574 for(u16 i=0; i<4; i++)
575 vertices[i].Pos.rotateYZBy(-90);
576 else if(j == 2) // X+
577 for(u16 i=0; i<4; i++)
578 vertices[i].Pos.rotateXZBy(-90);
579 else if(j == 3) // Z-
580 for(u16 i=0; i<4; i++)
581 vertices[i].Pos.rotateXZBy(180);
582 else if(j == 4) // Y-
583 for(u16 i=0; i<4; i++)
584 vertices[i].Pos.rotateYZBy(90);
585 else if(j == 5) // X-
586 for(u16 i=0; i<4; i++)
587 vertices[i].Pos.rotateXZBy(90);
589 for(u16 i=0; i<4; i++){
590 vertices[i].Pos += intToFloat(p, BS);
593 u16 indices[] = {0,1,2,2,3,0};
594 // Add to mesh collector
595 collector.append(tile, vertices, 4, indices, 6);
600 TileSpec tile_leaves = getNodeTile(n, p,
602 AtlasPointer pa_leaves = tile_leaves.texture;
604 u16 l = getInteriorLight(n, 1, data);
605 video::SColor c = MapBlock_LightColor(255, l);
607 v3f pos = intToFloat(p, BS);
608 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
611 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
613 case NDT_ALLFACES_OPTIONAL:
614 // This is always pre-converted to something else
619 v3s16 dir = n.getWallMountedDir(nodedef);
622 if(dir == v3s16(0,-1,0)){
623 tileindex = 0; // floor
624 } else if(dir == v3s16(0,1,0)){
625 tileindex = 1; // ceiling
626 // For backwards compatibility
627 } else if(dir == v3s16(0,0,0)){
628 tileindex = 0; // floor
630 tileindex = 2; // side
633 TileSpec tile = getNodeTileN(n, p, tileindex, data);
634 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
635 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
637 AtlasPointer ap = tile.texture;
639 video::SColor c(255,255,255,255);
641 // Wall at X+ of node
642 video::S3DVertex vertices[4] =
644 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
646 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
648 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
650 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
654 for(s32 i=0; i<4; i++)
656 if(dir == v3s16(1,0,0))
657 vertices[i].Pos.rotateXZBy(0);
658 if(dir == v3s16(-1,0,0))
659 vertices[i].Pos.rotateXZBy(180);
660 if(dir == v3s16(0,0,1))
661 vertices[i].Pos.rotateXZBy(90);
662 if(dir == v3s16(0,0,-1))
663 vertices[i].Pos.rotateXZBy(-90);
664 if(dir == v3s16(0,-1,0))
665 vertices[i].Pos.rotateXZBy(45);
666 if(dir == v3s16(0,1,0))
667 vertices[i].Pos.rotateXZBy(-45);
669 vertices[i].Pos += intToFloat(p, BS);
672 u16 indices[] = {0,1,2,2,3,0};
673 // Add to mesh collector
674 collector.append(tile, vertices, 4, indices, 6);
678 TileSpec tile = getNodeTileN(n, p, 0, data);
679 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
680 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
681 AtlasPointer ap = tile.texture;
683 u16 l = getInteriorLight(n, 0, data);
684 video::SColor c = MapBlock_LightColor(255, l);
686 float d = (float)BS/16;
687 // Wall at X+ of node
688 video::S3DVertex vertices[4] =
690 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
692 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
694 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
696 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
700 v3s16 dir = n.getWallMountedDir(nodedef);
702 for(s32 i=0; i<4; i++)
704 if(dir == v3s16(1,0,0))
705 vertices[i].Pos.rotateXZBy(0);
706 if(dir == v3s16(-1,0,0))
707 vertices[i].Pos.rotateXZBy(180);
708 if(dir == v3s16(0,0,1))
709 vertices[i].Pos.rotateXZBy(90);
710 if(dir == v3s16(0,0,-1))
711 vertices[i].Pos.rotateXZBy(-90);
712 if(dir == v3s16(0,-1,0))
713 vertices[i].Pos.rotateXYBy(-90);
714 if(dir == v3s16(0,1,0))
715 vertices[i].Pos.rotateXYBy(90);
717 vertices[i].Pos += intToFloat(p, BS);
720 u16 indices[] = {0,1,2,2,3,0};
721 // Add to mesh collector
722 collector.append(tile, vertices, 4, indices, 6);
726 TileSpec tile = getNodeTileN(n, p, 0, data);
727 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
728 AtlasPointer ap = tile.texture;
730 u16 l = getInteriorLight(n, 1, data);
731 video::SColor c = MapBlock_LightColor(255, l);
733 for(u32 j=0; j<4; j++)
735 video::S3DVertex vertices[4] =
737 video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
739 video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
741 video::S3DVertex( BS/2*f.visual_scale,
742 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
744 video::S3DVertex(-BS/2*f.visual_scale,
745 -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
751 for(u16 i=0; i<4; i++)
752 vertices[i].Pos.rotateXZBy(45);
756 for(u16 i=0; i<4; i++)
757 vertices[i].Pos.rotateXZBy(-45);
761 for(u16 i=0; i<4; i++)
762 vertices[i].Pos.rotateXZBy(135);
766 for(u16 i=0; i<4; i++)
767 vertices[i].Pos.rotateXZBy(-135);
770 for(u16 i=0; i<4; i++)
772 vertices[i].Pos *= f.visual_scale;
773 vertices[i].Pos += intToFloat(p, BS);
776 u16 indices[] = {0,1,2,2,3,0};
777 // Add to mesh collector
778 collector.append(tile, vertices, 4, indices, 6);
783 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
784 TileSpec tile_nocrack = tile;
785 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
787 // A hack to put wood the right way around in the posts
788 ITextureSource *tsrc = data->m_gamedef->tsrc();
789 TileSpec tile_rot = tile;
790 tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
791 tile.texture.id) + "^[transformR90");
793 u16 l = getInteriorLight(n, 1, data);
794 video::SColor c = MapBlock_LightColor(255, l);
796 const f32 post_rad=(f32)BS/8;
797 const f32 bar_rad=(f32)BS/16;
798 const f32 bar_len=(f32)(BS/2)-post_rad;
800 v3f pos = intToFloat(p, BS);
802 // The post - always present
803 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
807 6/16.,6/16.,10/16.,10/16.,
808 6/16.,6/16.,10/16.,10/16.,
813 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
815 // Now a section of fence, +X, if there's a post there
818 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
819 const ContentFeatures *f2 = &nodedef->get(n2);
820 if(f2->drawtype == NDT_FENCELIKE)
822 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
823 bar_len+BS/2,bar_rad+BS/4,bar_rad);
827 0/16.,2/16.,16/16.,4/16.,
828 0/16.,4/16.,16/16.,6/16.,
829 6/16.,6/16.,8/16.,8/16.,
830 10/16.,10/16.,12/16.,12/16.,
831 0/16.,8/16.,16/16.,10/16.,
832 0/16.,14/16.,16/16.,16/16.};
833 makeCuboid(&collector, bar, &tile_nocrack, 1,
835 bar.MinEdge.Y -= BS/2;
836 bar.MaxEdge.Y -= BS/2;
837 makeCuboid(&collector, bar, &tile_nocrack, 1,
841 // Now a section of fence, +Z, if there's a post there
844 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
845 f2 = &nodedef->get(n2);
846 if(f2->drawtype == NDT_FENCELIKE)
848 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
849 bar_rad,bar_rad+BS/4,bar_len+BS/2);
853 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
854 4/16.,1/16.,6/16.,5/16., // for wood texture instead
855 0/16.,9/16.,16/16.,11/16.,
856 0/16.,6/16.,16/16.,8/16.,
857 6/16.,6/16.,8/16.,8/16.,
858 10/16.,10/16.,12/16.,12/16.};
859 makeCuboid(&collector, bar, &tile_nocrack, 1,
861 bar.MinEdge.Y -= BS/2;
862 bar.MaxEdge.Y -= BS/2;
863 makeCuboid(&collector, bar, &tile_nocrack, 1,
869 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
870 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
872 bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
873 bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
874 bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
875 bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
877 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
878 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
879 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
880 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
881 MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
882 MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
883 MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
884 MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
885 MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
886 MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
887 MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
888 MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
890 content_t thiscontent = n.getContent();
891 if(n_minus_x.getContent() == thiscontent)
893 if (n_minus_x_minus_y.getContent() == thiscontent)
894 is_rail_x_minus_y[0] = true;
895 if(n_minus_x_plus_y.getContent() == thiscontent)
896 is_rail_x_plus_y[0] = true;
898 if(n_plus_x.getContent() == thiscontent)
900 if (n_plus_x_minus_y.getContent() == thiscontent)
901 is_rail_x_minus_y[1] = true;
902 if(n_plus_x_plus_y.getContent() == thiscontent)
903 is_rail_x_plus_y[1] = true;
905 if(n_minus_z.getContent() == thiscontent)
907 if (n_minus_z_minus_y.getContent() == thiscontent)
908 is_rail_z_minus_y[0] = true;
909 if(n_minus_z_plus_y.getContent() == thiscontent)
910 is_rail_z_plus_y[0] = true;
912 if(n_plus_z.getContent() == thiscontent)
914 if (n_plus_z_minus_y.getContent() == thiscontent)
915 is_rail_z_minus_y[1] = true;
916 if(n_plus_z_plus_y.getContent() == thiscontent)
917 is_rail_z_plus_y[1] = true;
919 bool is_rail_x_all[] = {false, false};
920 bool is_rail_z_all[] = {false, false};
921 is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
922 is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
923 is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
924 is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
926 // reasonable default, flat straight unrotated rail
927 bool is_straight = true;
932 // check for sloped rail
933 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])
935 adjacencies = 5; //5 means sloped
936 is_straight = true; // sloped is always straight
940 // is really straight, rails on both sides
941 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
942 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
945 switch (adjacencies) {
947 if(is_rail_x_all[0] || is_rail_x_all[1])
952 tileindex = 1; // curved
953 if(is_rail_x_all[0] && is_rail_x_all[1])
955 if(is_rail_z_all[0] && is_rail_z_all[1]){
956 if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
958 else if(is_rail_x_all[0] && is_rail_z_all[0])
960 else if(is_rail_x_all[0] && is_rail_z_all[1])
962 else if(is_rail_x_all[1] && is_rail_z_all[1])
966 // here is where the potential to 'switch' a junction is, but not implemented at present
967 tileindex = 2; // t-junction
968 if(!is_rail_x_all[1])
970 if(!is_rail_z_all[0])
972 if(!is_rail_z_all[1])
976 tileindex = 3; // crossing
979 if(is_rail_z_plus_y[0])
981 if(is_rail_x_plus_y[0])
983 if(is_rail_x_plus_y[1])
990 TileSpec tile = getNodeTileN(n, p, tileindex, data);
991 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
992 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
994 AtlasPointer ap = tile.texture;
996 u16 l = getInteriorLight(n, 0, data);
997 video::SColor c = MapBlock_LightColor(255, l);
999 float d = (float)BS/64;
1002 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])
1003 g=1; //Object is at a slope
1005 video::S3DVertex vertices[4] =
1007 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1009 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1011 video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
1013 video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
1017 for(s32 i=0; i<4; i++)
1020 vertices[i].Pos.rotateXZBy(angle);
1021 vertices[i].Pos += intToFloat(p, BS);
1024 u16 indices[] = {0,1,2,2,3,0};
1025 collector.append(tile, vertices, 4, indices, 6);