- We are including the faces of the trailing edges of the block.
- This means that when something changes, the caller must
- also update the meshes of the blocks at the leading edges.
-
- NOTE: This is the slowest part of this method.
- */
-
- {
- // Lock this, as m_temp_mods will be used directly
- JMutexAutoLock lock(m_temp_mods_mutex);
-
- /*
- Go through every y,z and get top faces in rows of x+
- */
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- fastfaces_new);
- }
- }
- /*
- Go through every x,y and get right faces in rows of z+
- */
- for(s16 x=0; x<MAP_BLOCKSIZE; x++){
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(x,y,0), MAP_BLOCKSIZE,
- v3s16(0,0,1),
- v3f (0,0,1),
- v3s16(1,0,0),
- v3f (1,0,0),
- fastfaces_new);
- }
- }
- /*
- Go through every y,z and get back faces in rows of x+
- */
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0),
- v3f (1,0,0),
- v3s16(0,0,1),
- v3f (0,0,1),
- fastfaces_new);
- }
- }
- }
-
- // End of slow part
-
- /*
- Convert FastFaces to SMesh
- */
-
- scene::SMesh *mesh_new = NULL;
-
- mesh_new = new scene::SMesh();
-
- MeshCollector collector;
-
- if(fastfaces_new.size() > 0)
- {
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
- FastFace &f = fastfaces_new[i];
-
- const u16 indices[] = {0,1,2,2,3,0};
-
- if(f.tile.feature == TILEFEAT_NONE)
- {
- collector.append(tile_material_get(f.tile.id), f.vertices, 4,
- indices, 6);
- }
- else if(f.tile.feature == TILEFEAT_CRACK)
- {
- const char *path = tile_texture_path_get(f.tile.id);
-
- u16 progression = f.tile.param.crack.progression;
-
- std::string name = (std::string)path + "_cracked_"
- + (char)('0' + progression);
-
- TextureMod *mod = new CrackTextureMod(progression);
-
- video::ITexture *texture = g_irrlicht->getTexture(
- TextureSpec(name, path, mod));
-
- video::SMaterial material = tile_material_get(f.tile.id);
- material.setTexture(0, texture);
-
- collector.append(material, f.vertices, 4, indices, 6);
- }
- else
- {
- // No such feature
- assert(0);
- }
- }
- }
-
- /*
- Add special graphics:
- - torches
-
- TODO: Optimize by using same meshbuffer for same textures
- */
-
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- {
- v3s16 p(x,y,z);
-
- MapNode &n = getNodeRef(x,y,z);
-
- /*
- Add torches to mesh
- */
- if(n.d == CONTENT_TORCH)
- {
- video::SColor c(255,255,255,255);
-
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- if(dir == v3s16(0,-1,0))
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
- else if(dir == v3s16(0,1,0))
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
- // For backwards compatibility
- else if(dir == v3s16(0,0,0))
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
- else
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing water to mesh
- */
- else if(n.d == CONTENT_WATER)
- {
- bool top_is_water = false;
- try{
- MapNode n = getNodeParent(v3s16(x,y+1,z));
- if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;
- }catch(InvalidPositionException &e){}
-
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- // Neighbor water levels (key = relative position)
- // Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
- v3s16 neighbor_dirs[9] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(1,0,1),
- v3s16(-1,0,-1),
- v3s16(1,0,-1),
- v3s16(-1,0,1),
- };
- for(u32 i=0; i<9; i++)
- {
- u8 content = CONTENT_AIR;
- float level = -0.5 * BS;
- try{
- v3s16 p2 = p + neighbor_dirs[i];
- MapNode n2 = getNodeParent(p2);
-
- content = n2.d;
-
- if(n2.d == CONTENT_WATERSOURCE)
- level = 0.5 * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
- }
- catch(InvalidPositionException &e){}
-
- neighbor_levels.insert(neighbor_dirs[i], level);
- neighbor_contents.insert(neighbor_dirs[i], content);
- }
-
- //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float water_level = neighbor_levels[v3s16(0,0,0)];
-
- // Corner heights (average between four waters)
- f32 corner_levels[4];
-
- v3s16 halfdirs[4] = {
- v3s16(0,0,0),
- v3s16(1,0,0),
- v3s16(1,0,1),
- v3s16(0,0,1),
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 cornerdir = halfdirs[i];
- float cornerlevel = 0;
- u32 valid_count = 0;
- for(u32 j=0; j<4; j++)
- {
- v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
- {
- cornerlevel = 0.5*BS;
- valid_count = 1;
- break;
- }
- else if(content == CONTENT_WATER)
- {
- cornerlevel += neighbor_levels[neighbordir];
- valid_count++;
- }
- else if(content == CONTENT_AIR)
- {
- cornerlevel += -0.5*BS;
- valid_count++;
- }
- }
- if(valid_count > 0)
- cornerlevel /= valid_count;
- corner_levels[i] = cornerlevel;
- }
-
- /*
- Generate sides
- */
-
- v3s16 side_dirs[4] = {
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- };
- s16 side_corners[4][2] = {
- {1, 2},
- {3, 0},
- {2, 3},
- {0, 1},
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 dir = side_dirs[i];
-
- //float neighbor_level = neighbor_levels[dir];
- /*if(neighbor_level > -0.5*BS + 0.001)
- continue;*/
- /*if(neighbor_level > water_level - 0.1*BS)
- continue;*/
-
- u8 neighbor_content = neighbor_contents[dir];
-
- if(neighbor_content != CONTENT_AIR
- && neighbor_content != CONTENT_WATER)
- continue;
-
- bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-
- if(neighbor_is_water == true && top_is_water == false)
- continue;
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
- };
-
- if(top_is_water)
- {
- vertices[2].Pos.Y = 0.5*BS;
- vertices[3].Pos.Y = 0.5*BS;
- }
- else
- {
- vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
- vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
- }
-
- if(neighbor_is_water)
- {
- vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
- vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
- }
- else
- {
- vertices[0].Pos.Y = -0.5*BS;
- vertices[1].Pos.Y = -0.5*BS;
- }
-
- for(s32 j=0; j<4; j++)
- {
- if(dir == v3s16(0,0,1))
- vertices[j].Pos.rotateXZBy(0);
- if(dir == v3s16(0,0,-1))
- vertices[j].Pos.rotateXZBy(180);
- if(dir == v3s16(-1,0,0))
- vertices[j].Pos.rotateXZBy(90);
- if(dir == v3s16(1,0,-0))
- vertices[j].Pos.rotateXZBy(-90);
-
- vertices[j].Pos += intToFloat(p + getPosRelative());
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
-
- /*
- Generate top side, if appropriate
- */
-
- if(top_is_water == false)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
- };
-
- for(s32 i=0; i<4; i++)
- {
- //vertices[i].Pos.Y += water_level;
- //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
- vertices[i].Pos.Y += corner_levels[i];
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- material.setTexture(0,
- g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- }
- }
-
- /*
- Add stuff from collector to mesh
- */
-
- collector.fillMesh(mesh_new);
-
- /*
- Do some stuff to the mesh
- */
-
- mesh_new->recalculateBoundingBox();
-
- /*
- Delete new mesh if it is empty