/*
Minetest
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
// (compatible with ContentFeatures). If you specified 0,0,1,1
// for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
- const TileSpec *tiles, int tilecount,
+ TileSpec *tiles, int tilecount,
video::SColor &c, const f32* txc)
{
assert(tilecount >= 1 && tilecount <= 6);
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
-
+
+
+
if(txc == NULL)
{
static const f32 txc_default[24] = {
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
};
- for(s32 j=0; j<24; j++)
- {
- int tileindex = MYMIN(j/4, tilecount-1);
- vertices[j].TCoords *= tiles[tileindex].texture.size;
- vertices[j].TCoords += tiles[tileindex].texture.pos;
- }
-
+ for(int i = 0; i < tilecount; i++)
+ {
+ switch (tiles[i].rotation)
+ {
+ case 0:
+ break;
+ case 1: //R90
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ break;
+ case 2: //R180
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+ break;
+ case 3: //R270
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ break;
+ case 4: //FXR90
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 5: //FXR270
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 6: //FYR90
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 7: //FYR270
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 8: //FX
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ }
+ break;
+ case 9: //FY
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ }
+ break;
+ default:
+ break;
+ }
+ }
u16 indices[] = {0,1,2,2,3,0};
-
// Add to mesh collector
for(s32 j=0; j<24; j+=4)
{
Add water sources to mesh if using new style
*/
TileSpec tile_liquid = f.special_tiles[0];
- AtlasPointer &pa_liquid = tile_liquid.texture;
+ TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(n.getContent() == CONTENT_AIR)
- top_is_air = true;
-
- if(top_is_air == false)
- continue;
+ bool top_is_same_liquid = false;
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
+ content_t c_source = nodedef->getId(f.liquid_alternative_source);
+ if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
+ top_is_same_liquid = true;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+
+ /*
+ Generate sides
+ */
+ v3s16 side_dirs[4] = {
+ v3s16(1,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,0,1),
+ v3s16(0,0,-1),
+ };
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 dir = side_dirs[i];
+
+ MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
+ content_t neighbor_content = neighbor.getContent();
+ const ContentFeatures &n_feat = nodedef->get(neighbor_content);
+ MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
+ content_t n_top_c = n_top.getContent();
+
+ if(neighbor_content == CONTENT_IGNORE)
+ continue;
+
+ /*
+ If our topside is liquid and neighbor's topside
+ is liquid, don't draw side face
+ */
+ if(top_is_same_liquid && (n_top_c == c_flowing ||
+ n_top_c == c_source || n_top_c == CONTENT_IGNORE))
+ continue;
+
+ // Don't draw face if neighbor is blocking the view
+ if(n_feat.solidness == 2)
+ continue;
+
+ bool neighbor_is_same_liquid = (neighbor_content == c_source
+ || neighbor_content == c_flowing);
+
+ // Don't draw any faces if neighbor same is liquid and top is
+ // same liquid
+ if(neighbor_is_same_liquid && !top_is_same_liquid)
+ continue;
+
+ // Use backface culled material if neighbor doesn't have a
+ // solidness of 0
+ const TileSpec *current_tile = &tile_liquid;
+ if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+ current_tile = &tile_liquid_bfculled;
+
+ 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),
+ };
+
+ /*
+ If our topside is liquid, set upper border of face
+ at upper border of node
+ */
+ if(top_is_same_liquid)
+ {
+ vertices[2].Pos.Y = 0.5*BS;
+ vertices[3].Pos.Y = 0.5*BS;
+ }
+ /*
+ Otherwise upper position of face is liquid level
+ */
+ else
+ {
+ vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
+ vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+ }
+ /*
+ If neighbor is liquid, lower border of face is liquid level
+ */
+ if(neighbor_is_same_liquid)
+ {
+ vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
+ vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
+ }
+ /*
+ If neighbor is not liquid, lower border of face is
+ lower border of node
+ */
+ 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);
+
+ // Do this to not cause glitches when two liquids are
+ // side-by-side
+ /*if(neighbor_is_same_liquid == false){
+ vertices[j].Pos.X *= 0.98;
+ vertices[j].Pos.Z *= 0.98;
+ }*/
+
+ vertices[j].Pos += intToFloat(p, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(*current_tile, vertices, 4, indices, 6);
+ }
+
+ /*
+ Generate top
+ */
+ if(top_is_same_liquid)
+ continue;
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y0()),
+ 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),
};
- v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
+ v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;
*/
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = f.special_tiles[1];
- AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+ u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
+
// Neighbor liquid levels (key = relative position)
// Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, content_t> neighbor_contents;
- core::map<v3s16, u8> neighbor_flags;
+ std::map<v3s16, f32> neighbor_levels;
+ std::map<v3s16, content_t> neighbor_contents;
+ std::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
- else if(n2.getContent() == c_flowing)
- level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
- + 0.5) / 8.0 * node_liquid_level) * BS;
+ else if(n2.getContent() == c_flowing){
+ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
+ level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+ }
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
flags |= neighborflag_top_is_same_liquid;
}
- neighbor_levels.insert(neighbor_dirs[i], level);
- neighbor_contents.insert(neighbor_dirs[i], content);
- neighbor_flags.insert(neighbor_dirs[i], flags);
+ neighbor_levels[neighbor_dirs[i]] = level;
+ neighbor_contents[neighbor_dirs[i]] = content;
+ neighbor_flags[neighbor_dirs[i]] = flags;
}
// Corner heights (average between four liquids)
}
}
if(air_count >= 2)
- cornerlevel = -0.5*BS;
+ cornerlevel = -0.5*BS+0.2;
else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y0()),
+ 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),
};
/*
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid.x1(), pa_liquid.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid.x0(), pa_liquid.y0()),
+ 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),
};
// To get backface culling right, the vertices need to go
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
- int dz = (corner_levels[side_corners[3][0]] +
+ f32 dz = (corner_levels[side_corners[3][0]] +
corner_levels[side_corners[3][1]]) -
(corner_levels[side_corners[2][0]] +
corner_levels[side_corners[2][1]]);
// Positive if liquid moves towards +X
- int dx = (corner_levels[side_corners[1][0]] +
+ f32 dx = (corner_levels[side_corners[1][0]] +
corner_levels[side_corners[1][1]]) -
(corner_levels[side_corners[0][0]] +
corner_levels[side_corners[0][1]]);
- // -X
- if(-dx >= abs(dz))
- {
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = t;
- }
- // +X
- if(dx >= abs(dz))
- {
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
- }
- // -Z
- if(-dz >= abs(dx))
+ f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
+ v2f tcoord_center(0.5, 0.5);
+ v2f tcoord_translate(
+ blockpos_nodes.Z + z,
+ blockpos_nodes.X + x);
+ tcoord_translate.rotateBy(tcoord_angle);
+ tcoord_translate.X -= floor(tcoord_translate.X);
+ tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+ for(s32 i=0; i<4; i++)
{
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
- t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
+ vertices[i].TCoords.rotateBy(
+ tcoord_angle,
+ tcoord_center);
+ vertices[i].TCoords += tcoord_translate;
}
+ v2f t = vertices[0].TCoords;
+ vertices[0].TCoords = vertices[2].TCoords;
+ vertices[2].TCoords = t;
+
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile_liquid, vertices, 4, indices, 6);
case NDT_GLASSLIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
- AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
continue;
// The face at Z+
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ 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),
};
// Rotations in the g_6dirs format
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED:
+ {
+ static const v3s16 dirs[6] = {
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+ TileSpec tiles[2];
+ tiles[0] = getNodeTile(n, p, dirs[0], data);
+ tiles[1] = getNodeTile(n, p, dirs[1], data);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ v3f pos = intToFloat(p, BS);
+ static const float a=BS/2;
+ static const float b=.876*(BS/2);
+ static const aabb3f frame_edges[12] = {
+ aabb3f( b, b,-a, a, a, a), // y+
+ aabb3f(-a, b,-a,-b, a, a), // y+
+ aabb3f( b,-a,-a, a,-b, a), // y-
+ aabb3f(-a,-a,-a,-b,-b, a), // y-
+ aabb3f( b,-a, b, a, a, a), // x+
+ aabb3f( b,-a,-a, a, a,-b), // x+
+ aabb3f(-a,-a, b,-b, a, a), // x-
+ aabb3f(-a,-a,-a,-b, a,-b), // x-
+ aabb3f(-a, b, b, a, a, a), // z+
+ aabb3f(-a,-a, b, a,-b, a), // z+
+ aabb3f(-a,-a,-a, a,-b,-b), // z-
+ aabb3f(-a, b,-a, a, a,-b) // z-
+ };
+ aabb3f glass_faces[6] = {
+ aabb3f(-a, a,-a, a, a, a), // y+
+ aabb3f(-a,-a,-a, a,-a, a), // y-
+ aabb3f( a,-a,-a, a, a, a), // x+
+ aabb3f(-a,-a,-a,-a, a, a), // x-
+ aabb3f(-a,-a, a, a, a, a), // z+
+ aabb3f(-a,-a,-a, a, a,-a) // z-
+ };
+
+ int visible_faces[6] = {0,0,0,0,0,0};
+ int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+ u8 i;
+ content_t current = n.getContent();
+ content_t content;
+ MapNode n2;
+ v3s16 n2p;
+ for(i=0; i<18; i++)
+ {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content_t n2c = n2.getContent();
+ //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i]=1;
+ }
+ for(i=0; i<6; i++)
+ {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content = n2.getContent();
+ const ContentFeatures &f2 = nodedef->get(content);
+ if (content == CONTENT_AIR || f2.isLiquid())
+ visible_faces[i]=1;
+ }
+ static const u8 nb_triplet[12*3] = {
+ 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
+ 2,0,11, 2,3,13, 5,0,10, 5,3,12,
+ 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
+ };
+
+ f32 tx1,ty1,tz1,tx2,ty2,tz2;
+ aabb3f box;
+ for(i=0; i<12; i++)
+ {
+ int edge_invisible;
+ if (nb[nb_triplet[i*3+2]]==1)
+ edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+ else
+ edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+ if (edge_invisible)
+ continue;
+ box=frame_edges[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc1[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+ }
+ for(i=0; i<6; i++)
+ {
+ if (visible_faces[i]==0)
+ continue;
+ box=glass_faces[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc2[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
+ }
+ break;}
case NDT_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
- AtlasPointer pa_leaves = tile_leaves.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ float s = BS/2*f.visual_scale;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
+ video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
};
for(s32 i=0; i<4; i++)
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
+ float s = BS/2*f.visual_scale;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
+ video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
+ video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
};
v3s16 dir = n.getWallMountedDir(nodedef);
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ float s = BS/2*f.visual_scale;
+
for(u32 j=0; j<2; j++)
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex( BS/2*f.visual_scale,
- -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2*f.visual_scale,
- -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
+ video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
if(j == 0)
// A hack to put wood the right way around in the posts
ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string texturestring_rot = tsrc->getTextureName(
+ tile.texture_id) + "^[transformR90";
TileSpec tile_rot = tile;
- tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
- tile.texture.id) + "^[transformR90");
-
+ tile_rot.texture = tsrc->getTexture(
+ texturestring_rot,
+ &tile_rot.texture_id);
+
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
-
+
content_t thiscontent = n.getContent();
- if(n_minus_x.getContent() == thiscontent)
+ std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
+ bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
+
+ if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
- if (n_minus_x_minus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x_minus_y.getContent() == thiscontent)
is_rail_x_minus_y[0] = true;
- if(n_minus_x_plus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x_plus_y.getContent() == thiscontent)
is_rail_x_plus_y[0] = true;
- if(n_plus_x.getContent() == thiscontent)
+ if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
- if (n_plus_x_minus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x_minus_y.getContent() == thiscontent)
is_rail_x_minus_y[1] = true;
- if(n_plus_x_plus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x_plus_y.getContent() == thiscontent)
is_rail_x_plus_y[1] = true;
- if(n_minus_z.getContent() == thiscontent)
+ if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
- if (n_minus_z_minus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z_minus_y.getContent() == thiscontent)
is_rail_z_minus_y[0] = true;
- if(n_minus_z_plus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z_plus_y.getContent() == thiscontent)
is_rail_z_plus_y[0] = true;
- if(n_plus_z.getContent() == thiscontent)
+ if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_z.getContent() == thiscontent)
is_rail_z[1] = true;
- if (n_plus_z_minus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_z_minus_y.getContent() == thiscontent)
is_rail_z_minus_y[1] = true;
- if(n_plus_z_plus_y.getContent() == thiscontent)
+
+ if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_z_plus_y.getContent() == thiscontent)
is_rail_z_plus_y[1] = true;
bool is_rail_x_all[] = {false, false};
if(is_rail_x_all[0] && is_rail_x_all[1])
angle = 90;
if(is_rail_z_all[0] && is_rail_z_all[1]){
- if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
+ if (is_rail_z_plus_y[0])
+ angle = 180;
}
else if(is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
};
for(s32 i=0; i<4; i++)
v3s16(0, 0, 1),
v3s16(0, 0, -1)
};
-
TileSpec tiles[6];
- for(int i = 0; i < 6; i++)
- {
- // Handles facedir rotation for textures
- tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
- }
-
+
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
i = boxes.begin();
i != boxes.end(); i++)
{
+ for(int j = 0; j < 6; j++)
+ {
+ // Handles facedir rotation for textures
+ tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
+ }
aabb3f box = *i;
box.MinEdge += pos;
box.MaxEdge += pos;
+
+ f32 temp;
+ if (box.MinEdge.X > box.MaxEdge.X)
+ {
+ temp=box.MinEdge.X;
+ box.MinEdge.X=box.MaxEdge.X;
+ box.MaxEdge.X=temp;
+ }
+ if (box.MinEdge.Y > box.MaxEdge.Y)
+ {
+ temp=box.MinEdge.Y;
+ box.MinEdge.Y=box.MaxEdge.Y;
+ box.MaxEdge.Y=temp;
+ }
+ if (box.MinEdge.Z > box.MaxEdge.Z)
+ {
+ temp=box.MinEdge.Z;
+ box.MinEdge.Z=box.MaxEdge.Z;
+ box.MaxEdge.Z=temp;
+ }
+ //
// Compute texture coords
- f32 tx1 = (i->MinEdge.X/BS)+0.5;
- f32 ty1 = (i->MinEdge.Y/BS)+0.5;
- f32 tz1 = (i->MinEdge.Z/BS)+0.5;
- f32 tx2 = (i->MaxEdge.X/BS)+0.5;
- f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
- f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
+ f32 tx1 = (box.MinEdge.X/BS)+0.5;
+ f32 ty1 = (box.MinEdge.Y/BS)+0.5;
+ f32 tz1 = (box.MinEdge.Z/BS)+0.5;
+ f32 tx2 = (box.MaxEdge.X/BS)+0.5;
+ f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
+ f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
f32 txc[24] = {
// up
tx1, 1-tz2, tx2, 1-tz1,
// front
tx1, 1-ty2, tx2, 1-ty1,
};
-
makeCuboid(&collector, box, tiles, 6, c, txc);
}
break;}