/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+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
*/
#include "content_mapblock.h"
-
-#include "main.h" // For g_settings
+#include "util/numeric.h"
+#include "util/directiontables.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
-#include "tile.h"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
#include "gamedef.h"
-#include "util/numeric.h"
-#include "util/serialize.h"
-#include "util/directiontables.h"
+#include "log.h"
+
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// (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,
- video::SColor &c, const f32* txc)
+ TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
{
- assert(tilecount >= 1 && tilecount <= 6);
+ assert(tilecount >= 1 && tilecount <= 6); // pre-condition
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
- if(txc == NULL)
- {
+
+
+ if(txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
0,0,1,1,
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 < 6; i++)
+ {
+ switch (tiles[MYMIN(i, tilecount-1)].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)
- {
- int tileindex = MYMIN(j/4, tilecount-1);
- collector->append(tiles[tileindex],
- vertices+j, 4, indices, 6);
+ for (s32 j = 0; j < 24; j += 4) {
+ int tileindex = MYMIN(j / 4, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
}
}
+/*
+ TODO: Fix alpha blending for special nodes
+ Currently only the last element rendered is blended correct
+*/
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
+ scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
+ scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
+ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool new_style_water = g_settings->getBool("new_style_water");
-
+
float node_liquid_level = 1.0;
- if(new_style_water)
+ if (new_style_water)
node_liquid_level = 0.85;
-
+
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+ 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 = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
-
+
switch(f.drawtype){
default:
- infostream<<"Got "<<f.drawtype<<std::endl;
- assert(0);
+ infostream << "Got " << f.drawtype << std::endl;
+ FATAL_ERROR("Unknown drawtype");
break;
case NDT_AIRLIKE:
break;
Add water sources to mesh if using new style
*/
TileSpec tile_liquid = f.special_tiles[0];
- AtlasPointer &pa_liquid = tile_liquid.texture;
-
- 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)
+ TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
+
+ 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, nodedef);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, 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;
- u16 l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(f.alpha, l);
-
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));
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 = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 light_source = nodedef->get(n).light_source;
if(light_source != 0){
- //l = decode_light(undiminish_light(light_source));
l = decode_light(light_source);
l = l | (l<<8);
}
// Use the light of the node on top if possible
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
- l = getInteriorLight(ntop, 0, data);
+ l = getInteriorLight(ntop, 0, nodedef);
// Otherwise use the light of this node (the liquid)
else
- l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(f.alpha, l);
-
+ l = getInteriorLight(n, 0, nodedef);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
+
+ u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 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);
+ if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
+ liquid_level = 0;
+ else
+ liquid_level -= (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
n2.getContent() == c_flowing)
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)
f32 corner_levels[4];
-
+
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
}
}
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;
content_t neighbor_content = neighbor_contents[dir];
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-
+
// 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 == true
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,
- 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),
};
-
+
/*
If our topside is liquid, set upper border of face
at upper border of node
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
-
+
/*
If neighbor is liquid, lower border of face is corner
liquid levels
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(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){
// Add to mesh collector
collector.append(*current_tile, vertices, 4, indices, 6);
}
-
+
/*
Generate top side, if appropriate
*/
-
+
if(top_is_same_liquid == false)
{
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
// clockwise around the front of the face. And we happened to
// calculate corner levels in exact reverse order.
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p, BS);
}
-
- // Default downwards-flowing texture animation goes from
+
+ // Default downwards-flowing texture animation goes from
// -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);
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
for(u32 j=0; j<6; j++)
{
// Check this neighbor
- v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+ v3s16 dir = g_6dirs[j];
+ v3s16 n2p = blockpos_nodes + p + dir;
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
// Don't make face if neighbor is of same type
if(n2.getContent() == n.getContent())
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, dir.X,dir.Y,dir.Z, c, 1,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
};
-
+
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
+ 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)
+ };
+
+ u8 i;
+ TileSpec tiles[6];
+ for (i = 0; i < 6; i++)
+ tiles[i] = getNodeTile(n, p, dirs[i], data);
+
+ TileSpec glass_tiles[6];
+ if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
+ glass_tiles[0] = tiles[2];
+ glass_tiles[1] = tiles[3];
+ glass_tiles[2] = tiles[1];
+ glass_tiles[3] = tiles[1];
+ glass_tiles[4] = tiles[1];
+ glass_tiles[5] = tiles[1];
+ } else {
+ for (i = 0; i < 6; i++)
+ glass_tiles[i] = tiles[1];
+ }
+
+ u8 param2 = n.getParam2();
+ bool H_merge = ! bool(param2 & 128);
+ bool V_merge = ! bool(param2 & 64);
+ param2 = param2 & 63;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+ v3f pos = intToFloat(p, BS);
+ static const float a = BS / 2;
+ static const float g = a - 0.003;
+ 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-
+ };
+ static const aabb3f glass_faces[6] = {
+ aabb3f(-g, g,-g, g, g, g), // y+
+ aabb3f(-g,-g,-g, g,-g, g), // y-
+ aabb3f( g,-g,-g, g, g, g), // x+
+ aabb3f(-g,-g,-g,-g, g, g), // x-
+ aabb3f(-g,-g, g, g, g, g), // z+
+ aabb3f(-g,-g,-g, g, g,-g) // z-
+ };
+
+ // table of node visible faces, 0 = invisible
+ int visible_faces[6] = {0,0,0,0,0,0};
+
+ // table of neighbours, 1 = same type, checked with g_26dirs
+ int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+
+ // g_26dirs to check when only horizontal merge is allowed
+ int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ // neighbours checks for frames visibility
+
+ if (!H_merge && V_merge) {
+ n2p = blockpos_nodes + p + g_26dirs[1];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[1] = 1;
+ n2p = blockpos_nodes + p + g_26dirs[4];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[4] = 1;
+ } else if (H_merge && !V_merge) {
+ for(i = 0; i < 8; i++) {
+ n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[nb_H_dirs[i]] = 1;
+ }
+ } else if (H_merge && V_merge) {
+ for(i = 0; i < 18; i++) {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i] = 1;
+ }
+ }
+
+ // faces visibility checks
+
+ if (!V_merge) {
+ visible_faces[0] = 1;
+ visible_faces[1] = 1;
+ } else {
+ for(i = 0; i < 2; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ visible_faces[i] = 1;
+ }
+ }
+
+ if (!H_merge) {
+ visible_faces[2] = 1;
+ visible_faces[3] = 1;
+ visible_faces[4] = 1;
+ visible_faces[5] = 1;
+ } else {
+ for(i = 2; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ 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]])
+ 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])
+ 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, &glass_tiles[i], 1, c, txc2);
+ }
+
+ if (param2 > 0 && f.special_tiles[0].texture) {
+ // Interior volume level is in range 0 .. 63,
+ // convert it to -0.5 .. 0.5
+ float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
+ TileSpec interior_tiles[6];
+ for (i = 0; i < 6; i++)
+ interior_tiles[i] = f.special_tiles[0];
+ float offset = 0.003;
+ box = aabb3f(visible_faces[3] ? -b : -a + offset,
+ visible_faces[1] ? -b : -a + offset,
+ visible_faces[5] ? -b : -a + offset,
+ visible_faces[2] ? b : a - offset,
+ visible_faces[0] ? b * vlev : a * vlev - offset,
+ visible_faces[4] ? b : a - offset);
+ 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 txc3[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, interior_tiles, 6, c, txc3);
+ }
+ 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);
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
- assert(0);
+ FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
break;
case NDT_TORCHLIKE:
{
v3s16 dir = n.getWallMountedDir(nodedef);
-
+
u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
tileindex = 0; // floor
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
- video::SColor c(255,255,255,255);
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, 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);
-
+ u16 l = getInteriorLight(n, 0, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, 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);
- for(u32 j=0; j<4; j++)
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+ float s = BS / 2 * f.visual_scale;
+
+ for (int 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)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(45);
+ float rotate_degree = 0;
+ if (f.param_type_2 == CPT2_DEGROTATE)
+ rotate_degree = n.param2 * 2;
+
+ if (j == 0) {
+ for(u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+ } else if (j == 1) {
+ for(u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
}
- else if(j == 1)
+
+ for (int i = 0; i < 4; i++)
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-45);
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+ vertices[i].Pos += intToFloat(p, BS);
}
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
+
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ }
+ break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+ float s = BS / 2 * f.visual_scale;
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ 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)
+ };
+
+ int doDraw[6] = {0, 0, 0, 0, 0, 0};
+
+ bool drawAllFaces = true;
+
+ // Check for adjacent nodes
+ for (int i = 0; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ doDraw[i] = 1;
+ if (drawAllFaces)
+ drawAllFaces = false;
+
}
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
+ }
+
+ for (int j = 0; j < 6; j++) {
+
+ video::S3DVertex vertices[4] = {
+ 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),
+ };
+
+ // Calculate which faces should be drawn, (top or sides)
+ if (j == 0 && (drawAllFaces ||
+ (doDraw[3] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.X -= 4.0;
+ }
+ } else if (j == 1 && (drawAllFaces ||
+ (doDraw[5] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Z -= 4.0;
+ }
+ } else if (j == 2 && (drawAllFaces ||
+ (doDraw[2] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.X += 4.0;
+ }
+ } else if (j == 3 && (drawAllFaces ||
+ (doDraw[4] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(-10);
+ vertices[i].Pos.Z += 4.0;
+ }
+ // Center cross-flames
+ } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(-45);
+ }
+ // Render flames on bottom of node above
+ } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X -= 4.7;
+ }
+ } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z -= 4.7;
+ }
+ } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(270);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X += 4.7;
+ }
+ } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z += 4.7;
+ }
+ } else {
+ // Skip faces that aren't adjacent to a node
+ continue;
}
- for(u16 i=0; i<4; i++)
- {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
}
- u16 indices[] = {0,1,2,2,3,0};
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
TileSpec tile_nocrack = tile;
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
-
- // A hack to put wood the right way around in the posts
- ITextureSource *tsrc = data->m_gamedef->tsrc();
+
+ // Put wood the right way around in the posts
TileSpec tile_rot = tile;
- tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
- tile.texture.id) + "^[transformR90");
-
- u16 l = getInteriorLight(n, 1, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ tile_rot.rotation = 1;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
break;}
case NDT_RAILLIKE:
{
- bool is_rail_x [] = { false, false }; /* x-1, x+1 */
- bool is_rail_z [] = { false, false }; /* z-1, z+1 */
-
- bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
- bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
- bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
- bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
-
- MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
- MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
- MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
- MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
- MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
- MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
- MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
- MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
- MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
- 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));
-
+ bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
+ bool is_rail_z[6];
+
content_t thiscontent = n.getContent();
- if(n_minus_x.getContent() == thiscontent)
- is_rail_x[0] = true;
- if (n_minus_x_minus_y.getContent() == thiscontent)
- is_rail_x_minus_y[0] = true;
- if(n_minus_x_plus_y.getContent() == thiscontent)
- is_rail_x_plus_y[0] = true;
-
- if(n_plus_x.getContent() == thiscontent)
- is_rail_x[1] = true;
- if (n_plus_x_minus_y.getContent() == thiscontent)
- is_rail_x_minus_y[1] = true;
- if(n_plus_x_plus_y.getContent() == thiscontent)
- is_rail_x_plus_y[1] = true;
-
- if(n_minus_z.getContent() == thiscontent)
- is_rail_z[0] = true;
- if (n_minus_z_minus_y.getContent() == thiscontent)
- is_rail_z_minus_y[0] = true;
- if(n_minus_z_plus_y.getContent() == thiscontent)
- is_rail_z_plus_y[0] = true;
-
- if(n_plus_z.getContent() == thiscontent)
- is_rail_z[1] = true;
- if (n_plus_z_minus_y.getContent() == thiscontent)
- is_rail_z_minus_y[1] = true;
- if(n_plus_z_plus_y.getContent() == thiscontent)
- is_rail_z_plus_y[1] = true;
-
- bool is_rail_x_all[] = {false, false};
- bool is_rail_z_all[] = {false, false};
- is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
- is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
- is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
- is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
+ std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
+ int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
+
+ u8 index = 0;
+ for (s8 y0 = -1; y0 <= 1; y0++) {
+ // Prevent from indexing never used coordinates
+ for (s8 xz = -1; xz <= 1; xz++) {
+ if (xz == 0)
+ continue;
+ MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
+ MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
+ ContentFeatures def_xy = nodedef->get(n_xy);
+ ContentFeatures def_zy = nodedef->get(n_zy);
+
+ // Check if current node would connect with the rail
+ is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
+ || n_xy.getContent() == thiscontent);
+
+ is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
+ || n_zy.getContent() == thiscontent);
+ index++;
+ }
+ }
+
+ bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
+ bool is_rail_z_all[2];
+ is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
+ is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
+ is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
+ is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
// reasonable default, flat straight unrotated rail
bool is_straight = true;
u8 tileindex = 0;
// check for sloped rail
- 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])
- {
- adjacencies = 5; //5 means sloped
+ if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
+ adjacencies = 5; // 5 means sloped
is_straight = true; // sloped is always straight
- }
- else
- {
+ } else {
// is really straight, rails on both sides
is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
switch (adjacencies) {
case 1:
- if(is_rail_x_all[0] || is_rail_x_all[1])
+ if (is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
break;
case 2:
- if(!is_straight)
+ if (!is_straight)
tileindex = 1; // curved
- if(is_rail_x_all[0] && is_rail_x_all[1])
+ 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_all[0] && is_rail_z_all[1]) {
+ if (is_rail_z[4])
+ angle = 180;
}
- else if(is_rail_x_all[0] && is_rail_z_all[0])
+ else if (is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
- else if(is_rail_x_all[0] && is_rail_z_all[1])
+ else if (is_rail_x_all[0] && is_rail_z_all[1])
angle = 180;
- else if(is_rail_x_all[1] && is_rail_z_all[1])
+ else if (is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
break;
case 3:
// here is where the potential to 'switch' a junction is, but not implemented at present
tileindex = 2; // t-junction
if(!is_rail_x_all[1])
- angle=180;
+ angle = 180;
if(!is_rail_z_all[0])
- angle=90;
+ angle = 90;
if(!is_rail_z_all[1])
- angle=270;
+ angle = 270;
break;
case 4:
tileindex = 3; // crossing
break;
case 5: //sloped
- if(is_rail_z_plus_y[0])
+ if (is_rail_z[4])
angle = 180;
- if(is_rail_x_plus_y[0])
+ if (is_rail_x[4])
angle = 90;
- if(is_rail_x_plus_y[1])
+ if (is_rail_x[5])
angle = -90;
break;
default:
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);
+ u16 l = getInteriorLight(n, 0, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float d = (float)BS/64;
-
- char g=-1;
- 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])
- g=1; //Object is at a slope
+ float s = BS/2;
+
+ short g = -1;
+ if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
+ g = 1; //Object is at a slope
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(-s, -s+d,-s, 0,0,0, c,0,1),
+ video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1),
+ video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0),
+ video::S3DVertex(-s, g*s+d, s, 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);
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
for(std::vector<aabb3f>::iterator
i = boxes.begin();
- i != boxes.end(); i++)
+ 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;}
+ case NDT_MESH:
+ {
+ v3f pos = intToFloat(p, BS);
+ video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
+
+ u8 facedir = 0;
+ if (f.param_type_2 == CPT2_FACEDIR) {
+ facedir = n.getFaceDir(nodedef);
+ } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+ //convert wallmounted to 6dfacedir.
+ //when cache enabled, it is already converted
+ facedir = n.getWallMounted(nodedef);
+ if (!enable_mesh_cache) {
+ static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+ facedir = wm_to_6d[facedir];
+ }
+ }
+
+ if (f.mesh_ptr[facedir]) {
+ // use cached meshes
+ for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+ scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+ collector.append(getNodeTileN(n, p, j, data),
+ (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+ buf->getIndices(), buf->getIndexCount(), pos, c);
+ }
+ } else if (f.mesh_ptr[0]) {
+ // no cache, clone and rotate mesh
+ scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh, facedir);
+ recalculateBoundingBox(mesh);
+ meshmanip->recalculateNormals(mesh, true, false);
+ for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ collector.append(getNodeTileN(n, p, j, data),
+ (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+ buf->getIndices(), buf->getIndexCount(), pos, c);
+ }
+ mesh->drop();
+ }
+ break;}
}
}
}