#include "settings.h"
#include "nodedef.h"
#include "tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
#include "gamedef.h"
#include "log.h"
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
ITextureSource *tsrc = data->m_gamedef->tsrc();
+ 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;
// Create selection mesh
v3s16 p = data->m_highlighted_pos_relative;
- if (data->m_show_hud &
- (p.X >= 0) & (p.X < MAP_BLOCKSIZE) &
- (p.Y >= 0) & (p.Y < MAP_BLOCKSIZE) &
- (p.Z >= 0) & (p.Z < MAP_BLOCKSIZE)) {
+ if (data->m_show_hud &&
+ (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
+ (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
+ (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
if(n.getContent() != CONTENT_AIR) {
l = l1;
}
video::SColor c = MapBlock_LightColor(255, l, 0);
- data->m_highlight_mesh_color = c;
+ data->m_highlight_mesh_color = c;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
{
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;
- float s = BS/2*f.visual_scale;
-
- for(u32 j=0; j<2; j++)
+ for (int j = 0; j < 2; 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, 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++)
+ for(u16 i = 0; i < 4; i++)
vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
}
else if(j == 1)
{
- for(u16 i=0; i<4; i++)
+ for(u16 i = 0; i < 4; i++)
vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
}
- for(u16 i=0; i<4; i++)
+ for (int i = 0; i < 4; i++)
{
vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
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);
}
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float d = (float)BS/64;
-
- char g=-1;
+ float s = BS/2;
+
+ short 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
+ g = 1; //Object is at a slope
video::S3DVertex vertices[4] =
{
- 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),
+ 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++)
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;}
}
}
}