#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;
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
case NDT_GLASSLIKE_FRAMED:
{
static const v3s16 dirs[6] = {
{
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;
+
+ 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 + 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(46 + n.param2 * 2);
+ }
+ else if(j == 1)
+ {
+ for(u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+ }
+
+ 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};
+ // 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;
- for(u32 j=0; j<2; j++)
+ 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;
+
+ bool drawBottomFacesOnly = false; // Currently unused
+
+ // 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;
+
+ }
+ }
+
+ for(int j = 0; j < 6; j++)
+ {
+ int vOffset = 0; // Vertical offset of faces after rotation
+ int hOffset = 4; // Horizontal offset of faces to reach the edge
+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
- if(j == 0)
+ // Calculate which faces should be drawn, (top or sides)
+ if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X -= hOffset;
+ }
}
- else if(j == 1)
+ else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z -= hOffset;
+ }
+ }
+ else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X += hOffset;
+ }
+ }
+ 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.Y -= vOffset;
+ vertices[i].Pos.Z += hOffset;
+ }
+ }
+
+ // Center cross-flames
+ else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
+ }
+ else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
}
- for(u16 i=0; i<4; i++)
+ // Render flames on bottom
+ else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X -= hOffset+0.7;
+ }
+ }
+ else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z -= hOffset+0.7;
+ }
+ }
+ else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X += hOffset+0.7;
+ }
+ }
+ else if(j == 3 && (drawBottomFacesOnly || (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 += hOffset+0.7;
+ }
+ }
+ else {
+ // Skip faces that aren't adjacent to a node
+ continue;
+ }
+
+ for(int i=0; i<4; i++)
{
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
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;}
}
}
}