]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Create node metadata when placing nodes again
[minetest.git] / src / content_mapblock.cpp
index 3950c83c3cfc0da20ef5c9a31c2d5a58db4361d6..dc1e1daed1e5045d74eed5ccb8877337f8e74161 100644 (file)
@@ -20,112 +20,105 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_mapblock.h"
 
 #include "main.h" // For g_settings
-#include "mineral.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
+#include "tile.h"
 #include "gamedef.h"
 
-#ifndef SERVER
 // Create a cuboid.
-//  material  - the material to use (for all 6 faces)
 //  collector - the MeshCollector for the resulting polygons
-//  pa        - texture atlas pointer for the material
+//  box       - the position and size of the box
+//  materials - the materials to use (for all 6 faces)
+//  pa        - texture atlas pointers for the materials
+//  matcount  - number of entries in "materials" and "pa", 1<=matcount<=6
 //  c         - vertex colour - used for all
-//  pos       - the position of the centre of the cuboid
-//  rz,ry,rz  - the radius of the cuboid in each dimension
 //  txc       - texture coordinates - this is a list of texture coordinates
 //              for the opposite corners of each face - therefore, there
 //              should be (2+2)*6=24 values in the list. Alternatively, pass
 //              NULL to use the entire texture for each face. The order of
-//              the faces in the list is top-backi-right-front-left-bottom
-//              If you specified 0,0,1,1 for each face, that would be the
-//              same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
-       AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+//              the faces in the list is up-down-right-left-back-front
+//              (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 video::SMaterial *materials, const AtlasPointer *pa, int matcount,        
+       video::SColor &c, const f32* txc)
 {
-       f32 tu0=pa->x0();
-       f32 tu1=pa->x1();
-       f32 tv0=pa->y0();
-       f32 tv1=pa->y1();
-       f32 txus=tu1-tu0;
-       f32 txvs=tv1-tv0;
-
-       video::S3DVertex v[4] =
+       assert(matcount >= 1);
+
+       v3f min = box.MinEdge;
+       v3f max = box.MaxEdge;
+
+       if(txc == NULL)
        {
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
-       };
+               static const f32 txc_default[24] = {
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1
+               };
+               txc = txc_default;
+       }
 
-       for(int i=0;i<6;i++)
+       video::S3DVertex vertices[24] =
        {
-               switch(i)
-               {
-                       case 0: // top
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 1: // back
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 2: //right
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 3: // front
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 4: // left
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 5: // bottom
-                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-               }
+               // up
+               video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+               // down
+               video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+               // right
+               video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+               video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+               video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+               video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+               // left
+               video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+               video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+               video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+               video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+               // back
+               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+               // front
+               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+       };
 
-               if(txc!=NULL)
-               {
-                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
-                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
-                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
-                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
-                       txc+=4;
-               }
+       for(s32 j=0; j<24; j++)
+       {
+               int matindex = MYMIN(j/4, matcount-1);
+               vertices[j].TCoords *= pa[matindex].size;
+               vertices[j].TCoords += pa[matindex].pos;
+       }
 
-               for(u16 i=0; i<4; i++)
-                       v[i].Pos += pos;
-               u16 indices[] = {0,1,2,2,3,0};
-               collector->append(material, v, 4, indices, 6);
+       u16 indices[] = {0,1,2,2,3,0};
 
+       // Add to mesh collector
+       for(s32 j=0; j<24; j+=4)
+       {
+               int matindex = MYMIN(j/4, matcount-1);
+               collector->append(materials[matindex],
+                               vertices+j, 4, indices, 6);
        }
-
 }
-#endif
 
-#ifndef SERVER
 void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector, IGameDef *gamedef)
 {
        INodeDefManager *nodedef = gamedef->ndef();
+       ITextureSource *tsrc = gamedef->getTextureSource();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -237,8 +230,8 @@ void mapblock_mesh_generate_special(MeshMakeData *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->get(n).liquid_alternative_flowing;
-                       content_t c_source = nodedef->get(n).liquid_alternative_source;
+                       content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
+                       content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
                        
@@ -521,7 +514,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
                        material_glass.setFlag(video::EMF_FOG_ENABLE, true);
                        material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       AtlasPointer pa_glass = f.tiles[0].texture;
+                       TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_glass = tile_glass.texture;
                        material_glass.setTexture(0, pa_glass.atlas);
 
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
@@ -529,6 +524,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        for(u32 j=0; j<6; j++)
                        {
+                               // Check this neighbor
+                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               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,
@@ -540,40 +543,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
                                                pa_glass.x0(), pa_glass.y0()),
                                };
-
-                               if(j == 0)
-                               {
+                               
+                               // Rotations in the g_6dirs format
+                               if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
+                               else if(j == 1) // Y+
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               else if(j == 2) // X+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
+                               else if(j == 3) // Z-
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
+                                               vertices[i].Pos.rotateXZBy(180);
+                               else if(j == 4) // Y-
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateYZBy(90);
-                               }
+                               else if(j == 5) // X-
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for(u16 i=0; i<4; i++){
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
@@ -589,66 +580,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
                        material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
                        material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       AtlasPointer pa_leaves1 = f.tiles[0].texture;
+                       TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_leaves1 = tile_leaves1.texture;
                        material_leaves1.setTexture(0, pa_leaves1.atlas);
 
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
-                       }
+                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
+                       box.MinEdge += pos;
+                       box.MaxEdge += pos;
+                       makeCuboid(&collector, box,
+                                       &material_leaves1, &pa_leaves1, 1,
+                                       c, NULL);
                break;}
                case NDT_ALLFACES_OPTIONAL:
                        // This is always pre-converted to something else
@@ -656,7 +602,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        break;
                case NDT_TORCHLIKE:
                {
-                       v3s16 dir = unpackDir(n.param2);
+                       v3s16 dir = n.getWallMountedDir(nodedef);
                        
                        AtlasPointer ap(0);
                        if(dir == v3s16(0,-1,0)){
@@ -738,17 +684,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // 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.y1()),
-                               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.x1(), ap.y0()),
-                               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()),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
+                       v3s16 dir = n.getWallMountedDir(nodedef);
 
                        for(s32 i=0; i<4; i++)
                        {
@@ -789,13 +735,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                       video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
                                                pa_papyrus.x0(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                       video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
                                                pa_papyrus.x1(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                       video::S3DVertex( BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
                                                pa_papyrus.x1(), pa_papyrus.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                       video::S3DVertex(-BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
                                                pa_papyrus.x0(), pa_papyrus.y0()),
                                };
 
@@ -838,9 +786,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
                        material_wood.setFlag(video::EMF_FOG_ENABLE, true);
                        material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       AtlasPointer pa_wood = f.tiles[0].texture;
+                       TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_wood = tile_wood.texture;
                        material_wood.setTexture(0, pa_wood.atlas);
 
+                       video::SMaterial material_wood_nomod;
+                       material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
+                       material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
+                                       NULL, tsrc, nodedef);
+                       AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
+                       material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
+
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
@@ -848,18 +809,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        const f32 bar_rad=(f32)BS/20;
                        const f32 bar_len=(f32)(BS/2)-post_rad;
 
-                       // The post - always present
                        v3f pos = intToFloat(p+blockpos_nodes, BS);
+
+                       // The post - always present
+                       aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
+                       post.MinEdge += pos;
+                       post.MaxEdge += pos;
                        f32 postuv[24]={
+                                       0.4,0.4,0.6,0.6,
                                        0.4,0.4,0.6,0.6,
                                        0.35,0,0.65,1,
                                        0.35,0,0.65,1,
                                        0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.4,0.4,0.6,0.6};
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad, postuv);
+                                       0.35,0,0.65,1};
+                       makeCuboid(&collector, post, &material_wood,
+                                       &pa_wood, 1, c, postuv);
 
                        // Now a section of fence, +X, if there's a post there
                        v3s16 p2 = p;
@@ -868,9 +832,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        const ContentFeatures *f2 = &nodedef->get(n2);
                        if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
+                               aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
+                                               bar_len+BS/2,bar_rad+BS/4,bar_rad);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
                                f32 xrailuv[24]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -878,14 +843,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, xrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, xrailuv);
                        }
 
                        // Now a section of fence, +Z, if there's a post there
@@ -895,9 +858,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        f2 = &nodedef->get(n2);
                        if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
+                               aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
+                                               bar_rad,bar_rad+BS/4,bar_len+BS/2);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
                                f32 zrailuv[24]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -905,14 +869,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
 
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, zrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, zrailuv);
                        }
                break;}
                case NDT_RAILLIKE:
@@ -1025,5 +988,4 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                }
        }
 }
-#endif