]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Add NodeResolver and clean up node name -> content ID resolution system
[minetest.git] / src / content_mapblock.cpp
index c84e75ac072f527a91da53df1ba58525d53fdb95..ef1f1d858628dbf02633ac421c4ce469c0006968 100644 (file)
@@ -188,10 +188,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
        // 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) {
@@ -215,7 +215,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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;
@@ -1153,40 +1153,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        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++)
+                       
+                       float s = BS / 2;
+                       for(u32 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),
+                                       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),
                                };
 
                                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(u16 i = 0; i < 4; i++)
                                {
                                        vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y -= s * (1 - 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);
                        }
@@ -1715,6 +1715,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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 = n.getFaceDir(nodedef);
+                       if (f.mesh_ptr[facedir]) {
+                               for(u16 j = 0; j < f.mesh_ptr[facedir]->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);
+                               }
+                       }
+               break;}
                }
        }
 }