X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=cda1846a8f3b7626acb8bb89ca171eb15c4f2e35;hb=68bbdf1b2c1bc70f48d52694411cd7859d09c728;hp=d41aac81bf1250943ac4d91bdcccb641c0d3412e;hpb=99d257ae8b8883f958381dc13d3017cdb2570eb0;p=minetest.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index d41aac81b..cda1846a8 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "nodedef.h" #include "tile.h" #include "gamedef.h" +#include "util/numeric.h" +#include "util/directiontables.h" // Create a cuboid. // collector - the MeshCollector for the resulting polygons @@ -40,14 +42,16 @@ with this program; if not, write to the Free Software Foundation, Inc., // (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, + TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) { assert(tilecount >= 1 && tilecount <= 6); v3f min = box.MinEdge; v3f max = box.MaxEdge; - + + + if(txc == NULL) { static const f32 txc_default[24] = { @@ -95,15 +99,63 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, 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 < tilecount; i++) + { + switch (tiles[i].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) { @@ -158,32 +210,150 @@ void mapblock_mesh_generate_special(MeshMakeData *data, Add water sources to mesh if using new style */ TileSpec tile_liquid = f.special_tiles[0]; - AtlasPointer &pa_liquid = tile_liquid.texture; + TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); - 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) - continue; + 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, data); - video::SColor c = MapBlock_LightColor(f.alpha, l); + video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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; 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; @@ -200,7 +370,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, */ 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)); @@ -210,19 +379,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 - if(nodedef->get(ntop).param_type == CPT_LIGHT) + else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(f.alpha, l); + video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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 neighbor_levels; - core::map neighbor_contents; - core::map neighbor_flags; + std::map neighbor_levels; + std::map neighbor_contents; + std::map neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), @@ -249,9 +428,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -263,9 +447,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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) @@ -314,7 +498,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } 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; @@ -372,14 +556,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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), }; /* @@ -453,17 +633,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { 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), }; - // This fixes a strange bug + // 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. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) @@ -474,6 +652,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } + + // 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 + 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 + 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]]); + 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++) + { + 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 @@ -483,10 +695,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); for(u32 j=0; j<6; j++) { @@ -498,16 +709,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0), }; // Rotations in the g_6dirs format @@ -539,14 +745,139 @@ void mapblock_mesh_generate_special(MeshMakeData *data, collector.append(tile, vertices, 4, indices, 6); } 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) + }; + TileSpec tiles[2]; + tiles[0] = getNodeTile(n, p, dirs[0], data); + tiles[1] = getNodeTile(n, p, dirs[1], data); + u16 l = getInteriorLight(n, 1, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); + v3f pos = intToFloat(p, BS); + static const float a=BS/2; + 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- + }; + aabb3f glass_faces[6] = { + aabb3f(-a, a,-a, a, a, a), // y+ + aabb3f(-a,-a,-a, a,-a, a), // y- + aabb3f( a,-a,-a, a, a, a), // x+ + aabb3f(-a,-a,-a,-a, a, a), // x- + aabb3f(-a,-a, a, a, a, a), // z+ + aabb3f(-a,-a,-a, a, a,-a) // z- + }; + + int visible_faces[6] = {0,0,0,0,0,0}; + int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + u8 i; + content_t current = n.getContent(); + content_t content; + MapNode n2; + v3s16 n2p; + for(i=0; i<18; i++) + { + n2p = blockpos_nodes + p + g_26dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed + if (n2c == current || n2c == CONTENT_IGNORE) + nb[i]=1; + } + for(i=0; i<6; i++) + { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + content = n2.getContent(); + const ContentFeatures &f2 = nodedef->get(content); + if (content == CONTENT_AIR || f2.isLiquid()) + 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]]==1) + 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]==0) + 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, &tiles[1], 1, c, txc2); + } + 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); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); @@ -578,21 +909,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(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++) @@ -622,23 +949,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + video::SColor c = MapBlock_LightColor(255, l, decode_light(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); @@ -669,25 +992,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { 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); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); - for(u32 j=0; j<4; j++) + float s = BS/2*f.visual_scale; + + for(u32 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) @@ -700,16 +1018,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); - } for(u16 i=0; i<4; i++) { @@ -727,12 +1035,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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(); + std::string texturestring_rot = tsrc->getTextureName( + tile.texture_id) + "^[transformR90"; + TileSpec tile_rot = tile; + tile_rot.texture = tsrc->getTexture( + texturestring_rot, + &tile_rot.texture_id); + u16 l = getInteriorLight(n, 1, data); - video::SColor c = MapBlock_LightColor(255, l); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; + const f32 post_rad=(f32)BS/8; + const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); @@ -742,13 +1059,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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}; - makeCuboid(&collector, post, &tile, 1, c, postuv); + 6/16.,6/16.,10/16.,10/16., + 6/16.,6/16.,10/16.,10/16., + 0/16.,0,4/16.,1, + 4/16.,0,8/16.,1, + 8/16.,0,12/16.,1, + 12/16.,0,16/16.,1}; + makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -762,17 +1079,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; + 0/16.,2/16.,16/16.,4/16., + 0/16.,4/16.,16/16.,6/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16., + 0/16.,8/16.,16/16.,10/16., + 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - // TODO: no crack makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } @@ -789,13 +1105,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - + 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch + 4/16.,1/16.,6/16.,5/16., // for wood texture instead + 0/16.,9/16.,16/16.,11/16., + 0/16.,6/16.,16/16.,8/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; @@ -826,36 +1141,82 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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)); - + content_t thiscontent = n.getContent(); - if(n_minus_x.getContent() == thiscontent) + std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind + bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0; + + if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; - if (n_minus_x_minus_y.getContent() == thiscontent) + + if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[0] = true; - if(n_minus_x_plus_y.getContent() == thiscontent) + + if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[0] = true; - if(n_plus_x.getContent() == thiscontent) + if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; - if (n_plus_x_minus_y.getContent() == thiscontent) + + if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_plus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[1] = true; - if(n_plus_x_plus_y.getContent() == thiscontent) + + if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_plus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[1] = true; - if(n_minus_z.getContent() == thiscontent) + if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; - if (n_minus_z_minus_y.getContent() == thiscontent) + + if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[0] = true; - if(n_minus_z_plus_y.getContent() == thiscontent) + + if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_minus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[0] = true; - if(n_plus_z.getContent() == thiscontent) + if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0 + && self_connect_to_raillike) + || n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; - if (n_plus_z_minus_y.getContent() == thiscontent) + + if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || 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; + if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE + && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0 + && self_connect_to_raillike) + || 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}; @@ -864,76 +1225,38 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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]; - bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides - int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; + // reasonable default, flat straight unrotated rail + bool is_straight = true; + int adjacencies = 0; + int angle = 0; + u8 tileindex = 0; - 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]) //is straight because sloped + // 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 - is_straight = true; + is_straight = true; // sloped is always straight } - - // Assign textures - u8 tileindex = 0; // straight - if(adjacencies < 2) - tileindex = 0; // straight - else if(adjacencies == 2) + else { - if(is_straight) - tileindex = 0; // straight - else - tileindex = 1; // curved + // 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]; } - else if(adjacencies == 3) - tileindex = 2; // t-junction - else if(adjacencies == 4) - tileindex = 3; // crossing - - TileSpec tile = getNodeTileN(n, p, tileindex, 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); - 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 - - 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()), - }; - - - // Rotate textures - int angle = 0; - - if(adjacencies == 1) - { + switch (adjacencies) { + case 1: if(is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; - } - if(adjacencies == 2) - { + break; + case 2: + if(!is_straight) + tileindex = 1; // curved 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_plus_y[0]) + angle = 180; } else if(is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; @@ -941,42 +1264,139 @@ void mapblock_mesh_generate_special(MeshMakeData *data, angle = 180; else if(is_rail_x_all[1] && is_rail_z_all[1]) angle = 90; - } - if(adjacencies == 3) - { - if(!is_rail_x_all[0]) - angle=0; + 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; if(!is_rail_z_all[0]) angle=90; if(!is_rail_z_all[1]) angle=270; - } - //adjacencies 4: Crossing - if(adjacencies == 5) //sloped - { + break; + case 4: + tileindex = 3; // crossing + break; + case 5: //sloped if(is_rail_z_plus_y[0]) angle = 180; if(is_rail_x_plus_y[0]) angle = 90; if(is_rail_x_plus_y[1]) angle = -90; + break; + default: + break; } - if(angle != 0) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(angle); - } + TileSpec tile = getNodeTileN(n, p, tileindex, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 0, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(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 + + 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), + }; for(s32 i=0; i<4; i++) { + if(angle != 0) + vertices[i].Pos.rotateXZBy(angle); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(tile, vertices, 4, indices, 6); break;} + case NDT_NODEBOX: + { + static const v3s16 tile_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) + }; + TileSpec tiles[6]; + + u16 l = getInteriorLight(n, 0, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); + + v3f pos = intToFloat(p, BS); + + std::vector boxes = n.getNodeBoxes(nodedef); + for(std::vector::iterator + i = boxes.begin(); + 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 = (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, + // down + tx1, tz1, tx2, tz2, + // right + tz1, 1-ty2, tz2, 1-ty1, + // left + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + // back + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + // front + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, tiles, 6, c, txc); + } + break;} } } }