Fixed liquid mesh generation

This commit is contained in:
Perttu Ahola 2011-08-15 17:45:35 +03:00
parent ad408f269c
commit 296748d32e

@ -386,8 +386,8 @@ 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 + 0.5) / 8.0
* node_liquid_level) * BS;
level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
+ 0.5) / 8.0 * node_liquid_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
@ -404,9 +404,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float liquid_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four liquids)
f32 corner_levels[4];
@ -421,29 +418,46 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0;
u32 valid_count = 0;
u32 air_count = 0;
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
if(content == c_source)
// If top is liquid, draw starting from top of node
if(neighbor_flags[neighbordir] &
neighborflag_top_is_same_liquid)
{
cornerlevel = 0.5*BS;
valid_count = 1;
break;
}
// Source is always the same height
else if(content == c_source)
{
cornerlevel = (-0.5+node_liquid_level)*BS;
valid_count = 1;
break;
}
// Flowing liquid has level information
else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
}
else if(content == CONTENT_AIR)
{
air_count++;
}
/*// Air is liquid level 0
else if(content == CONTENT_AIR)
{
cornerlevel += -0.5*BS;
valid_count++;
}
}*/
}
if(valid_count > 0)
if(air_count >= 2)
cornerlevel = -0.5*BS;
else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}