2011-09-11 18:16:07 +02:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-06-17 22:20:31 +02:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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2011-06-17 22:20:31 +02:00
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2011-06-17 22:20:31 +02:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2011-06-17 22:20:31 +02:00
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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2014-09-12 00:22:05 +02:00
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#include "util/numeric.h"
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#include "util/directiontables.h"
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2017-02-13 17:31:43 +01:00
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#include "mapblock_mesh.h"
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2011-10-12 12:53:38 +02:00
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#include "settings.h"
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2011-11-14 20:41:30 +01:00
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#include "nodedef.h"
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2015-03-05 11:52:57 +01:00
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#include "client/tile.h"
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2014-10-28 08:02:28 +01:00
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#include "mesh.h"
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#include <IMeshManipulator.h>
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2017-01-09 20:39:22 +01:00
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#include "client.h"
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2014-09-12 00:22:05 +02:00
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#include "log.h"
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2015-12-11 07:58:11 +01:00
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#include "noise.h"
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2014-09-12 00:22:05 +02:00
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2017-01-24 22:33:01 +01:00
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// Distance of light extrapolation (for oversized nodes)
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// After this distance, it gives up and considers light level constant
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#define SMOOTH_LIGHTING_OVERSIZE 1.0
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2017-02-13 17:31:43 +01:00
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// Node edge count (for glasslike-framed)
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#define FRAMED_EDGE_COUNT 12
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// Node neighbor count, including edge-connected, but not vertex-connected
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// (for glasslike-framed)
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// Corresponding offsets are listed in g_27dirs
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#define FRAMED_NEIGHBOR_COUNT 18
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2017-01-24 22:33:01 +01:00
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2017-06-04 21:00:04 +02:00
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static const v3s16 light_dirs[8] = {
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2017-01-24 22:33:01 +01:00
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v3s16(-1, -1, -1),
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v3s16(-1, -1, 1),
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v3s16(-1, 1, -1),
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v3s16(-1, 1, 1),
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v3s16( 1, -1, -1),
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v3s16( 1, -1, 1),
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v3s16( 1, 1, -1),
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v3s16( 1, 1, 1),
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};
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2011-06-17 22:20:31 +02:00
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2017-02-13 17:31:43 +01:00
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// Standard index set to make a quad on 4 vertices
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2017-03-29 13:34:57 +02:00
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static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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2017-02-13 17:31:43 +01:00
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
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2011-06-17 22:20:31 +02:00
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{
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2017-02-13 17:31:43 +01:00
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data = input;
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collector = output;
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2012-01-12 06:10:39 +01:00
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2017-02-13 17:31:43 +01:00
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nodedef = data->m_client->ndef();
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smgr = data->m_client->getSceneManager();
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meshmanip = smgr->getMeshManipulator();
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2015-10-02 23:36:28 +02:00
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2017-02-13 17:31:43 +01:00
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
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!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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2011-06-17 22:20:31 +02:00
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2017-02-13 17:31:43 +01:00
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blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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}
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2017-01-12 15:46:30 +01:00
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2017-02-13 17:31:43 +01:00
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void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
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{
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2017-04-29 20:36:09 +02:00
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getNodeTileN(n, p, index, data, tile);
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2017-02-13 17:31:43 +01:00
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if (!data->m_smooth_lighting)
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2017-04-21 15:34:59 +02:00
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color = encode_light(light, f->light_source);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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if (disable_backface_culling)
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tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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}
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2017-02-13 17:31:43 +01:00
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}
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2011-06-17 22:20:31 +02:00
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2017-02-13 17:31:43 +01:00
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void MapblockMeshGenerator::useDefaultTile(bool set_color)
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{
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2017-04-29 20:36:09 +02:00
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getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
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2017-02-13 17:31:43 +01:00
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if (set_color && !data->m_smooth_lighting)
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2017-04-21 15:34:59 +02:00
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color = encode_light(light, f->light_source);
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2017-02-13 17:31:43 +01:00
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}
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2017-04-29 20:36:09 +02:00
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void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
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2017-02-13 17:31:43 +01:00
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{
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2017-04-29 20:36:09 +02:00
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getNodeTile(n, p, direction, data, tile);
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2017-02-13 17:31:43 +01:00
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}
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void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
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{
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2017-03-25 19:01:27 +01:00
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static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
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2017-02-13 17:31:43 +01:00
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video::S3DVertex vertices[4];
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bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
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v3f normal2(normal.X, normal.Y, normal.Z);
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for (int j = 0; j < 4; j++) {
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vertices[j].Pos = coords[j] + origin;
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vertices[j].Normal = normal2;
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if (data->m_smooth_lighting)
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2017-04-21 18:04:06 +02:00
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vertices[j].Color = blendLightColor(coords[j]);
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2017-02-13 17:31:43 +01:00
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else
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vertices[j].Color = color;
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if (shade_face)
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applyFacesShading(vertices[j].Color, normal2);
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vertices[j].TCoords = tcoords[j];
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2011-06-17 22:20:31 +02:00
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}
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2017-02-13 17:31:43 +01:00
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collector->append(tile, vertices, 4, quad_indices, 6);
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2011-06-17 22:20:31 +02:00
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}
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2017-01-24 22:33:01 +01:00
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// Create a cuboid.
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// tiles - the tiles (materials) to use (for all 6 faces)
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// tilecount - number of entries in tiles, 1<=tilecount<=6
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2017-02-13 17:31:43 +01:00
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// lights - vertex light levels. The order is the same as in light_dirs.
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// NULL may be passed if smooth lighting is disabled.
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2017-01-24 22:33:01 +01:00
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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2017-02-13 17:31:43 +01:00
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// should be (2+2)*6=24 values in the list. The order of
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2017-01-24 22:33:01 +01:00
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// the faces in the list is up-down-right-left-back-front
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2017-02-13 17:31:43 +01:00
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// (compatible with ContentFeatures).
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
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2017-01-24 22:33:01 +01:00
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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2017-02-13 17:31:43 +01:00
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video::SColor colors[6];
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if (!data->m_smooth_lighting) {
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for (int face = 0; face != 6; ++face) {
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2017-04-21 15:34:59 +02:00
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colors[face] = encode_light(light, f->light_source);
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2017-02-13 17:31:43 +01:00
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}
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if (!f->light_source) {
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applyFacesShading(colors[0], v3f(0, 1, 0));
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applyFacesShading(colors[1], v3f(0, -1, 0));
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applyFacesShading(colors[2], v3f(1, 0, 0));
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applyFacesShading(colors[3], v3f(-1, 0, 0));
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applyFacesShading(colors[4], v3f(0, 0, 1));
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applyFacesShading(colors[5], v3f(0, 0, -1));
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}
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2017-01-24 22:33:01 +01:00
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}
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2017-02-13 17:31:43 +01:00
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video::S3DVertex vertices[24] = {
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// top
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video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
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video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
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video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
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// bottom
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video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
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// right
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video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
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video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
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video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
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video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
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// left
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video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
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video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
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video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
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video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
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// back
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video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
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video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
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// front
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video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
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video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
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};
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2017-01-24 22:33:01 +01:00
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static const u8 light_indices[24] = {
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3, 7, 6, 2,
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0, 4, 5, 1,
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6, 7, 5, 4,
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3, 2, 0, 1,
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7, 3, 1, 5,
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2, 6, 4, 0
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};
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2017-02-13 17:31:43 +01:00
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for (int face = 0; face < 6; face++) {
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int tileindex = MYMIN(face, tilecount - 1);
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const TileSpec &tile = tiles[tileindex];
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[face * 4 + j];
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v2f &tcoords = vertex.TCoords;
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switch (tile.rotation) {
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case 0:
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break;
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case 1: // R90
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 2: // R180
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tcoords.rotateBy(180, irr::core::vector2df(0, 0));
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break;
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case 3: // R270
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 4: // FXR90
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tcoords.X = 1.0 - tcoords.X;
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 5: // FXR270
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tcoords.X = 1.0 - tcoords.X;
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 6: // FYR90
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tcoords.Y = 1.0 - tcoords.Y;
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 7: // FYR270
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tcoords.Y = 1.0 - tcoords.Y;
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 8: // FX
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tcoords.X = 1.0 - tcoords.X;
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break;
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case 9: // FY
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tcoords.Y = 1.0 - tcoords.Y;
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break;
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default:
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break;
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2017-01-24 22:33:01 +01:00
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}
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}
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}
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2017-02-13 17:31:43 +01:00
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if (data->m_smooth_lighting) {
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for (int j = 0; j < 24; ++j) {
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2017-04-21 15:34:59 +02:00
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vertices[j].Color = encode_light(lights[light_indices[j]],
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f->light_source);
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2017-02-13 17:31:43 +01:00
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if (!f->light_source)
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applyFacesShading(vertices[j].Color, vertices[j].Normal);
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}
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2017-01-24 22:33:01 +01:00
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}
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2017-02-13 17:31:43 +01:00
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2017-01-24 22:33:01 +01:00
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// Add to mesh collector
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2017-02-13 17:31:43 +01:00
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for (int k = 0; k < 6; ++k) {
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2017-01-24 22:33:01 +01:00
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int tileindex = MYMIN(k, tilecount - 1);
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2017-02-13 17:31:43 +01:00
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collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
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2017-01-24 22:33:01 +01:00
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}
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}
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// Gets the base lighting values for a node
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2017-02-13 17:31:43 +01:00
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void MapblockMeshGenerator::getSmoothLightFrame()
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2017-01-24 22:33:01 +01:00
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{
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|
|
for (int k = 0; k < 8; ++k) {
|
2017-02-13 17:31:43 +01:00
|
|
|
u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data);
|
|
|
|
frame.lightsA[k] = light & 0xff;
|
|
|
|
frame.lightsB[k] = light >> 8;
|
2017-01-24 22:33:01 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculates vertex light level
|
2017-02-13 17:31:43 +01:00
|
|
|
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
|
|
|
|
u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
|
2017-01-24 22:33:01 +01:00
|
|
|
{
|
|
|
|
f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
|
|
|
|
f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
|
|
|
|
f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
|
|
|
|
f32 lightA = 0.0;
|
|
|
|
f32 lightB = 0.0;
|
|
|
|
for (int k = 0; k < 8; ++k) {
|
|
|
|
f32 dx = (k & 4) ? x : 1 - x;
|
|
|
|
f32 dy = (k & 2) ? y : 1 - y;
|
|
|
|
f32 dz = (k & 1) ? z : 1 - z;
|
|
|
|
lightA += dx * dy * dz * frame.lightsA[k];
|
|
|
|
lightB += dx * dy * dz * frame.lightsB[k];
|
|
|
|
}
|
|
|
|
return
|
|
|
|
core::clamp(core::round32(lightA), 0, 255) |
|
|
|
|
core::clamp(core::round32(lightB), 0, 255) << 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculates vertex color to be used in mapblock mesh
|
2017-02-13 17:31:43 +01:00
|
|
|
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
|
|
|
|
// tile_color - node's tile color
|
2017-04-21 15:34:59 +02:00
|
|
|
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
|
2017-01-24 22:33:01 +01:00
|
|
|
{
|
2017-02-13 17:31:43 +01:00
|
|
|
u16 light = blendLight(vertex_pos);
|
2017-04-21 15:34:59 +02:00
|
|
|
return encode_light(light, f->light_source);
|
2017-01-24 22:33:01 +01:00
|
|
|
}
|
|
|
|
|
2017-04-21 15:34:59 +02:00
|
|
|
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
|
|
|
|
const v3f &vertex_normal)
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
{
|
2017-04-21 18:04:06 +02:00
|
|
|
video::SColor color = blendLightColor(vertex_pos);
|
2017-02-13 17:31:43 +01:00
|
|
|
if (!f->light_source)
|
|
|
|
applyFacesShading(color, vertex_normal);
|
|
|
|
return color;
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
}
|
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
|
2017-01-24 22:33:01 +01:00
|
|
|
{
|
|
|
|
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] = {
|
2017-02-13 17:31:43 +01:00
|
|
|
tx1, 1 - tz2, tx2, 1 - tz1, // up
|
|
|
|
tx1, tz1, tx2, tz2, // down
|
|
|
|
tz1, 1 - ty2, tz2, 1 - ty1, // right
|
|
|
|
1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
|
|
|
|
1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
|
|
|
|
tx1, 1 - ty2, tx2, 1 - ty1, // front
|
2017-01-24 22:33:01 +01:00
|
|
|
};
|
2017-02-13 17:31:43 +01:00
|
|
|
for (int i = 0; i != 24; ++i)
|
|
|
|
coords[i] = txc[i];
|
2017-01-24 22:33:01 +01:00
|
|
|
}
|
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
|
|
|
|
TileSpec *tiles, int tile_count)
|
2017-01-24 22:33:01 +01:00
|
|
|
{
|
2017-02-13 17:31:43 +01:00
|
|
|
f32 texture_coord_buf[24];
|
2017-01-24 22:33:01 +01:00
|
|
|
f32 dx1 = box.MinEdge.X;
|
|
|
|
f32 dy1 = box.MinEdge.Y;
|
|
|
|
f32 dz1 = box.MinEdge.Z;
|
|
|
|
f32 dx2 = box.MaxEdge.X;
|
|
|
|
f32 dy2 = box.MaxEdge.Y;
|
|
|
|
f32 dz2 = box.MaxEdge.Z;
|
2017-02-13 17:31:43 +01:00
|
|
|
box.MinEdge += origin;
|
|
|
|
box.MaxEdge += origin;
|
|
|
|
if (!txc) {
|
|
|
|
generateCuboidTextureCoords(box, texture_coord_buf);
|
|
|
|
txc = texture_coord_buf;
|
|
|
|
}
|
|
|
|
if (!tiles) {
|
|
|
|
tiles = &tile;
|
|
|
|
tile_count = 1;
|
|
|
|
}
|
2017-01-24 22:33:01 +01:00
|
|
|
if (data->m_smooth_lighting) {
|
|
|
|
u16 lights[8];
|
|
|
|
for (int j = 0; j < 8; ++j) {
|
2017-02-13 17:31:43 +01:00
|
|
|
v3f d;
|
|
|
|
d.X = (j & 4) ? dx2 : dx1;
|
|
|
|
d.Y = (j & 2) ? dy2 : dy1;
|
|
|
|
d.Z = (j & 1) ? dz2 : dz1;
|
|
|
|
lights[j] = blendLight(d);
|
2017-01-24 22:33:01 +01:00
|
|
|
}
|
2017-02-13 17:31:43 +01:00
|
|
|
drawCuboid(box, tiles, tile_count, lights, txc);
|
2017-01-24 22:33:01 +01:00
|
|
|
} else {
|
2017-02-13 17:31:43 +01:00
|
|
|
drawCuboid(box, tiles, tile_count, NULL, txc);
|
2017-01-24 22:33:01 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
/*!
|
|
|
|
* Returns the i-th special tile for a map node.
|
|
|
|
*/
|
|
|
|
static TileSpec getSpecialTile(const ContentFeatures &f,
|
|
|
|
const MapNode &n, u8 i)
|
|
|
|
{
|
|
|
|
TileSpec copy = f.special_tiles[i];
|
2017-04-21 15:34:59 +02:00
|
|
|
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
|
|
TileLayer *layer = ©.layers[layernum];
|
|
|
|
if (layer->texture_id == 0)
|
|
|
|
continue;
|
|
|
|
if (!layer->has_color)
|
|
|
|
n.getColor(f, &(layer->color));
|
|
|
|
}
|
2017-01-12 15:46:30 +01:00
|
|
|
return copy;
|
|
|
|
}
|
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
void MapblockMeshGenerator::prepareLiquidNodeDrawing()
|
2011-06-17 22:20:31 +02:00
|
|
|
{
|
2017-02-13 17:31:43 +01:00
|
|
|
tile_liquid_top = getSpecialTile(*f, n, 0);
|
2017-05-20 12:29:54 +02:00
|
|
|
tile_liquid = getSpecialTile(*f, n, 1);
|
2017-02-13 17:31:43 +01:00
|
|
|
|
|
|
|
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
|
|
|
|
c_flowing = nodedef->getId(f->liquid_alternative_flowing);
|
|
|
|
c_source = nodedef->getId(f->liquid_alternative_source);
|
|
|
|
top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
|
|
|
|
|
|
|
|
if (data->m_smooth_lighting)
|
|
|
|
return; // don't need to pre-compute anything in this case
|
|
|
|
|
|
|
|
if (f->light_source != 0) {
|
|
|
|
// If this liquid emits light and doesn't contain light, draw
|
|
|
|
// it at what it emits, for an increased effect
|
|
|
|
light = decode_light(f->light_source);
|
|
|
|
light = light | (light << 8);
|
|
|
|
} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
|
|
|
|
// Otherwise, use the light of the node on top if possible
|
|
|
|
light = getInteriorLight(ntop, 0, nodedef);
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-04-21 15:34:59 +02:00
|
|
|
color_liquid_top = encode_light(light, f->light_source);
|
|
|
|
color = encode_light(light, f->light_source);
|
2017-02-13 17:31:43 +01:00
|
|
|
}
|
2011-10-18 12:56:35 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
void MapblockMeshGenerator::getLiquidNeighborhood()
|
2017-02-13 17:31:43 +01:00
|
|
|
{
|
|
|
|
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
|
2014-09-16 12:38:37 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
for (int w = -1; w <= 1; w++)
|
|
|
|
for (int u = -1; u <= 1; u++) {
|
|
|
|
NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
|
|
|
|
v3s16 p2 = p + v3s16(u, 0, w);
|
|
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
|
|
neighbor.content = n2.getContent();
|
|
|
|
neighbor.level = -0.5 * BS;
|
|
|
|
neighbor.is_same_liquid = false;
|
|
|
|
neighbor.top_is_same_liquid = false;
|
2013-02-08 23:45:41 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
if (neighbor.content == CONTENT_IGNORE)
|
|
|
|
continue;
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
if (neighbor.content == c_source) {
|
|
|
|
neighbor.is_same_liquid = true;
|
|
|
|
neighbor.level = 0.5 * BS;
|
|
|
|
} else if (neighbor.content == c_flowing) {
|
|
|
|
neighbor.is_same_liquid = true;
|
|
|
|
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);
|
|
|
|
neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// Check node above neighbor.
|
|
|
|
// NOTE: This doesn't get executed if neighbor
|
|
|
|
// doesn't exist
|
|
|
|
p2.Y++;
|
|
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
|
|
if (n2.getContent() == c_source || n2.getContent() == c_flowing)
|
|
|
|
neighbor.top_is_same_liquid = true;
|
|
|
|
}
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::calculateCornerLevels()
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 2; k++)
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
|
|
corner_levels[k][i] = getCornerLevel(i, k);
|
|
|
|
}
|
2013-07-16 16:28:18 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
|
|
|
|
{
|
|
|
|
float sum = 0;
|
|
|
|
int count = 0;
|
|
|
|
int air_count = 0;
|
|
|
|
for (int dk = 0; dk < 2; dk++)
|
|
|
|
for (int di = 0; di < 2; di++) {
|
|
|
|
NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
|
|
|
|
content_t content = neighbor_data.content;
|
|
|
|
|
|
|
|
// If top is liquid, draw starting from top of node
|
|
|
|
if (neighbor_data.top_is_same_liquid)
|
|
|
|
return 0.5 * BS;
|
|
|
|
|
|
|
|
// Source always has the full height
|
|
|
|
if (content == c_source)
|
|
|
|
return 0.5 * BS;
|
|
|
|
|
|
|
|
// Flowing liquid has level information
|
|
|
|
if (content == c_flowing) {
|
|
|
|
sum += neighbor_data.level;
|
|
|
|
count++;
|
|
|
|
} else if (content == CONTENT_AIR) {
|
|
|
|
air_count++;
|
|
|
|
if (air_count >= 2)
|
|
|
|
return -0.5 * BS + 0.2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (count > 0)
|
|
|
|
return sum / count;
|
|
|
|
return 0;
|
|
|
|
}
|
2016-10-03 01:56:17 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
void MapblockMeshGenerator::drawLiquidSides()
|
2017-02-13 17:31:43 +01:00
|
|
|
{
|
|
|
|
struct LiquidFaceDesc {
|
|
|
|
v3s16 dir; // XZ
|
|
|
|
v3s16 p[2]; // XZ only; 1 means +, 0 means -
|
|
|
|
};
|
|
|
|
struct UV {
|
|
|
|
int u, v;
|
|
|
|
};
|
|
|
|
static const LiquidFaceDesc base_faces[4] = {
|
|
|
|
{v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
|
|
|
|
{v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
|
|
|
|
{v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
|
|
|
|
{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
|
|
|
|
};
|
|
|
|
static const UV base_vertices[4] = {
|
|
|
|
{0, 1},
|
|
|
|
{1, 1},
|
|
|
|
{1, 0},
|
|
|
|
{0, 0}
|
|
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
const LiquidFaceDesc &face = base_faces[i];
|
|
|
|
const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
|
|
|
|
|
|
|
|
// No face between nodes of the same liquid, unless there is node
|
|
|
|
// at the top to which it should be connected. Again, unless the face
|
|
|
|
// there would be inside the liquid
|
|
|
|
if (neighbor.is_same_liquid) {
|
|
|
|
if (!top_is_same_liquid)
|
|
|
|
continue;
|
|
|
|
if (neighbor.top_is_same_liquid)
|
|
|
|
continue;
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
|
|
|
|
// Don't draw face if neighbor is blocking the view
|
|
|
|
if (neighbor_features.solidness == 2)
|
|
|
|
continue;
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
video::S3DVertex vertices[4];
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
|
|
const UV &vertex = base_vertices[j];
|
|
|
|
const v3s16 &base = face.p[vertex.u];
|
|
|
|
v3f pos;
|
|
|
|
pos.X = (base.X - 0.5) * BS;
|
|
|
|
pos.Z = (base.Z - 0.5) * BS;
|
|
|
|
if (vertex.v)
|
|
|
|
pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
|
|
|
|
else
|
|
|
|
pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
|
|
|
|
if (data->m_smooth_lighting)
|
2017-04-21 15:34:59 +02:00
|
|
|
color = blendLightColor(pos);
|
2017-02-13 17:31:43 +01:00
|
|
|
pos += origin;
|
|
|
|
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
|
|
|
|
};
|
|
|
|
collector->append(tile_liquid, vertices, 4, quad_indices, 6);
|
|
|
|
}
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
void MapblockMeshGenerator::drawLiquidTop()
|
2017-02-13 17:31:43 +01:00
|
|
|
{
|
|
|
|
// 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.
|
|
|
|
static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
|
|
|
|
|
|
|
|
video::S3DVertex vertices[4] = {
|
|
|
|
video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
|
|
|
|
video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
|
|
|
|
video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
|
|
|
|
video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
|
|
|
|
};
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
int u = corner_resolve[i][0];
|
|
|
|
int w = corner_resolve[i][1];
|
|
|
|
vertices[i].Pos.Y += corner_levels[w][u];
|
|
|
|
if (data->m_smooth_lighting)
|
2017-04-21 15:34:59 +02:00
|
|
|
vertices[i].Color = blendLightColor(vertices[i].Pos);
|
2017-02-13 17:31:43 +01:00
|
|
|
vertices[i].Pos += origin;
|
|
|
|
}
|
2014-06-29 10:41:49 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
// 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[0][0] + corner_levels[0][1]) -
|
|
|
|
(corner_levels[1][0] + corner_levels[1][1]);
|
|
|
|
// Positive if liquid moves towards +X
|
|
|
|
f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
|
|
|
|
(corner_levels[0][1] + corner_levels[1][1]);
|
|
|
|
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
|
|
|
|
v2f tcoord_center(0.5, 0.5);
|
|
|
|
v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
|
|
|
|
tcoord_translate.rotateBy(tcoord_angle);
|
|
|
|
tcoord_translate.X -= floor(tcoord_translate.X);
|
|
|
|
tcoord_translate.Y -= floor(tcoord_translate.Y);
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
|
|
|
|
vertices[i].TCoords += tcoord_translate;
|
2017-02-13 17:31:43 +01:00
|
|
|
}
|
2014-06-29 10:41:49 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
std::swap(vertices[0].TCoords, vertices[2].TCoords);
|
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
|
|
|
|
}
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-05-20 12:29:54 +02:00
|
|
|
void MapblockMeshGenerator::drawLiquidNode()
|
2017-02-13 17:31:43 +01:00
|
|
|
{
|
2017-05-20 12:29:54 +02:00
|
|
|
prepareLiquidNodeDrawing();
|
|
|
|
getLiquidNeighborhood();
|
|
|
|
calculateCornerLevels();
|
|
|
|
drawLiquidSides();
|
2017-02-13 17:31:43 +01:00
|
|
|
if (!top_is_same_liquid)
|
2017-05-20 12:29:54 +02:00
|
|
|
drawLiquidTop();
|
2017-02-13 17:31:43 +01:00
|
|
|
}
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawGlasslikeNode()
|
|
|
|
{
|
|
|
|
useDefaultTile();
|
|
|
|
|
|
|
|
for (int face = 0; face < 6; face++) {
|
|
|
|
// Check this neighbor
|
|
|
|
v3s16 dir = g_6dirs[face];
|
|
|
|
v3s16 neighbor_pos = blockpos_nodes + p + dir;
|
|
|
|
MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
|
|
|
|
// Don't make face if neighbor is of same type
|
|
|
|
if (neighbor.getContent() == n.getContent())
|
|
|
|
continue;
|
2017-03-25 19:01:27 +01:00
|
|
|
// Face at Z-
|
2017-02-13 17:31:43 +01:00
|
|
|
v3f vertices[4] = {
|
2017-03-25 19:01:27 +01:00
|
|
|
v3f(-BS / 2, BS / 2, -BS / 2),
|
|
|
|
v3f( BS / 2, BS / 2, -BS / 2),
|
|
|
|
v3f( BS / 2, -BS / 2, -BS / 2),
|
|
|
|
v3f(-BS / 2, -BS / 2, -BS / 2),
|
2017-02-13 17:31:43 +01:00
|
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
switch (face) {
|
2017-03-25 19:01:27 +01:00
|
|
|
case D6D_ZP: vertices[i].rotateXZBy(180); break;
|
|
|
|
case D6D_YP: vertices[i].rotateYZBy( 90); break;
|
|
|
|
case D6D_XP: vertices[i].rotateXZBy( 90); break;
|
|
|
|
case D6D_ZN: vertices[i].rotateXZBy( 0); break;
|
|
|
|
case D6D_YN: vertices[i].rotateYZBy(-90); break;
|
|
|
|
case D6D_XN: vertices[i].rotateXZBy(-90); break;
|
|
|
|
}
|
2017-02-13 17:31:43 +01:00
|
|
|
}
|
|
|
|
drawQuad(vertices, dir);
|
|
|
|
}
|
|
|
|
}
|
2013-04-25 02:39:21 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawGlasslikeFramedNode()
|
|
|
|
{
|
|
|
|
TileSpec tiles[6];
|
|
|
|
for (int face = 0; face < 6; face++)
|
2017-04-29 20:36:09 +02:00
|
|
|
getTile(g_6dirs[face], tiles[face]);
|
2017-02-13 17:31:43 +01:00
|
|
|
|
|
|
|
TileSpec glass_tiles[6];
|
2017-04-21 15:34:59 +02:00
|
|
|
if (tiles[1].layers[0].texture &&
|
|
|
|
tiles[2].layers[0].texture &&
|
|
|
|
tiles[3].layers[0].texture) {
|
2017-02-13 17:31:43 +01:00
|
|
|
glass_tiles[0] = tiles[4];
|
|
|
|
glass_tiles[1] = tiles[0];
|
|
|
|
glass_tiles[2] = tiles[4];
|
|
|
|
glass_tiles[3] = tiles[4];
|
|
|
|
glass_tiles[4] = tiles[3];
|
|
|
|
glass_tiles[5] = tiles[4];
|
|
|
|
} else {
|
|
|
|
for (int face = 0; face < 6; face++)
|
|
|
|
glass_tiles[face] = tiles[4];
|
|
|
|
}
|
2014-06-29 10:41:49 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
u8 param2 = n.getParam2();
|
|
|
|
bool H_merge = !(param2 & 128);
|
|
|
|
bool V_merge = !(param2 & 64);
|
|
|
|
param2 &= 63;
|
|
|
|
|
|
|
|
static const float a = BS / 2;
|
|
|
|
static const float g = a - 0.003;
|
|
|
|
static const float b = .876 * ( BS / 2 );
|
|
|
|
|
|
|
|
static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
|
|
|
|
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-
|
|
|
|
};
|
|
|
|
static const aabb3f glass_faces[6] = {
|
|
|
|
aabb3f(-g, -g, g, g, g, g), // z+
|
|
|
|
aabb3f(-g, g, -g, g, g, g), // y+
|
|
|
|
aabb3f( g, -g, -g, g, g, g), // x+
|
|
|
|
aabb3f(-g, -g, -g, g, g, -g), // z-
|
|
|
|
aabb3f(-g, -g, -g, g, -g, g), // y-
|
|
|
|
aabb3f(-g, -g, -g, -g, g, g), // x-
|
|
|
|
};
|
2014-06-29 10:41:49 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// tables of neighbour (connect if same type and merge allowed),
|
|
|
|
// checked with g_26dirs
|
|
|
|
|
|
|
|
// 1 = connect, 0 = face visible
|
|
|
|
bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
|
|
|
|
|
|
|
// 1 = check
|
|
|
|
static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
|
|
|
|
static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
|
|
|
|
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
|
|
|
|
const bool *check_nb = check_nb_all;
|
|
|
|
|
|
|
|
// neighbours checks for frames visibility
|
|
|
|
if (H_merge || V_merge) {
|
|
|
|
if (!H_merge)
|
|
|
|
check_nb = check_nb_vertical; // vertical-only merge
|
|
|
|
if (!V_merge)
|
|
|
|
check_nb = check_nb_horizontal; // horizontal-only merge
|
|
|
|
content_t current = n.getContent();
|
|
|
|
for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
|
|
|
|
if (!check_nb[i])
|
|
|
|
continue;
|
|
|
|
v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
|
|
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
|
|
content_t n2c = n2.getContent();
|
|
|
|
if (n2c == current || n2c == CONTENT_IGNORE)
|
|
|
|
nb[i] = 1;
|
|
|
|
}
|
|
|
|
}
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// edge visibility
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
static const u8 nb_triplet[FRAMED_EDGE_COUNT][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},
|
|
|
|
};
|
2011-06-25 03:25:14 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
tile = tiles[1];
|
|
|
|
for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
|
|
|
|
bool edge_invisible;
|
|
|
|
if (nb[nb_triplet[edge][2]])
|
|
|
|
edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
|
|
|
|
else
|
|
|
|
edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
|
|
|
|
if (edge_invisible)
|
|
|
|
continue;
|
|
|
|
drawAutoLightedCuboid(frame_edges[edge]);
|
|
|
|
}
|
2011-11-15 18:58:36 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
for (int face = 0; face < 6; face++) {
|
|
|
|
if (nb[face])
|
|
|
|
continue;
|
|
|
|
tile = glass_tiles[face];
|
|
|
|
drawAutoLightedCuboid(glass_faces[face]);
|
|
|
|
}
|
2014-12-18 06:39:02 +01:00
|
|
|
|
2017-03-29 04:40:30 +02:00
|
|
|
// Optionally render internal liquid level defined by param2
|
|
|
|
// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
|
|
|
|
if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
|
2017-04-21 15:34:59 +02:00
|
|
|
f->special_tiles[0].layers[0].texture) {
|
2017-03-29 04:40:30 +02:00
|
|
|
// Internal liquid level has param2 range 0 .. 63,
|
2017-02-13 17:31:43 +01:00
|
|
|
// convert it to -0.5 .. 0.5
|
|
|
|
float vlev = (param2 / 63.0) * 2.0 - 1.0;
|
|
|
|
tile = getSpecialTile(*f, n, 0);
|
|
|
|
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
|
|
|
|
-(nb[4] ? g : b),
|
|
|
|
-(nb[3] ? g : b),
|
|
|
|
(nb[2] ? g : b),
|
|
|
|
(nb[1] ? g : b) * vlev,
|
|
|
|
(nb[0] ? g : b)));
|
|
|
|
}
|
|
|
|
}
|
2015-12-11 07:58:11 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawAllfacesNode()
|
|
|
|
{
|
|
|
|
static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
|
|
|
|
useDefaultTile(false);
|
|
|
|
drawAutoLightedCuboid(box);
|
|
|
|
}
|
2014-09-20 01:37:40 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawTorchlikeNode()
|
|
|
|
{
|
|
|
|
u8 wall = n.getWallMounted(nodedef);
|
|
|
|
u8 tileindex = 0;
|
|
|
|
switch (wall) {
|
|
|
|
case DWM_YP: tileindex = 1; break; // ceiling
|
|
|
|
case DWM_YN: tileindex = 0; break; // floor
|
|
|
|
default: tileindex = 2; // side (or invalid—should we care?)
|
|
|
|
}
|
|
|
|
useTile(tileindex, true);
|
|
|
|
|
|
|
|
float size = BS / 2 * f->visual_scale;
|
|
|
|
v3f vertices[4] = {
|
|
|
|
v3f(-size, size, 0),
|
2017-03-25 19:01:27 +01:00
|
|
|
v3f( size, size, 0),
|
|
|
|
v3f( size, -size, 0),
|
|
|
|
v3f(-size, -size, 0),
|
2017-02-13 17:31:43 +01:00
|
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
switch (wall) {
|
|
|
|
case DWM_YP: vertices[i].rotateXZBy(-45); break;
|
|
|
|
case DWM_YN: vertices[i].rotateXZBy( 45); break;
|
|
|
|
case DWM_XP: vertices[i].rotateXZBy( 0); break;
|
|
|
|
case DWM_XN: vertices[i].rotateXZBy(180); break;
|
|
|
|
case DWM_ZP: vertices[i].rotateXZBy( 90); break;
|
|
|
|
case DWM_ZN: vertices[i].rotateXZBy(-90); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
drawQuad(vertices);
|
|
|
|
}
|
2014-09-20 01:37:40 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawSignlikeNode()
|
|
|
|
{
|
|
|
|
u8 wall = n.getWallMounted(nodedef);
|
|
|
|
useTile(0, true);
|
|
|
|
static const float offset = BS / 16;
|
|
|
|
float size = BS / 2 * f->visual_scale;
|
|
|
|
// Wall at X+ of node
|
|
|
|
v3f vertices[4] = {
|
|
|
|
v3f(BS / 2 - offset, size, size),
|
|
|
|
v3f(BS / 2 - offset, size, -size),
|
|
|
|
v3f(BS / 2 - offset, -size, -size),
|
|
|
|
v3f(BS / 2 - offset, -size, size),
|
|
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
switch (wall) {
|
|
|
|
case DWM_YP: vertices[i].rotateXYBy( 90); break;
|
|
|
|
case DWM_YN: vertices[i].rotateXYBy(-90); break;
|
|
|
|
case DWM_XP: vertices[i].rotateXZBy( 0); break;
|
|
|
|
case DWM_XN: vertices[i].rotateXZBy(180); break;
|
|
|
|
case DWM_ZP: vertices[i].rotateXZBy( 90); break;
|
|
|
|
case DWM_ZN: vertices[i].rotateXZBy(-90); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
drawQuad(vertices);
|
|
|
|
}
|
2014-09-20 01:37:40 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
|
|
|
|
bool offset_top_only)
|
|
|
|
{
|
|
|
|
v3f vertices[4] = {
|
|
|
|
v3f(-scale, -BS / 2 + scale * 2, 0),
|
2017-03-25 19:01:27 +01:00
|
|
|
v3f( scale, -BS / 2 + scale * 2, 0),
|
|
|
|
v3f( scale, -BS / 2, 0),
|
|
|
|
v3f(-scale, -BS / 2, 0),
|
2017-02-13 17:31:43 +01:00
|
|
|
};
|
|
|
|
if (random_offset_Y) {
|
|
|
|
PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
|
|
|
|
offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125);
|
|
|
|
}
|
2017-03-25 19:01:27 +01:00
|
|
|
int offset_count = offset_top_only ? 2 : 4;
|
|
|
|
for (int i = 0; i < offset_count; i++)
|
|
|
|
vertices[i].Z += quad_offset;
|
2017-02-13 17:31:43 +01:00
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
vertices[i].rotateXZBy(rotation + rotate_degree);
|
|
|
|
vertices[i] += offset;
|
|
|
|
}
|
|
|
|
drawQuad(vertices);
|
|
|
|
}
|
2014-09-20 01:37:40 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawPlantlikeNode()
|
|
|
|
{
|
|
|
|
useTile(0, false);
|
|
|
|
draw_style = PLANT_STYLE_CROSS;
|
|
|
|
scale = BS / 2 * f->visual_scale;
|
|
|
|
offset = v3f(0, 0, 0);
|
|
|
|
rotate_degree = 0;
|
|
|
|
random_offset_Y = false;
|
|
|
|
face_num = 0;
|
|
|
|
|
|
|
|
switch (f->param_type_2) {
|
|
|
|
case CPT2_MESHOPTIONS:
|
|
|
|
draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
|
|
|
|
if (n.param2 & MO_BIT_SCALE_SQRT2)
|
|
|
|
scale *= 1.41421;
|
|
|
|
if (n.param2 & MO_BIT_RANDOM_OFFSET) {
|
|
|
|
PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
|
|
|
|
offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
|
|
|
|
offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
|
|
|
|
}
|
|
|
|
if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
|
|
|
|
random_offset_Y = true;
|
|
|
|
break;
|
2014-09-20 01:37:40 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
case CPT2_DEGROTATE:
|
|
|
|
rotate_degree = n.param2 * 2;
|
|
|
|
break;
|
2011-07-23 01:04:24 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2015-03-21 12:52:05 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
switch (draw_style) {
|
|
|
|
case PLANT_STYLE_CROSS:
|
|
|
|
drawPlantlikeQuad(46);
|
|
|
|
drawPlantlikeQuad(-44);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLANT_STYLE_CROSS2:
|
|
|
|
drawPlantlikeQuad(91);
|
|
|
|
drawPlantlikeQuad(1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLANT_STYLE_STAR:
|
|
|
|
drawPlantlikeQuad(121);
|
|
|
|
drawPlantlikeQuad(241);
|
|
|
|
drawPlantlikeQuad(1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLANT_STYLE_HASH:
|
|
|
|
drawPlantlikeQuad( 1, BS / 4);
|
|
|
|
drawPlantlikeQuad( 91, BS / 4);
|
|
|
|
drawPlantlikeQuad(181, BS / 4);
|
|
|
|
drawPlantlikeQuad(271, BS / 4);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLANT_STYLE_HASH2:
|
|
|
|
drawPlantlikeQuad( 1, -BS / 2, true);
|
|
|
|
drawPlantlikeQuad( 91, -BS / 2, true);
|
|
|
|
drawPlantlikeQuad(181, -BS / 2, true);
|
|
|
|
drawPlantlikeQuad(271, -BS / 2, true);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2012-06-05 18:18:12 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
|
|
|
|
float offset_h, float offset_v)
|
|
|
|
{
|
|
|
|
v3f vertices[4] = {
|
|
|
|
v3f(-scale, -BS / 2 + scale * 2, 0),
|
2017-03-25 19:01:27 +01:00
|
|
|
v3f( scale, -BS / 2 + scale * 2, 0),
|
|
|
|
v3f( scale, -BS / 2, 0),
|
|
|
|
v3f(-scale, -BS / 2, 0),
|
2017-02-13 17:31:43 +01:00
|
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
vertices[i].rotateYZBy(opening_angle);
|
|
|
|
vertices[i].Z += offset_h;
|
|
|
|
vertices[i].rotateXZBy(rotation);
|
|
|
|
vertices[i].Y += offset_v;
|
|
|
|
}
|
|
|
|
drawQuad(vertices);
|
|
|
|
}
|
2012-03-13 18:56:12 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawFirelikeNode()
|
|
|
|
{
|
|
|
|
useTile(0, false);
|
|
|
|
scale = BS / 2 * f->visual_scale;
|
|
|
|
|
|
|
|
// Check for adjacent nodes
|
|
|
|
bool neighbors = false;
|
|
|
|
bool neighbor[6] = {0, 0, 0, 0, 0, 0};
|
|
|
|
content_t current = n.getContent();
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
|
|
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
|
|
content_t n2c = n2.getContent();
|
|
|
|
if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
|
|
|
|
neighbor[i] = true;
|
|
|
|
neighbors = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
|
|
|
|
bool drawBottomFire = neighbor[D6D_YP];
|
|
|
|
|
|
|
|
if (drawBasicFire || neighbor[D6D_ZP])
|
|
|
|
drawFirelikeQuad(0, -10, 0.4 * BS);
|
|
|
|
else if (drawBottomFire)
|
|
|
|
drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
|
|
|
|
if (drawBasicFire || neighbor[D6D_XN])
|
|
|
|
drawFirelikeQuad(90, -10, 0.4 * BS);
|
|
|
|
else if (drawBottomFire)
|
|
|
|
drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
|
|
|
|
if (drawBasicFire || neighbor[D6D_ZN])
|
|
|
|
drawFirelikeQuad(180, -10, 0.4 * BS);
|
|
|
|
else if (drawBottomFire)
|
|
|
|
drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
|
|
|
|
if (drawBasicFire || neighbor[D6D_XP])
|
|
|
|
drawFirelikeQuad(270, -10, 0.4 * BS);
|
|
|
|
else if (drawBottomFire)
|
|
|
|
drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
|
|
|
|
if (drawBasicFire) {
|
|
|
|
drawFirelikeQuad(45, 0, 0.0);
|
|
|
|
drawFirelikeQuad(-45, 0, 0.0);
|
|
|
|
}
|
|
|
|
}
|
2012-03-13 18:56:12 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawFencelikeNode()
|
|
|
|
{
|
|
|
|
useDefaultTile(false);
|
|
|
|
TileSpec tile_nocrack = tile;
|
2017-04-21 15:34:59 +02:00
|
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
|
|
|
|
tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
|
2017-02-13 17:31:43 +01:00
|
|
|
|
|
|
|
// Put wood the right way around in the posts
|
|
|
|
TileSpec tile_rot = tile;
|
|
|
|
tile_rot.rotation = 1;
|
|
|
|
|
|
|
|
static const f32 post_rad = BS / 8;
|
|
|
|
static const f32 bar_rad = BS / 16;
|
|
|
|
static const f32 bar_len = BS / 2 - post_rad;
|
|
|
|
|
|
|
|
// The post - always present
|
|
|
|
static const aabb3f post(-post_rad, -BS / 2, -post_rad,
|
|
|
|
post_rad, BS / 2, post_rad);
|
|
|
|
static const f32 postuv[24] = {
|
|
|
|
0.375, 0.375, 0.625, 0.625,
|
|
|
|
0.375, 0.375, 0.625, 0.625,
|
|
|
|
0.000, 0.000, 0.250, 1.000,
|
|
|
|
0.250, 0.000, 0.500, 1.000,
|
|
|
|
0.500, 0.000, 0.750, 1.000,
|
|
|
|
0.750, 0.000, 1.000, 1.000,
|
|
|
|
};
|
|
|
|
tile = tile_rot;
|
|
|
|
drawAutoLightedCuboid(post, postuv);
|
|
|
|
|
|
|
|
tile = tile_nocrack;
|
|
|
|
|
|
|
|
// Now a section of fence, +X, if there's a post there
|
|
|
|
v3s16 p2 = p;
|
|
|
|
p2.X++;
|
|
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
|
|
const ContentFeatures *f2 = &nodedef->get(n2);
|
|
|
|
if (f2->drawtype == NDT_FENCELIKE) {
|
|
|
|
static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad,
|
|
|
|
BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad);
|
|
|
|
static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
|
|
|
|
BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad);
|
|
|
|
static const f32 xrailuv[24] = {
|
|
|
|
0.000, 0.125, 1.000, 0.250,
|
|
|
|
0.000, 0.250, 1.000, 0.375,
|
|
|
|
0.375, 0.375, 0.500, 0.500,
|
|
|
|
0.625, 0.625, 0.750, 0.750,
|
|
|
|
0.000, 0.500, 1.000, 0.625,
|
|
|
|
0.000, 0.875, 1.000, 1.000,
|
|
|
|
};
|
|
|
|
drawAutoLightedCuboid(bar_x1, xrailuv);
|
|
|
|
drawAutoLightedCuboid(bar_x2, xrailuv);
|
|
|
|
}
|
2011-10-18 12:56:35 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// Now a section of fence, +Z, if there's a post there
|
|
|
|
p2 = p;
|
|
|
|
p2.Z++;
|
|
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
|
|
f2 = &nodedef->get(n2);
|
|
|
|
if (f2->drawtype == NDT_FENCELIKE) {
|
|
|
|
static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len,
|
|
|
|
bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len);
|
|
|
|
static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
|
|
|
|
bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
|
|
|
|
static const f32 zrailuv[24] = {
|
|
|
|
0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
|
|
|
|
0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
|
|
|
|
0.0000, 0.5625, 1.0000, 0.6875,
|
|
|
|
0.0000, 0.3750, 1.0000, 0.5000,
|
|
|
|
0.3750, 0.3750, 0.5000, 0.5000,
|
|
|
|
0.6250, 0.6250, 0.7500, 0.7500,
|
|
|
|
};
|
|
|
|
drawAutoLightedCuboid(bar_z1, zrailuv);
|
|
|
|
drawAutoLightedCuboid(bar_z2, zrailuv);
|
|
|
|
}
|
|
|
|
}
|
2014-11-20 06:40:26 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
bool MapblockMeshGenerator::isSameRail(v3s16 dir)
|
|
|
|
{
|
|
|
|
MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
|
|
|
|
if (node2.getContent() == n.getContent())
|
|
|
|
return true;
|
|
|
|
const ContentFeatures &def2 = nodedef->get(node2);
|
|
|
|
return ((def2.drawtype == NDT_RAILLIKE) &&
|
|
|
|
(def2.getGroup(raillike_groupname) == raillike_group));
|
|
|
|
}
|
2012-03-03 19:16:48 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawRaillikeNode()
|
|
|
|
{
|
|
|
|
static const v3s16 direction[4] = {
|
|
|
|
v3s16( 0, 0, 1),
|
|
|
|
v3s16( 0, 0, -1),
|
|
|
|
v3s16(-1, 0, 0),
|
|
|
|
v3s16( 1, 0, 0),
|
|
|
|
};
|
|
|
|
static const int slope_angle[4] = {0, 180, 90, -90};
|
2011-06-17 22:20:31 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
enum RailTile {
|
|
|
|
straight,
|
|
|
|
curved,
|
|
|
|
junction,
|
|
|
|
cross,
|
|
|
|
};
|
|
|
|
struct RailDesc {
|
|
|
|
int tile_index;
|
|
|
|
int angle;
|
|
|
|
};
|
|
|
|
static const RailDesc rail_kinds[16] = {
|
|
|
|
// +x -x -z +z
|
|
|
|
//-------------
|
|
|
|
{straight, 0}, // . . . .
|
|
|
|
{straight, 0}, // . . . +Z
|
|
|
|
{straight, 0}, // . . -Z .
|
|
|
|
{straight, 0}, // . . -Z +Z
|
|
|
|
{straight, 90}, // . -X . .
|
|
|
|
{ curved, 180}, // . -X . +Z
|
|
|
|
{ curved, 270}, // . -X -Z .
|
|
|
|
{junction, 180}, // . -X -Z +Z
|
|
|
|
{straight, 90}, // +X . . .
|
|
|
|
{ curved, 90}, // +X . . +Z
|
|
|
|
{ curved, 0}, // +X . -Z .
|
|
|
|
{junction, 0}, // +X . -Z +Z
|
|
|
|
{straight, 90}, // +X -X . .
|
|
|
|
{junction, 90}, // +X -X . +Z
|
|
|
|
{junction, 270}, // +X -X -Z .
|
|
|
|
{ cross, 0}, // +X -X -Z +Z
|
|
|
|
};
|
2011-06-26 12:24:32 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
raillike_group = nodedef->get(n).getGroup(raillike_groupname);
|
|
|
|
|
|
|
|
int code = 0;
|
|
|
|
int angle;
|
|
|
|
int tile_index;
|
|
|
|
bool sloped = false;
|
|
|
|
for (int dir = 0; dir < 4; dir++) {
|
|
|
|
bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0));
|
|
|
|
if (rail_above) {
|
|
|
|
sloped = true;
|
|
|
|
angle = slope_angle[dir];
|
|
|
|
}
|
|
|
|
if (rail_above ||
|
|
|
|
isSameRail(direction[dir]) ||
|
|
|
|
isSameRail(direction[dir] + v3s16(0, -1, 0)))
|
|
|
|
code |= 1 << dir;
|
|
|
|
}
|
2015-10-02 23:36:28 +02:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
if (sloped) {
|
|
|
|
tile_index = straight;
|
|
|
|
} else {
|
|
|
|
tile_index = rail_kinds[code].tile_index;
|
|
|
|
angle = rail_kinds[code].angle;
|
|
|
|
}
|
2012-03-19 04:25:09 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
useTile(tile_index, true);
|
2012-03-19 04:25:09 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
static const float offset = BS / 64;
|
|
|
|
static const float size = BS / 2;
|
|
|
|
float y2 = sloped ? size : -size;
|
|
|
|
v3f vertices[4] = {
|
|
|
|
v3f(-size, y2 + offset, size),
|
2017-03-25 19:01:27 +01:00
|
|
|
v3f( size, y2 + offset, size),
|
|
|
|
v3f( size, -size + offset, -size),
|
|
|
|
v3f(-size, -size + offset, -size),
|
2017-02-13 17:31:43 +01:00
|
|
|
};
|
|
|
|
if (angle)
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
|
|
vertices[i].rotateXZBy(angle);
|
|
|
|
drawQuad(vertices);
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawNodeboxNode()
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
};
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// we have this order for some reason...
|
|
|
|
static const v3s16 connection_dirs[6] = {
|
|
|
|
v3s16( 0, 1, 0), // top
|
|
|
|
v3s16( 0, -1, 0), // bottom
|
|
|
|
v3s16( 0, 0, -1), // front
|
|
|
|
v3s16(-1, 0, 0), // left
|
|
|
|
v3s16( 0, 0, 1), // back
|
|
|
|
v3s16( 1, 0, 0), // right
|
|
|
|
};
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
TileSpec tiles[6];
|
|
|
|
for (int face = 0; face < 6; face++) {
|
|
|
|
// Handles facedir rotation for textures
|
2017-04-29 20:36:09 +02:00
|
|
|
getTile(tile_dirs[face], tiles[face]);
|
2017-02-13 17:31:43 +01:00
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// locate possible neighboring nodes to connect to
|
|
|
|
int neighbors_set = 0;
|
|
|
|
if (f->node_box.type == NODEBOX_CONNECTED) {
|
|
|
|
for (int dir = 0; dir != 6; dir++) {
|
|
|
|
int flag = 1 << dir;
|
|
|
|
v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
|
|
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
|
|
|
|
if (nodedef->nodeboxConnects(n, n2, flag))
|
|
|
|
neighbors_set |= flag;
|
|
|
|
}
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
std::vector<aabb3f> boxes;
|
|
|
|
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
|
|
|
|
for (std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); ++i)
|
|
|
|
drawAutoLightedCuboid(*i, NULL, tiles, 6);
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawMeshNode()
|
|
|
|
{
|
|
|
|
u8 facedir = 0;
|
|
|
|
scene::IMesh* mesh;
|
|
|
|
bool private_mesh; // as a grab/drop pair is not thread-safe
|
|
|
|
|
|
|
|
if (f->param_type_2 == CPT2_FACEDIR ||
|
|
|
|
f->param_type_2 == CPT2_COLORED_FACEDIR) {
|
|
|
|
facedir = n.getFaceDir(nodedef);
|
|
|
|
} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
|
|
|
|
f->param_type_2 == CPT2_COLORED_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];
|
|
|
|
}
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
|
|
|
|
// use cached meshes
|
|
|
|
private_mesh = false;
|
|
|
|
mesh = f->mesh_ptr[facedir];
|
|
|
|
} else if (f->mesh_ptr[0]) {
|
|
|
|
// no cache, clone and rotate mesh
|
|
|
|
private_mesh = true;
|
|
|
|
mesh = cloneMesh(f->mesh_ptr[0]);
|
|
|
|
rotateMeshBy6dFacedir(mesh, facedir);
|
|
|
|
recalculateBoundingBox(mesh);
|
|
|
|
meshmanip->recalculateNormals(mesh, true, false);
|
|
|
|
} else
|
|
|
|
return;
|
|
|
|
|
|
|
|
int mesh_buffer_count = mesh->getMeshBufferCount();
|
|
|
|
for (int j = 0; j < mesh_buffer_count; j++) {
|
|
|
|
useTile(j, false);
|
|
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
|
|
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
|
|
|
int vertex_count = buf->getVertexCount();
|
|
|
|
|
|
|
|
if (data->m_smooth_lighting) {
|
|
|
|
// Mesh is always private here. So the lighting is applied to each
|
|
|
|
// vertex right here.
|
|
|
|
for (int k = 0; k < vertex_count; k++) {
|
|
|
|
video::S3DVertex &vertex = vertices[k];
|
2017-04-21 15:34:59 +02:00
|
|
|
vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
|
2017-02-13 17:31:43 +01:00
|
|
|
vertex.Pos += origin;
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
}
|
2017-02-13 17:31:43 +01:00
|
|
|
collector->append(tile, vertices, vertex_count,
|
|
|
|
buf->getIndices(), buf->getIndexCount());
|
|
|
|
} else {
|
|
|
|
// Don't modify the mesh, it may not be private here.
|
|
|
|
// Instead, let the collector process colors, etc.
|
|
|
|
collector->append(tile, vertices, vertex_count,
|
|
|
|
buf->getIndices(), buf->getIndexCount(), origin,
|
|
|
|
color, f->light_source);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (private_mesh)
|
|
|
|
mesh->drop();
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
// also called when the drawtype is known but should have been pre-converted
|
|
|
|
void MapblockMeshGenerator::errorUnknownDrawtype()
|
|
|
|
{
|
|
|
|
infostream << "Got drawtype " << f->drawtype << std::endl;
|
|
|
|
FATAL_ERROR("Unknown drawtype");
|
|
|
|
}
|
2014-10-28 08:02:28 +01:00
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
void MapblockMeshGenerator::drawNode()
|
|
|
|
{
|
|
|
|
if (data->m_smooth_lighting)
|
|
|
|
getSmoothLightFrame();
|
|
|
|
else
|
|
|
|
light = getInteriorLight(n, 1, nodedef);
|
|
|
|
switch (f->drawtype) {
|
2017-05-20 12:29:54 +02:00
|
|
|
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
|
2017-02-13 17:31:43 +01:00
|
|
|
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
|
|
|
|
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
|
|
|
|
case NDT_ALLFACES: drawAllfacesNode(); break;
|
|
|
|
case NDT_TORCHLIKE: drawTorchlikeNode(); break;
|
|
|
|
case NDT_SIGNLIKE: drawSignlikeNode(); break;
|
|
|
|
case NDT_PLANTLIKE: drawPlantlikeNode(); break;
|
|
|
|
case NDT_FIRELIKE: drawFirelikeNode(); break;
|
|
|
|
case NDT_FENCELIKE: drawFencelikeNode(); break;
|
|
|
|
case NDT_RAILLIKE: drawRaillikeNode(); break;
|
|
|
|
case NDT_NODEBOX: drawNodeboxNode(); break;
|
|
|
|
case NDT_MESH: drawMeshNode(); break;
|
|
|
|
default: errorUnknownDrawtype(); break;
|
2011-06-17 22:20:31 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-13 17:31:43 +01:00
|
|
|
/*
|
|
|
|
TODO: Fix alpha blending for special nodes
|
|
|
|
Currently only the last element rendered is blended correct
|
|
|
|
*/
|
|
|
|
void MapblockMeshGenerator::generate()
|
|
|
|
{
|
|
|
|
for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
|
|
|
|
for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
|
|
|
|
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
|
|
|
|
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
|
|
|
|
f = &nodedef->get(n);
|
|
|
|
// Solid nodes are drawn by MapBlockMesh
|
|
|
|
if (f->solidness != 0)
|
|
|
|
continue;
|
|
|
|
if (f->drawtype == NDT_AIRLIKE)
|
|
|
|
continue;
|
|
|
|
origin = intToFloat(p, BS);
|
|
|
|
drawNode();
|
|
|
|
}
|
|
|
|
}
|