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1404 lines
42 KiB
C++
1404 lines
42 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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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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(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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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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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#include "main.h" // For g_settings
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#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
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#include "settings.h"
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#include "nodedef.h"
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#include "tile.h"
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#include "gamedef.h"
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#include "util/numeric.h"
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#include "util/directiontables.h"
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// Create a cuboid.
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// collector - the MeshCollector for the resulting polygons
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// box - the position and size of the box
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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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// c - vertex colour - used for all
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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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// should be (2+2)*6=24 values in the list. Alternatively, pass
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// NULL to use the entire texture for each face. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures). If you specified 0,0,1,1
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// for each face, that would be the same as passing NULL.
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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TileSpec *tiles, int tilecount,
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video::SColor &c, const f32* txc)
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{
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assert(tilecount >= 1 && tilecount <= 6);
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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if(txc == NULL)
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{
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static const f32 txc_default[24] = {
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1
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};
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txc = txc_default;
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}
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video::S3DVertex vertices[24] =
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{
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// up
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video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
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video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
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video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
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// down
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video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
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// right
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video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
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video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
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video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
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video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
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// left
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video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
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video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
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video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
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video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
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// back
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video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
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video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
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// front
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video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
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video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
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};
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for(int i = 0; i < tilecount; i++)
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{
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switch (tiles[i].rotation)
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{
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case 0:
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break;
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case 1: //R90
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for (int x = 0; x < 4; x++)
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vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
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break;
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case 2: //R180
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for (int x = 0; x < 4; x++)
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vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
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break;
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case 3: //R270
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for (int x = 0; x < 4; x++)
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vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
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break;
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case 4: //FXR90
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
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vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
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}
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break;
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case 5: //FXR270
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
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vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
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}
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break;
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case 6: //FYR90
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
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vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
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}
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break;
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case 7: //FYR270
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
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vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
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}
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break;
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case 8: //FX
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
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}
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break;
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case 9: //FY
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for (int x = 0; x < 4; x++){
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vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
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}
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break;
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default:
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break;
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}
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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for(s32 j=0; j<24; j+=4)
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{
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int tileindex = MYMIN(j/4, tilecount-1);
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collector->append(tiles[tileindex],
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vertices+j, 4, indices, 6);
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}
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}
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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{
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INodeDefManager *nodedef = data->m_gamedef->ndef();
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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/*
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Some settings
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*/
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bool new_style_water = g_settings->getBool("new_style_water");
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float node_liquid_level = 1.0;
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if(new_style_water)
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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{
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v3s16 p(x,y,z);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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const ContentFeatures &f = nodedef->get(n);
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// Only solidness=0 stuff is drawn here
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if(f.solidness != 0)
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continue;
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switch(f.drawtype){
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default:
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infostream<<"Got "<<f.drawtype<<std::endl;
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assert(0);
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break;
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case NDT_AIRLIKE:
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break;
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case NDT_LIQUID:
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{
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/*
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Add water sources to mesh if using new style
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*/
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TileSpec tile_liquid = f.special_tiles[0];
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TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
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content_t c_source = nodedef->getId(f.liquid_alternative_source);
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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/*
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Generate sides
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*/
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v3s16 side_dirs[4] = {
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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};
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for(u32 i=0; i<4; i++)
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{
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v3s16 dir = side_dirs[i];
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MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
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content_t neighbor_content = neighbor.getContent();
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const ContentFeatures &n_feat = nodedef->get(neighbor_content);
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MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
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content_t n_top_c = n_top.getContent();
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if(neighbor_content == CONTENT_IGNORE)
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continue;
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/*
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If our topside is liquid and neighbor's topside
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is liquid, don't draw side face
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*/
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if(top_is_same_liquid && (n_top_c == c_flowing ||
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n_top_c == c_source || n_top_c == CONTENT_IGNORE))
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continue;
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// Don't draw face if neighbor is blocking the view
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if(n_feat.solidness == 2)
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continue;
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bool neighbor_is_same_liquid = (neighbor_content == c_source
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|| neighbor_content == c_flowing);
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// Don't draw any faces if neighbor same is liquid and top is
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// same liquid
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if(neighbor_is_same_liquid && !top_is_same_liquid)
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continue;
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// Use backface culled material if neighbor doesn't have a
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// solidness of 0
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const TileSpec *current_tile = &tile_liquid;
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if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
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current_tile = &tile_liquid_bfculled;
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
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video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
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};
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/*
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If our topside is liquid, set upper border of face
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at upper border of node
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*/
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if(top_is_same_liquid)
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{
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vertices[2].Pos.Y = 0.5*BS;
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vertices[3].Pos.Y = 0.5*BS;
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}
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/*
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Otherwise upper position of face is liquid level
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*/
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else
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{
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vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
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vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
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}
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/*
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If neighbor is liquid, lower border of face is liquid level
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*/
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if(neighbor_is_same_liquid)
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{
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vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
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vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
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}
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/*
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If neighbor is not liquid, lower border of face is
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lower border of node
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*/
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else
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{
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vertices[0].Pos.Y = -0.5*BS;
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vertices[1].Pos.Y = -0.5*BS;
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}
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for(s32 j=0; j<4; j++)
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{
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if(dir == v3s16(0,0,1))
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vertices[j].Pos.rotateXZBy(0);
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if(dir == v3s16(0,0,-1))
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vertices[j].Pos.rotateXZBy(180);
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if(dir == v3s16(-1,0,0))
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vertices[j].Pos.rotateXZBy(90);
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if(dir == v3s16(1,0,-0))
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vertices[j].Pos.rotateXZBy(-90);
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// Do this to not cause glitches when two liquids are
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// side-by-side
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/*if(neighbor_is_same_liquid == false){
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vertices[j].Pos.X *= 0.98;
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vertices[j].Pos.Z *= 0.98;
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}*/
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vertices[j].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(*current_tile, vertices, 4, indices, 6);
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}
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/*
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Generate top
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*/
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if(top_is_same_liquid)
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continue;
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
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};
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v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos += offset;
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(tile_liquid, vertices, 4, indices, 6);
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break;}
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case NDT_FLOWINGLIQUID:
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{
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/*
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Add flowing liquid to mesh
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*/
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TileSpec tile_liquid = f.special_tiles[0];
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TileSpec tile_liquid_bfculled = f.special_tiles[1];
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
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content_t c_source = nodedef->getId(f.liquid_alternative_source);
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u16 l = 0;
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// If this liquid emits light and doesn't contain light, draw
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// it at what it emits, for an increased effect
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u8 light_source = nodedef->get(n).light_source;
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if(light_source != 0){
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//l = decode_light(undiminish_light(light_source));
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l = decode_light(light_source);
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l = l | (l<<8);
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}
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// Use the light of the node on top if possible
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else if(nodedef->get(ntop).param_type == CPT_LIGHT)
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l = getInteriorLight(ntop, 0, nodedef);
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// Otherwise use the light of this node (the liquid)
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else
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l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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std::map<v3s16, f32> neighbor_levels;
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std::map<v3s16, content_t> neighbor_contents;
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std::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_same_liquid = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(1,0,1),
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v3s16(-1,0,-1),
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v3s16(1,0,-1),
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v3s16(-1,0,1),
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};
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for(u32 i=0; i<9; i++)
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{
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content_t content = CONTENT_AIR;
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float level = -0.5 * BS;
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u8 flags = 0;
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// Check neighbor
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v3s16 p2 = p + neighbor_dirs[i];
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() != CONTENT_IGNORE)
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{
|
|
content = n2.getContent();
|
|
|
|
if(n2.getContent() == c_source)
|
|
level = (-0.5+node_liquid_level) * BS;
|
|
else if(n2.getContent() == c_flowing){
|
|
u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
|
|
if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
|
|
liquid_level = 0;
|
|
else
|
|
liquid_level -= (LIQUID_LEVEL_MAX+1-range);
|
|
level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
|
|
}
|
|
|
|
// Check node above neighbor.
|
|
// NOTE: This doesn't get executed if neighbor
|
|
// doesn't exist
|
|
p2.Y += 1;
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
if(n2.getContent() == c_source ||
|
|
n2.getContent() == c_flowing)
|
|
flags |= neighborflag_top_is_same_liquid;
|
|
}
|
|
|
|
neighbor_levels[neighbor_dirs[i]] = level;
|
|
neighbor_contents[neighbor_dirs[i]] = content;
|
|
neighbor_flags[neighbor_dirs[i]] = flags;
|
|
}
|
|
|
|
// Corner heights (average between four liquids)
|
|
f32 corner_levels[4];
|
|
|
|
v3s16 halfdirs[4] = {
|
|
v3s16(0,0,0),
|
|
v3s16(1,0,0),
|
|
v3s16(1,0,1),
|
|
v3s16(0,0,1),
|
|
};
|
|
for(u32 i=0; i<4; i++)
|
|
{
|
|
v3s16 cornerdir = halfdirs[i];
|
|
float cornerlevel = 0;
|
|
u32 valid_count = 0;
|
|
u32 air_count = 0;
|
|
for(u32 j=0; j<4; j++)
|
|
{
|
|
v3s16 neighbordir = cornerdir - halfdirs[j];
|
|
content_t content = neighbor_contents[neighbordir];
|
|
// If top is liquid, draw starting from top of node
|
|
if(neighbor_flags[neighbordir] &
|
|
neighborflag_top_is_same_liquid)
|
|
{
|
|
cornerlevel = 0.5*BS;
|
|
valid_count = 1;
|
|
break;
|
|
}
|
|
// Source is always the same height
|
|
else if(content == c_source)
|
|
{
|
|
cornerlevel = (-0.5+node_liquid_level)*BS;
|
|
valid_count = 1;
|
|
break;
|
|
}
|
|
// Flowing liquid has level information
|
|
else if(content == c_flowing)
|
|
{
|
|
cornerlevel += neighbor_levels[neighbordir];
|
|
valid_count++;
|
|
}
|
|
else if(content == CONTENT_AIR)
|
|
{
|
|
air_count++;
|
|
}
|
|
}
|
|
if(air_count >= 2)
|
|
cornerlevel = -0.5*BS+0.2;
|
|
else if(valid_count > 0)
|
|
cornerlevel /= valid_count;
|
|
corner_levels[i] = cornerlevel;
|
|
}
|
|
|
|
/*
|
|
Generate sides
|
|
*/
|
|
|
|
v3s16 side_dirs[4] = {
|
|
v3s16(1,0,0),
|
|
v3s16(-1,0,0),
|
|
v3s16(0,0,1),
|
|
v3s16(0,0,-1),
|
|
};
|
|
s16 side_corners[4][2] = {
|
|
{1, 2},
|
|
{3, 0},
|
|
{2, 3},
|
|
{0, 1},
|
|
};
|
|
for(u32 i=0; i<4; i++)
|
|
{
|
|
v3s16 dir = side_dirs[i];
|
|
|
|
/*
|
|
If our topside is liquid and neighbor's topside
|
|
is liquid, don't draw side face
|
|
*/
|
|
if(top_is_same_liquid &&
|
|
neighbor_flags[dir] & neighborflag_top_is_same_liquid)
|
|
continue;
|
|
|
|
content_t neighbor_content = neighbor_contents[dir];
|
|
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
|
|
|
|
// Don't draw face if neighbor is blocking the view
|
|
if(n_feat.solidness == 2)
|
|
continue;
|
|
|
|
bool neighbor_is_same_liquid = (neighbor_content == c_source
|
|
|| neighbor_content == c_flowing);
|
|
|
|
// Don't draw any faces if neighbor same is liquid and top is
|
|
// same liquid
|
|
if(neighbor_is_same_liquid == true
|
|
&& top_is_same_liquid == false)
|
|
continue;
|
|
|
|
// Use backface culled material if neighbor doesn't have a
|
|
// solidness of 0
|
|
const TileSpec *current_tile = &tile_liquid;
|
|
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
|
|
current_tile = &tile_liquid_bfculled;
|
|
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
/*
|
|
If our topside is liquid, set upper border of face
|
|
at upper border of node
|
|
*/
|
|
if(top_is_same_liquid)
|
|
{
|
|
vertices[2].Pos.Y = 0.5*BS;
|
|
vertices[3].Pos.Y = 0.5*BS;
|
|
}
|
|
/*
|
|
Otherwise upper position of face is corner levels
|
|
*/
|
|
else
|
|
{
|
|
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
|
|
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
|
|
}
|
|
|
|
/*
|
|
If neighbor is liquid, lower border of face is corner
|
|
liquid levels
|
|
*/
|
|
if(neighbor_is_same_liquid)
|
|
{
|
|
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
|
|
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
|
|
}
|
|
/*
|
|
If neighbor is not liquid, lower border of face is
|
|
lower border of node
|
|
*/
|
|
else
|
|
{
|
|
vertices[0].Pos.Y = -0.5*BS;
|
|
vertices[1].Pos.Y = -0.5*BS;
|
|
}
|
|
|
|
for(s32 j=0; j<4; j++)
|
|
{
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[j].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[j].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[j].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(1,0,-0))
|
|
vertices[j].Pos.rotateXZBy(-90);
|
|
|
|
// Do this to not cause glitches when two liquids are
|
|
// side-by-side
|
|
/*if(neighbor_is_same_liquid == false){
|
|
vertices[j].Pos.X *= 0.98;
|
|
vertices[j].Pos.Z *= 0.98;
|
|
}*/
|
|
|
|
vertices[j].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(*current_tile, vertices, 4, indices, 6);
|
|
}
|
|
|
|
/*
|
|
Generate top side, if appropriate
|
|
*/
|
|
|
|
if(top_is_same_liquid == false)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
// To get backface culling right, the vertices need to go
|
|
// clockwise around the front of the face. And we happened to
|
|
// calculate corner levels in exact reverse order.
|
|
s32 corner_resolve[4] = {3,2,1,0};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
//vertices[i].Pos.Y += liquid_level;
|
|
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
|
|
s32 j = corner_resolve[i];
|
|
vertices[i].Pos.Y += corner_levels[j];
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
// Default downwards-flowing texture animation goes from
|
|
// -Z towards +Z, thus the direction is +Z.
|
|
// Rotate texture to make animation go in flow direction
|
|
// Positive if liquid moves towards +Z
|
|
f32 dz = (corner_levels[side_corners[3][0]] +
|
|
corner_levels[side_corners[3][1]]) -
|
|
(corner_levels[side_corners[2][0]] +
|
|
corner_levels[side_corners[2][1]]);
|
|
// Positive if liquid moves towards +X
|
|
f32 dx = (corner_levels[side_corners[1][0]] +
|
|
corner_levels[side_corners[1][1]]) -
|
|
(corner_levels[side_corners[0][0]] +
|
|
corner_levels[side_corners[0][1]]);
|
|
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
|
|
v2f tcoord_center(0.5, 0.5);
|
|
v2f tcoord_translate(
|
|
blockpos_nodes.Z + z,
|
|
blockpos_nodes.X + x);
|
|
tcoord_translate.rotateBy(tcoord_angle);
|
|
tcoord_translate.X -= floor(tcoord_translate.X);
|
|
tcoord_translate.Y -= floor(tcoord_translate.Y);
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
vertices[i].TCoords.rotateBy(
|
|
tcoord_angle,
|
|
tcoord_center);
|
|
vertices[i].TCoords += tcoord_translate;
|
|
}
|
|
|
|
v2f t = vertices[0].TCoords;
|
|
vertices[0].TCoords = vertices[2].TCoords;
|
|
vertices[2].TCoords = t;
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(tile_liquid, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_GLASSLIKE:
|
|
{
|
|
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
|
|
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
for(u32 j=0; j<6; j++)
|
|
{
|
|
// Check this neighbor
|
|
v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
// Don't make face if neighbor is of same type
|
|
if(n2.getContent() == n.getContent())
|
|
continue;
|
|
|
|
// The face at Z+
|
|
video::S3DVertex vertices[4] = {
|
|
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
|
|
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
// Rotations in the g_6dirs format
|
|
if(j == 0) // Z+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
else if(j == 1) // Y+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
else if(j == 2) // X+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
else if(j == 3) // Z-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
else if(j == 4) // Y-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
else if(j == 5) // X-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
|
|
for(u16 i=0; i<4; i++){
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(tile, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_GLASSLIKE_FRAMED:
|
|
{
|
|
static const v3s16 dirs[6] = {
|
|
v3s16( 0, 1, 0),
|
|
v3s16( 0,-1, 0),
|
|
v3s16( 1, 0, 0),
|
|
v3s16(-1, 0, 0),
|
|
v3s16( 0, 0, 1),
|
|
v3s16( 0, 0,-1)
|
|
};
|
|
TileSpec tiles[2];
|
|
tiles[0] = getNodeTile(n, p, dirs[0], data);
|
|
tiles[1] = getNodeTile(n, p, dirs[1], data);
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
v3f pos = intToFloat(p, BS);
|
|
static const float a=BS/2;
|
|
static const float b=.876*(BS/2);
|
|
static const aabb3f frame_edges[12] = {
|
|
aabb3f( b, b,-a, a, a, a), // y+
|
|
aabb3f(-a, b,-a,-b, a, a), // y+
|
|
aabb3f( b,-a,-a, a,-b, a), // y-
|
|
aabb3f(-a,-a,-a,-b,-b, a), // y-
|
|
aabb3f( b,-a, b, a, a, a), // x+
|
|
aabb3f( b,-a,-a, a, a,-b), // x+
|
|
aabb3f(-a,-a, b,-b, a, a), // x-
|
|
aabb3f(-a,-a,-a,-b, a,-b), // x-
|
|
aabb3f(-a, b, b, a, a, a), // z+
|
|
aabb3f(-a,-a, b, a,-b, a), // z+
|
|
aabb3f(-a,-a,-a, a,-b,-b), // z-
|
|
aabb3f(-a, b,-a, a, a,-b) // z-
|
|
};
|
|
aabb3f glass_faces[6] = {
|
|
aabb3f(-a, a,-a, a, a, a), // y+
|
|
aabb3f(-a,-a,-a, a,-a, a), // y-
|
|
aabb3f( a,-a,-a, a, a, a), // x+
|
|
aabb3f(-a,-a,-a,-a, a, a), // x-
|
|
aabb3f(-a,-a, a, a, a, a), // z+
|
|
aabb3f(-a,-a,-a, a, a,-a) // z-
|
|
};
|
|
|
|
int visible_faces[6] = {0,0,0,0,0,0};
|
|
int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
|
|
u8 i;
|
|
content_t current = n.getContent();
|
|
content_t content;
|
|
MapNode n2;
|
|
v3s16 n2p;
|
|
for(i=0; i<18; i++)
|
|
{
|
|
n2p = blockpos_nodes + p + g_26dirs[i];
|
|
n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
content_t n2c = n2.getContent();
|
|
//TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
|
|
if (n2c == current || n2c == CONTENT_IGNORE)
|
|
nb[i]=1;
|
|
}
|
|
for(i=0; i<6; i++)
|
|
{
|
|
n2p = blockpos_nodes + p + dirs[i];
|
|
n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
content = n2.getContent();
|
|
const ContentFeatures &f2 = nodedef->get(content);
|
|
if (content == CONTENT_AIR || f2.isLiquid())
|
|
visible_faces[i]=1;
|
|
}
|
|
static const u8 nb_triplet[12*3] = {
|
|
1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
|
|
2,0,11, 2,3,13, 5,0,10, 5,3,12,
|
|
0,1, 8, 0,4,16, 3,4,17, 3,1, 9
|
|
};
|
|
|
|
f32 tx1,ty1,tz1,tx2,ty2,tz2;
|
|
aabb3f box;
|
|
for(i=0; i<12; i++)
|
|
{
|
|
int edge_invisible;
|
|
if (nb[nb_triplet[i*3+2]]==1)
|
|
edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
|
|
else
|
|
edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
|
|
if (edge_invisible)
|
|
continue;
|
|
box=frame_edges[i];
|
|
box.MinEdge += pos;
|
|
box.MaxEdge += pos;
|
|
tx1 = (box.MinEdge.X/BS)+0.5;
|
|
ty1 = (box.MinEdge.Y/BS)+0.5;
|
|
tz1 = (box.MinEdge.Z/BS)+0.5;
|
|
tx2 = (box.MaxEdge.X/BS)+0.5;
|
|
ty2 = (box.MaxEdge.Y/BS)+0.5;
|
|
tz2 = (box.MaxEdge.Z/BS)+0.5;
|
|
f32 txc1[24] = {
|
|
tx1, 1-tz2, tx2, 1-tz1,
|
|
tx1, tz1, tx2, tz2,
|
|
tz1, 1-ty2, tz2, 1-ty1,
|
|
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
|
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
|
tx1, 1-ty2, tx2, 1-ty1,
|
|
};
|
|
makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
|
|
}
|
|
for(i=0; i<6; i++)
|
|
{
|
|
if (visible_faces[i]==0)
|
|
continue;
|
|
box=glass_faces[i];
|
|
box.MinEdge += pos;
|
|
box.MaxEdge += pos;
|
|
tx1 = (box.MinEdge.X/BS)+0.5;
|
|
ty1 = (box.MinEdge.Y/BS)+0.5;
|
|
tz1 = (box.MinEdge.Z/BS)+0.5;
|
|
tx2 = (box.MaxEdge.X/BS)+0.5;
|
|
ty2 = (box.MaxEdge.Y/BS)+0.5;
|
|
tz2 = (box.MaxEdge.Z/BS)+0.5;
|
|
f32 txc2[24] = {
|
|
tx1, 1-tz2, tx2, 1-tz1,
|
|
tx1, tz1, tx2, tz2,
|
|
tz1, 1-ty2, tz2, 1-ty1,
|
|
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
|
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
|
tx1, 1-ty2, tx2, 1-ty1,
|
|
};
|
|
makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
|
|
}
|
|
break;}
|
|
case NDT_ALLFACES:
|
|
{
|
|
TileSpec tile_leaves = getNodeTile(n, p,
|
|
v3s16(0,0,0), data);
|
|
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
v3f pos = intToFloat(p, BS);
|
|
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
|
|
box.MinEdge += pos;
|
|
box.MaxEdge += pos;
|
|
makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
|
|
break;}
|
|
case NDT_ALLFACES_OPTIONAL:
|
|
// This is always pre-converted to something else
|
|
assert(0);
|
|
break;
|
|
case NDT_TORCHLIKE:
|
|
{
|
|
v3s16 dir = n.getWallMountedDir(nodedef);
|
|
|
|
u8 tileindex = 0;
|
|
if(dir == v3s16(0,-1,0)){
|
|
tileindex = 0; // floor
|
|
} else if(dir == v3s16(0,1,0)){
|
|
tileindex = 1; // ceiling
|
|
// For backwards compatibility
|
|
} else if(dir == v3s16(0,0,0)){
|
|
tileindex = 0; // floor
|
|
} else {
|
|
tileindex = 2; // side
|
|
}
|
|
|
|
TileSpec tile = getNodeTileN(n, p, tileindex, data);
|
|
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
|
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
|
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
float s = BS/2*f.visual_scale;
|
|
// Wall at X+ of node
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
|
|
video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
|
|
video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(dir == v3s16(1,0,0))
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
if(dir == v3s16(0,-1,0))
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
if(dir == v3s16(0,1,0))
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(tile, vertices, 4, indices, 6);
|
|
break;}
|
|
case NDT_SIGNLIKE:
|
|
{
|
|
TileSpec tile = getNodeTileN(n, p, 0, data);
|
|
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
|
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
|
|
|
u16 l = getInteriorLight(n, 0, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
float d = (float)BS/16;
|
|
float s = BS/2*f.visual_scale;
|
|
// Wall at X+ of node
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
|
|
video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
|
|
video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
|
|
};
|
|
|
|
v3s16 dir = n.getWallMountedDir(nodedef);
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(dir == v3s16(1,0,0))
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
if(dir == v3s16(0,-1,0))
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
if(dir == v3s16(0,1,0))
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(tile, vertices, 4, indices, 6);
|
|
break;}
|
|
case NDT_PLANTLIKE:
|
|
{
|
|
TileSpec tile = getNodeTileN(n, p, 0, data);
|
|
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
|
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
float s = BS/2*f.visual_scale;
|
|
|
|
for(u32 j=0; j<2; j++)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
|
|
video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
|
|
video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos *= f.visual_scale;
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(tile, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_FENCELIKE:
|
|
{
|
|
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
|
|
TileSpec tile_nocrack = tile;
|
|
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
|
|
|
|
// A hack to put wood the right way around in the posts
|
|
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
|
std::string texturestring_rot = tsrc->getTextureName(
|
|
tile.texture_id) + "^[transformR90";
|
|
TileSpec tile_rot = tile;
|
|
tile_rot.texture = tsrc->getTexture(
|
|
texturestring_rot,
|
|
&tile_rot.texture_id);
|
|
|
|
u16 l = getInteriorLight(n, 1, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
const f32 post_rad=(f32)BS/8;
|
|
const f32 bar_rad=(f32)BS/16;
|
|
const f32 bar_len=(f32)(BS/2)-post_rad;
|
|
|
|
v3f pos = intToFloat(p, BS);
|
|
|
|
// The post - always present
|
|
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
|
|
post.MinEdge += pos;
|
|
post.MaxEdge += pos;
|
|
f32 postuv[24]={
|
|
6/16.,6/16.,10/16.,10/16.,
|
|
6/16.,6/16.,10/16.,10/16.,
|
|
0/16.,0,4/16.,1,
|
|
4/16.,0,8/16.,1,
|
|
8/16.,0,12/16.,1,
|
|
12/16.,0,16/16.,1};
|
|
makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
|
|
|
|
// Now a section of fence, +X, if there's a post there
|
|
v3s16 p2 = p;
|
|
p2.X++;
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
const ContentFeatures *f2 = &nodedef->get(n2);
|
|
if(f2->drawtype == NDT_FENCELIKE)
|
|
{
|
|
aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
|
|
bar_len+BS/2,bar_rad+BS/4,bar_rad);
|
|
bar.MinEdge += pos;
|
|
bar.MaxEdge += pos;
|
|
f32 xrailuv[24]={
|
|
0/16.,2/16.,16/16.,4/16.,
|
|
0/16.,4/16.,16/16.,6/16.,
|
|
6/16.,6/16.,8/16.,8/16.,
|
|
10/16.,10/16.,12/16.,12/16.,
|
|
0/16.,8/16.,16/16.,10/16.,
|
|
0/16.,14/16.,16/16.,16/16.};
|
|
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
|
c, xrailuv);
|
|
bar.MinEdge.Y -= BS/2;
|
|
bar.MaxEdge.Y -= BS/2;
|
|
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
|
c, xrailuv);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
|
|
bar_rad,bar_rad+BS/4,bar_len+BS/2);
|
|
bar.MinEdge += pos;
|
|
bar.MaxEdge += pos;
|
|
f32 zrailuv[24]={
|
|
3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
|
|
4/16.,1/16.,6/16.,5/16., // for wood texture instead
|
|
0/16.,9/16.,16/16.,11/16.,
|
|
0/16.,6/16.,16/16.,8/16.,
|
|
6/16.,6/16.,8/16.,8/16.,
|
|
10/16.,10/16.,12/16.,12/16.};
|
|
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
|
c, zrailuv);
|
|
bar.MinEdge.Y -= BS/2;
|
|
bar.MaxEdge.Y -= BS/2;
|
|
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
|
c, zrailuv);
|
|
}
|
|
break;}
|
|
case NDT_RAILLIKE:
|
|
{
|
|
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
|
|
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
|
|
|
|
bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
|
|
bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
|
|
bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
|
|
bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */
|
|
|
|
MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
|
|
MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
|
|
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
|
|
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
|
|
MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
|
|
MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
|
|
MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
|
|
MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
|
|
MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
|
|
MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
|
|
MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
|
|
MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
|
|
|
|
content_t thiscontent = n.getContent();
|
|
std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
|
|
bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
|
|
|
|
if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_x.getContent() == thiscontent)
|
|
is_rail_x[0] = true;
|
|
|
|
if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_x_minus_y.getContent() == thiscontent)
|
|
is_rail_x_minus_y[0] = true;
|
|
|
|
if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_x_plus_y.getContent() == thiscontent)
|
|
is_rail_x_plus_y[0] = true;
|
|
|
|
if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_x.getContent() == thiscontent)
|
|
is_rail_x[1] = true;
|
|
|
|
if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_x_minus_y.getContent() == thiscontent)
|
|
is_rail_x_minus_y[1] = true;
|
|
|
|
if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_x_plus_y.getContent() == thiscontent)
|
|
is_rail_x_plus_y[1] = true;
|
|
|
|
if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_z.getContent() == thiscontent)
|
|
is_rail_z[0] = true;
|
|
|
|
if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_z_minus_y.getContent() == thiscontent)
|
|
is_rail_z_minus_y[0] = true;
|
|
|
|
if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_minus_z_plus_y.getContent() == thiscontent)
|
|
is_rail_z_plus_y[0] = true;
|
|
|
|
if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_z.getContent() == thiscontent)
|
|
is_rail_z[1] = true;
|
|
|
|
if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_z_minus_y.getContent() == thiscontent)
|
|
is_rail_z_minus_y[1] = true;
|
|
|
|
if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
|
|
&& ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
|
|
&& self_connect_to_raillike)
|
|
|| n_plus_z_plus_y.getContent() == thiscontent)
|
|
is_rail_z_plus_y[1] = true;
|
|
|
|
bool is_rail_x_all[] = {false, false};
|
|
bool is_rail_z_all[] = {false, false};
|
|
is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
|
|
is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
|
|
is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
|
|
is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
|
|
|
|
// reasonable default, flat straight unrotated rail
|
|
bool is_straight = true;
|
|
int adjacencies = 0;
|
|
int angle = 0;
|
|
u8 tileindex = 0;
|
|
|
|
// check for sloped rail
|
|
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
|
|
{
|
|
adjacencies = 5; //5 means sloped
|
|
is_straight = true; // sloped is always straight
|
|
}
|
|
else
|
|
{
|
|
// is really straight, rails on both sides
|
|
is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
|
|
adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
|
|
}
|
|
|
|
switch (adjacencies) {
|
|
case 1:
|
|
if(is_rail_x_all[0] || is_rail_x_all[1])
|
|
angle = 90;
|
|
break;
|
|
case 2:
|
|
if(!is_straight)
|
|
tileindex = 1; // curved
|
|
if(is_rail_x_all[0] && is_rail_x_all[1])
|
|
angle = 90;
|
|
if(is_rail_z_all[0] && is_rail_z_all[1]){
|
|
if (is_rail_z_plus_y[0])
|
|
angle = 180;
|
|
}
|
|
else if(is_rail_x_all[0] && is_rail_z_all[0])
|
|
angle = 270;
|
|
else if(is_rail_x_all[0] && is_rail_z_all[1])
|
|
angle = 180;
|
|
else if(is_rail_x_all[1] && is_rail_z_all[1])
|
|
angle = 90;
|
|
break;
|
|
case 3:
|
|
// here is where the potential to 'switch' a junction is, but not implemented at present
|
|
tileindex = 2; // t-junction
|
|
if(!is_rail_x_all[1])
|
|
angle=180;
|
|
if(!is_rail_z_all[0])
|
|
angle=90;
|
|
if(!is_rail_z_all[1])
|
|
angle=270;
|
|
break;
|
|
case 4:
|
|
tileindex = 3; // crossing
|
|
break;
|
|
case 5: //sloped
|
|
if(is_rail_z_plus_y[0])
|
|
angle = 180;
|
|
if(is_rail_x_plus_y[0])
|
|
angle = 90;
|
|
if(is_rail_x_plus_y[1])
|
|
angle = -90;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
TileSpec tile = getNodeTileN(n, p, tileindex, data);
|
|
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
|
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
|
|
|
u16 l = getInteriorLight(n, 0, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
float d = (float)BS/64;
|
|
|
|
char g=-1;
|
|
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
|
|
g=1; //Object is at a slope
|
|
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
|
|
video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
|
|
video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(angle != 0)
|
|
vertices[i].Pos.rotateXZBy(angle);
|
|
vertices[i].Pos += intToFloat(p, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
collector.append(tile, vertices, 4, indices, 6);
|
|
break;}
|
|
case NDT_NODEBOX:
|
|
{
|
|
static const v3s16 tile_dirs[6] = {
|
|
v3s16(0, 1, 0),
|
|
v3s16(0, -1, 0),
|
|
v3s16(1, 0, 0),
|
|
v3s16(-1, 0, 0),
|
|
v3s16(0, 0, 1),
|
|
v3s16(0, 0, -1)
|
|
};
|
|
TileSpec tiles[6];
|
|
|
|
u16 l = getInteriorLight(n, 0, nodedef);
|
|
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
|
|
|
v3f pos = intToFloat(p, BS);
|
|
|
|
std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
|
|
for(std::vector<aabb3f>::iterator
|
|
i = boxes.begin();
|
|
i != boxes.end(); i++)
|
|
{
|
|
for(int j = 0; j < 6; j++)
|
|
{
|
|
// Handles facedir rotation for textures
|
|
tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
|
|
}
|
|
aabb3f box = *i;
|
|
box.MinEdge += pos;
|
|
box.MaxEdge += pos;
|
|
|
|
f32 temp;
|
|
if (box.MinEdge.X > box.MaxEdge.X)
|
|
{
|
|
temp=box.MinEdge.X;
|
|
box.MinEdge.X=box.MaxEdge.X;
|
|
box.MaxEdge.X=temp;
|
|
}
|
|
if (box.MinEdge.Y > box.MaxEdge.Y)
|
|
{
|
|
temp=box.MinEdge.Y;
|
|
box.MinEdge.Y=box.MaxEdge.Y;
|
|
box.MaxEdge.Y=temp;
|
|
}
|
|
if (box.MinEdge.Z > box.MaxEdge.Z)
|
|
{
|
|
temp=box.MinEdge.Z;
|
|
box.MinEdge.Z=box.MaxEdge.Z;
|
|
box.MaxEdge.Z=temp;
|
|
}
|
|
|
|
//
|
|
// Compute texture coords
|
|
f32 tx1 = (box.MinEdge.X/BS)+0.5;
|
|
f32 ty1 = (box.MinEdge.Y/BS)+0.5;
|
|
f32 tz1 = (box.MinEdge.Z/BS)+0.5;
|
|
f32 tx2 = (box.MaxEdge.X/BS)+0.5;
|
|
f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
|
|
f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
|
|
f32 txc[24] = {
|
|
// up
|
|
tx1, 1-tz2, tx2, 1-tz1,
|
|
// down
|
|
tx1, tz1, tx2, tz2,
|
|
// right
|
|
tz1, 1-ty2, tz2, 1-ty1,
|
|
// left
|
|
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
|
// back
|
|
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
|
// front
|
|
tx1, 1-ty2, tx2, 1-ty1,
|
|
};
|
|
makeCuboid(&collector, box, tiles, 6, c, txc);
|
|
}
|
|
break;}
|
|
}
|
|
}
|
|
}
|
|
|