diff options
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r-- | src/content_mapblock.cpp | 383 |
1 files changed, 164 insertions, 219 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 8fa041312..6a83bd8f3 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -50,9 +50,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, v3f min = box.MinEdge; v3f max = box.MaxEdge; - - - + + + if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, @@ -163,6 +163,14 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, + MeshMakeData *data, MapNode n, int v, int *neighbors) +{ + MapNode n2 = data->m_vmanip.getNodeNoEx(p); + if (nodedef->nodeboxConnects(n, n2, v)) + *neighbors |= v; +} + /* TODO: Fix alpha blending for special nodes Currently only the last element rendered is blended correct @@ -171,7 +179,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); - ITextureSource *tsrc = data->m_gamedef->tsrc(); scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); @@ -182,11 +189,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, Some settings */ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); - bool new_style_water = g_settings->getBool("new_style_water"); - - float node_liquid_level = 1.0; - if (new_style_water) - node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; @@ -288,35 +290,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; - } + if (top_is_same_liquid) { + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; + } else { /* Otherwise upper position of face is liquid level */ - else - { - vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; } /* If neighbor is liquid, lower border of face is liquid level */ - if(neighbor_is_same_liquid) - { - vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; - } + if (neighbor_is_same_liquid) { + vertices[0].Pos.Y = 0.5 * BS; + vertices[1].Pos.Y = 0.5 * BS; + } else { /* 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; + vertices[0].Pos.Y = -0.5 * BS; + vertices[1].Pos.Y = -0.5 * BS; } for(s32 j=0; j<4; j++) @@ -350,7 +346,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, */ if(top_is_same_liquid) continue; - + video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), @@ -359,7 +355,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; - v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); + v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; @@ -383,7 +379,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; - + u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect @@ -399,7 +395,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, else l = getInteriorLight(n, 0, nodedef); video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - + u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); // Neighbor liquid levels (key = relative position) @@ -432,14 +428,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content = n2.getContent(); if(n2.getContent() == c_source) - level = (-0.5+node_liquid_level) * BS; + level = 0.5 * 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; + level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS; } // Check node above neighbor. @@ -451,7 +447,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; @@ -459,7 +455,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Corner heights (average between four liquids) f32 corner_levels[4]; - + v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), @@ -487,7 +483,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Source is always the same height else if(content == c_source) { - cornerlevel = (-0.5+node_liquid_level)*BS; + cornerlevel = 0.5 * BS; valid_count = 1; break; } @@ -539,14 +535,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -558,7 +554,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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), @@ -566,7 +562,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -584,7 +580,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -603,7 +599,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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)) @@ -614,7 +610,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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){ @@ -629,11 +625,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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] = @@ -643,7 +639,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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. @@ -657,8 +653,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } - - // Default downwards-flowing texture animation goes from + + // 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 @@ -721,7 +717,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), }; - + // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) @@ -770,7 +766,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tiles[6]; for (i = 0; i < 6; i++) tiles[i] = getNodeTile(n, p, dirs[i], data); - + TileSpec glass_tiles[6]; if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { glass_tiles[0] = tiles[2]; @@ -781,21 +777,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, glass_tiles[5] = tiles[1]; } else { for (i = 0; i < 6; i++) - glass_tiles[i] = tiles[1]; + glass_tiles[i] = tiles[1]; } - + u8 param2 = n.getParam2(); bool H_merge = ! bool(param2 & 128); bool V_merge = ! bool(param2 & 64); param2 = param2 & 63; - + u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); 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[12] = { aabb3f( b, b,-a, a, a, a), // y+ aabb3f(-a, b,-a,-b, a, a), // y+ @@ -818,16 +814,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, aabb3f(-g,-g, g, g, g, g), // z+ aabb3f(-g,-g,-g, g, g,-g) // z- }; - + // table of node visible faces, 0 = invisible int visible_faces[6] = {0,0,0,0,0,0}; - + // table of neighbours, 1 = same type, checked with g_26dirs int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; - + // g_26dirs to check when only horizontal merge is allowed int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; - + content_t current = n.getContent(); content_t n2c; MapNode n2; @@ -845,14 +841,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) - nb[4] = 1; + nb[4] = 1; } else if (H_merge && !V_merge) { for(i = 0; i < 8; i++) { n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) - nb[nb_H_dirs[i]] = 1; + nb[nb_H_dirs[i]] = 1; } } else if (H_merge && V_merge) { for(i = 0; i < 18; i++) { @@ -878,7 +874,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, visible_faces[i] = 1; } } - + if (!H_merge) { visible_faces[2] = 1; visible_faces[3] = 1; @@ -893,7 +889,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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, @@ -1010,7 +1006,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); - + u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor @@ -1070,7 +1066,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u16 l = getInteriorLight(n, 0, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); - + float d = (float)BS/16; float s = BS/2*f.visual_scale; // Wall at X+ of node @@ -1113,7 +1109,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); - + float s = BS / 2 * f.visual_scale; for (int j = 0; j < 2; j++) @@ -1125,16 +1121,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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), }; + float rotate_degree = 0; + if (f.param_type_2 == CPT2_DEGROTATE) + rotate_degree = n.param2 * 2; - if(j == 0) - { + if (j == 0) { for(u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(46 + n.param2 * 2); - } - else if(j == 1) - { + vertices[i].Pos.rotateXZBy(46 + rotate_degree); + } else if (j == 1) { for(u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2); + vertices[i].Pos.rotateXZBy(-44 + rotate_degree); } for (int i = 0; i < 4; i++) @@ -1157,7 +1153,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); - float s = BS/2*f.visual_scale; + float s = BS / 2 * f.visual_scale; content_t current = n.getContent(); content_t n2c; @@ -1165,148 +1161,116 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 n2p; 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) + v3s16( 0, 1, 0), + v3s16( 0, -1, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0, -1) }; - int doDraw[6] = {0,0,0,0,0,0}; + int doDraw[6] = {0, 0, 0, 0, 0, 0}; bool drawAllFaces = true; - bool drawBottomFacesOnly = false; // Currently unused - // Check for adjacent nodes - for(int i = 0; i < 6; i++) - { + for (int i = 0; i < 6; i++) { n2p = blockpos_nodes + p + dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { doDraw[i] = 1; - if(drawAllFaces) + if (drawAllFaces) drawAllFaces = false; } } - for(int j = 0; j < 6; j++) - { - int vOffset = 0; // Vertical offset of faces after rotation - int hOffset = 4; // Horizontal offset of faces to reach the edge + for (int j = 0; j < 6; j++) { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), - video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1), - video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0), - video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0), + video::S3DVertex 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), }; // Calculate which faces should be drawn, (top or sides) - if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1))) - { - for(int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + if (j == 0 && (drawAllFaces || + (doDraw[3] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(-10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.X -= hOffset; + vertices[i].Pos.X -= 4.0; } - } - else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1))) - { - for(int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + } else if (j == 1 && (drawAllFaces || + (doDraw[5] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(180); vertices[i].Pos.rotateYZBy(10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.Z -= hOffset; + vertices[i].Pos.Z -= 4.0; } - } - else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1))) - { - for(int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + } else if (j == 2 && (drawAllFaces || + (doDraw[2] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(270); vertices[i].Pos.rotateXYBy(10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.X += hOffset; + vertices[i].Pos.X += 4.0; } - } - else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 3 && (drawAllFaces || + (doDraw[4] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(-10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.Z += hOffset; + vertices[i].Pos.Z += 4.0; } - } - // Center cross-flames - else if(j == 4 && (drawAllFaces || doDraw[1] == 1)) - { - for(int i=0; i<4; i++) { - vertices[i].Pos.rotateXZBy(45 + n.param2 * 2); - vertices[i].Pos.Y -= vOffset; + } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(45); } - } - else if(j == 5 && (drawAllFaces || doDraw[1] == 1)) - { - for(int i=0; i<4; i++) { - vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2); - vertices[i].Pos.Y -= vOffset; + } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(-45); } - } - - // Render flames on bottom - else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + // Render flames on bottom of node above + } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X -= hOffset+0.7; + vertices[i].Pos.X -= 4.7; } - } - else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + vertices[i].Pos.rotateXZBy(180); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z -= hOffset+0.7; + vertices[i].Pos.Z -= 4.7; } - } - else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + vertices[i].Pos.rotateXZBy(270); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X += hOffset+0.7; + vertices[i].Pos.X += 4.7; } - } - else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z += hOffset+0.7; + vertices[i].Pos.Z += 4.7; } - } - else { + } else { // Skip faces that aren't adjacent to a node continue; } - for(int i=0; i<4; i++) - { + for (int 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}; + u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } @@ -1539,16 +1503,47 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, -1) }; TileSpec tiles[6]; - + u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); - std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef); + int neighbors = 0; + + // locate possible neighboring nodes to connect to + if (f.node_box.type == NODEBOX_CONNECTED) { + v3s16 p2 = p; + + p2.Y++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors); + + p2 = p; + p2.Y--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors); + + p2 = p; + p2.Z--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors); + + p2 = p; + p2.X--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors); + + p2 = p; + p2.Z++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors); + + p2 = p; + p2.X++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors); + } + + std::vector<aabb3f> boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors); for(std::vector<aabb3f>::iterator i = boxes.begin(); - i != boxes.end(); i++) + i != boxes.end(); ++i) { for(int j = 0; j < 6; j++) { @@ -1558,7 +1553,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; - + f32 temp; if (box.MinEdge.X > box.MaxEdge.X) { @@ -1647,55 +1642,5 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} } } - - /* - Caused by incorrect alpha blending, selection mesh needs to be created as - last element to ensure it gets blended correct over nodes with alpha channel - */ - // Create selection mesh - v3s16 p = data->m_highlighted_pos_relative; - if (data->m_show_hud && - (p.X >= 0) && (p.X < MAP_BLOCKSIZE) && - (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) && - (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) { - - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); - if(n.getContent() != CONTENT_AIR) { - // Get selection mesh light level - static const v3s16 dirs[7] = { - v3s16( 0, 0, 0), - v3s16( 0, 1, 0), - v3s16( 0,-1, 0), - v3s16( 1, 0, 0), - v3s16(-1, 0, 0), - v3s16( 0, 0, 1), - v3s16( 0, 0,-1) - }; - - u16 l = 0; - u16 l1 = 0; - for (u8 i = 0; i < 7; i++) { - MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]); - l1 = getInteriorLight(n1, -4, nodedef); - if (l1 > l) - l = l1; - } - video::SColor c = MapBlock_LightColor(255, l, 0); - data->m_highlight_mesh_color = c; - std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef); - TileSpec h_tile; - h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED; - h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id); - v3f pos = intToFloat(p, BS); - f32 d = 0.05 * BS; - for (std::vector<aabb3f>::iterator i = boxes.begin(); - i != boxes.end(); i++) { - aabb3f box = *i; - box.MinEdge += v3f(-d, -d, -d) + pos; - box.MaxEdge += v3f(d, d, d) + pos; - makeCuboid(&collector, box, &h_tile, 1, c, NULL); - } - } - } } |