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-rw-r--r--src/content_mapblock.cpp383
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);
- }
- }
- }
}