summaryrefslogtreecommitdiff
path: root/src/activeobject.h
Commit message (Collapse)AuthorAge
* Ignore old entities from 0.3.Novatux2015-02-17
|
* SAO: re-add old ActiveObjectTypes for a future migration layerLoic Blot2015-02-17
|
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ↵Loic Blot2015-02-17
| | | | ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
|
* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
|
* Closed add object <-> object collision handlingsapier2013-03-28
|
* Update Copyright YearsSfan52013-02-24
|
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
|
* Optimize headersPerttu Ahola2012-06-17
|
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Scripting WIPPerttu Ahola2011-11-29
|
* reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola2011-06-26
| | | | doing it
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
|
* items now fall by gravity... also some other random updatingPerttu Ahola2011-04-10
|
* Some progress on transitioning from MapBlockObject to ActiveObject.Perttu Ahola2011-04-08
|
* Removed lua stuffPerttu Ahola2011-04-03
|
* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
'n268' href='#n268'>268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_mapblock.h"

#include "main.h" // For g_settings
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
#include "util/numeric.h"
#include "util/directiontables.h"

// Create a cuboid.
//  collector - the MeshCollector for the resulting polygons
//  box       - the position and size of the box
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  c         - vertex colour - used for all
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. Alternatively, pass
//              NULL to use the entire texture for each face. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures). If you specified 0,0,1,1
//              for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
	TileSpec *tiles, int tilecount,
	video::SColor &c, const f32* txc)
{
	assert(tilecount >= 1 && tilecount <= 6);

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;
 
 
 
	if(txc == NULL)
	{
		static const f32 txc_default[24] = {
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1
		};
		txc = txc_default;
	}

	video::S3DVertex vertices[24] =
	{
		// up
		video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
		video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
		video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
		// down
		video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
		// right
		video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
		video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
		video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
		video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
		// left
		video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
		video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
		video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
		video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
		// back
		video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
		video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
		// front
		video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
		video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
	};

	for(int i = 0; i < tilecount; i++)
				{
				switch (tiles[i].rotation)
				{
				case 0:
					break;
				case 1: //R90
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					break;
				case 2: //R180
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
					break;
				case 3: //R270
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					break;
				case 4: //FXR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 5: //FXR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 6: //FYR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 7: //FYR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 8: //FX
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
					}
					break;
				case 9: //FY
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
					}
					break;
				default:
					break;
				}
			}
	u16 indices[] = {0,1,2,2,3,0};
	// Add to mesh collector
	for(s32 j=0; j<24; j+=4)
	{
		int tileindex = MYMIN(j/4, tilecount-1);
		collector->append(tiles[tileindex],
				vertices+j, 4, indices, 6);
	}
}

void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	INodeDefManager *nodedef = data->m_gamedef->ndef();

	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	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;

	for(s16 z=0; z<MAP_BLOCKSIZE; z++)
	for(s16 y=0; y<MAP_BLOCKSIZE; y++)
	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
		const ContentFeatures &f = nodedef->get(n);

		// Only solidness=0 stuff is drawn here
		if(f.solidness != 0)
			continue;
		
		switch(f.drawtype){
		default:
			infostream<<"Got "<<f.drawtype<<std::endl;
			assert(0);
			break;
		case NDT_AIRLIKE:
			break;
		case NDT_LIQUID:
		{
			/*
				Add water sources to mesh if using new style
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			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 = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));

			/*
				Generate sides
			 */
			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
				content_t neighbor_content = neighbor.getContent();
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);
				MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
				content_t n_top_c = n_top.getContent();

				if(neighbor_content == CONTENT_IGNORE)
					continue;

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid && (n_top_c == c_flowing ||
						n_top_c == c_source || n_top_c == CONTENT_IGNORE))
					continue;

				// 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 && !top_is_same_liquid)
					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 liquid level
				*/
				else
				{
					vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
					vertices[3].Pos.Y = (node_liquid_level-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 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
			 */
			if(top_is_same_liquid)
				continue;
			
			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),
			};

			v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos += offset;
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile_liquid, vertices, 4, indices, 6);
		break;}
		case NDT_FLOWINGLIQUID:
		{
			/*
				Add flowing liquid to mesh
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = f.special_tiles[1];

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			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
			u8 light_source = nodedef->get(n).light_source;
			if(light_source != 0){
				//l = decode_light(undiminish_light(light_source));
				l = decode_light(light_source);
				l = l | (l<<8);
			}
			// Use the light of the node on top if possible
			else if(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = getInteriorLight(ntop, 0, data);
			// Otherwise use the light of this node (the liquid)
			else
				l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
			
			u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);

			// Neighbor liquid levels (key = relative position)
			// Includes current node
			std::map<v3s16, f32> neighbor_levels;
			std::map<v3s16, content_t> neighbor_contents;
			std::map<v3s16, u8> neighbor_flags;
			const u8 neighborflag_top_is_same_liquid = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				content_t content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.getContent() != CONTENT_IGNORE)
				{
					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) - (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
				int 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
				int 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]]);
				// -X
				if(-dx >= abs(dz))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = t;
				}
				// +X
				if(dx >= abs(dz))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = t;
				}
				// -Z
				if(-dz >= abs(dx))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = t;
					t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].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, data);
			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, data);
			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, data);
			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, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
				video::S3DVertex(-BS/2,BS/2,0, 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, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
				
			float d = (float)BS/16;
			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
				video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2-d,-BS/2,BS/2, 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, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			for(u32 j=0; j<2; j++)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
					video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
					video::S3DVertex( BS/2*f.visual_scale,
						-BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2*f.visual_scale,
						-BS/2 + f.visual_scale*BS,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, data);
			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, data);
			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, data);
			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;}
		}
	}
}