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|
/*
Minetest-c55
Copyright (C) 2010-2011 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/serialize.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,
const 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(s32 j=0; j<24; j++)
{
int tileindex = MYMIN(j/4, tilecount-1);
vertices[j].TCoords *= tiles[tileindex].texture.size;
vertices[j].TCoords += tiles[tileindex].texture.pos;
}
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];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
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];
AtlasPointer &pa_liquid = tile_liquid.texture;
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);
// Neighbor liquid levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, content_t> neighbor_contents;
core::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)
level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
+ 0.5) / 8.0 * 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.insert(neighbor_dirs[i], level);
neighbor_contents.insert(neighbor_dirs[i], content);
neighbor_flags.insert(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;
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,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
/*
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,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
// 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);
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
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,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y0()),
};
// 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_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
AtlasPointer pa_leaves = tile_leaves.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
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;
AtlasPointer ap = tile.texture;
video::SColor c(255,255,255,255);
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
ap.x0(), ap.y0()),
};
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;
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l);
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,
ap.x0(), ap.y0()),
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
};
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;
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
ap.x0(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
ap.x0(), ap.y0()),
};
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);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(135);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-135);
}
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();
TileSpec tile_rot = tile;
tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
tile.texture.id) + "^[transformR90");
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
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();
if(n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
if (n_minus_x_minus_y.getContent() == thiscontent)
is_rail_x_minus_y[0] = true;
if(n_minus_x_plus_y.getContent() == thiscontent)
is_rail_x_plus_y[0] = true;
if(n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
if (n_plus_x_minus_y.getContent() == thiscontent)
is_rail_x_minus_y[1] = true;
if(n_plus_x_plus_y.getContent() == thiscontent)
is_rail_x_plus_y[1] = true;
if(n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
if (n_minus_z_minus_y.getContent() == thiscontent)
is_rail_z_minus_y[0] = true;
if(n_minus_z_plus_y.getContent() == thiscontent)
is_rail_z_plus_y[0] = true;
if(n_plus_z.getContent() == thiscontent)
is_rail_z[1] = true;
if (n_plus_z_minus_y.getContent() == thiscontent)
is_rail_z_minus_y[1] = true;
if(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 (n_minus_z_plus_y.getContent() == thiscontent) 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;
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l);
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,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
ap.x0(), ap.y0()),
};
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];
for(int i = 0; i < 6; i++)
{
// Handles facedir rotation for textures
tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
}
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l);
v3f pos = intToFloat(p, BS);
std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
for(std::vector<aabb3f>::iterator
i = boxes.begin();
i != boxes.end(); i++)
{
aabb3f box = *i;
box.MinEdge += pos;
box.MaxEdge += pos;
// Compute texture coords
f32 tx1 = (i->MinEdge.X/BS)+0.5;
f32 ty1 = (i->MinEdge.Y/BS)+0.5;
f32 tz1 = (i->MinEdge.Z/BS)+0.5;
f32 tx2 = (i->MaxEdge.X/BS)+0.5;
f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
f32 tz2 = (i->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;}
}
}
}
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