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path: root/src/wieldmesh.cpp
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/*
Minetest
Copyright (C) 2010-2014 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 "settings.h"
#include "wieldmesh.h"
#include "inventory.h"
#include "gamedef.h"
#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
#include "mapblock_mesh.h"
#include "client/tile.h"
#include "log.h"
#include "util/numeric.h"
#include <map>
#include <IMeshManipulator.h>

#define WIELD_SCALE_FACTOR 30.0
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0

#define MIN_EXTRUSION_MESH_RESOLUTION 16
#define MAX_EXTRUSION_MESH_RESOLUTION 512

static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
{
	const f32 r = 0.5;

	scene::IMeshBuffer *buf = new scene::SMeshBuffer();
	video::SColor c(255,255,255,255);
	v3f scale(1.0, 1.0, 0.1);

	// Front and back
	{
		video::S3DVertex vertices[8] = {
			// z-
			video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
			video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
			video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
			video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
			// z+
			video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
			video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
			video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
			video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
		};
		u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
		buf->append(vertices, 8, indices, 12);
	}

	f32 pixelsize_x = 1 / (f32) resolution_x;
	f32 pixelsize_y = 1 / (f32) resolution_y;

	for (int i = 0; i < resolution_x; ++i) {
		f32 pixelpos_x = i * pixelsize_x - 0.5;
		f32 x0 = pixelpos_x;
		f32 x1 = pixelpos_x + pixelsize_x;
		f32 tex0 = (i + 0.1) * pixelsize_x;
		f32 tex1 = (i + 0.9) * pixelsize_x;
		video::S3DVertex vertices[8] = {
			// x-
			video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
			video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
			video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
			video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
			// x+
			video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
			video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
			video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
			video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
		};
		u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
		buf->append(vertices, 8, indices, 12);
	}
	for (int i = 0; i < resolution_y; ++i) {
		f32 pixelpos_y = i * pixelsize_y - 0.5;
		f32 y0 = -pixelpos_y - pixelsize_y;
		f32 y1 = -pixelpos_y;
		f32 tex0 = (i + 0.1) * pixelsize_y;
		f32 tex1 = (i + 0.9) * pixelsize_y;
		video::S3DVertex vertices[8] = {
			// y-
			video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
			video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
			video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
			video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
			// y+
			video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
			video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
			video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
			video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
		};
		u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
		buf->append(vertices, 8, indices, 12);
	}

	// Create mesh object
	scene::SMesh *mesh = new scene::SMesh();
	mesh->addMeshBuffer(buf);
	buf->drop();
	scaleMesh(mesh, scale);  // also recalculates bounding box
	scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
	mesh->drop();
	return newmesh;
}

/*
	Caches extrusion meshes so that only one of them per resolution
	is needed. Also caches one cube (for convenience).

	E.g. there is a single extrusion mesh that is used for all
	16x16 px images, another for all 256x256 px images, and so on.

	WARNING: Not thread safe. This should not be a problem since
	rendering related classes (such as WieldMeshSceneNode) will be
	used from the rendering thread only.
*/
class ExtrusionMeshCache: public IReferenceCounted
{
public:
	// Constructor
	ExtrusionMeshCache()
	{
		for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
				resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
				resolution *= 2) {
			m_extrusion_meshes[resolution] =
				createExtrusionMesh(resolution, resolution);
		}
		m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
	}
	// Destructor
	virtual ~ExtrusionMeshCache()
	{
		for (std::map<int, scene::IMesh*>::iterator
				it = m_extrusion_meshes.begin();
				it != m_extrusion_meshes.end(); ++it) {
			it->second->drop();
		}
		m_cube->drop();
	}
	// Get closest extrusion mesh for given image dimensions
	// Caller must drop the returned pointer
	scene::IMesh* create(core::dimension2d<u32> dim)
	{
		// handle non-power of two textures inefficiently without cache
		if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
			return createExtrusionMesh(dim.Width, dim.Height);
		}

		int maxdim = MYMAX(dim.Width, dim.Height);

		std::map<int, scene::IMesh*>::iterator
			it = m_extrusion_meshes.lower_bound(maxdim);

		if (it == m_extrusion_meshes.end()) {
			// no viable resolution found; use largest one
			it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
			sanity_check(it != m_extrusion_meshes.end());
		}

		scene::IMesh *mesh = it->second;
		mesh->grab();
		return mesh;
	}
	// Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
	// Caller must drop the returned pointer
	scene::IMesh* createCube()
	{
		m_cube->grab();
		return m_cube;
	}

private:
	std::map<int, scene::IMesh*> m_extrusion_meshes;
	scene::IMesh *m_cube;
};

ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;


WieldMeshSceneNode::WieldMeshSceneNode(
		scene::ISceneNode *parent,
		scene::ISceneManager *mgr,
		s32 id,
		bool lighting
):
	scene::ISceneNode(parent, mgr, id),
	m_meshnode(NULL),
	m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
	m_lighting(lighting),
	m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
{
	m_enable_shaders = g_settings->getBool("enable_shaders");
	m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
	m_bilinear_filter = g_settings->getBool("bilinear_filter");
	m_trilinear_filter = g_settings->getBool("trilinear_filter");

	// If this is the first wield mesh scene node, create a cache
	// for extrusion meshes (and a cube mesh), otherwise reuse it
	if (g_extrusion_mesh_cache == NULL)
		g_extrusion_mesh_cache = new ExtrusionMeshCache();
	else
		g_extrusion_mesh_cache->grab();

	// Disable bounding box culling for this scene node
	// since we won't calculate the bounding box.
	setAutomaticCulling(scene::EAC_OFF);

	// Create the child scene node
	scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
	m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
	m_meshnode->setReadOnlyMaterials(false);
	m_meshnode->setVisible(false);
	dummymesh->drop(); // m_meshnode grabbed it
}

WieldMeshSceneNode::~WieldMeshSceneNode()
{
	sanity_check(g_extrusion_mesh_cache);
	if (g_extrusion_mesh_cache->drop())
		g_extrusion_mesh_cache = NULL;
}

void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
			v3f wield_scale, ITextureSource *tsrc)
{
	scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
	changeToMesh(cubemesh);
	cubemesh->drop();

	m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);

	// Customize materials
	for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
		assert(i < 6);
		video::SMaterial &material = m_meshnode->getMaterial(i);
		if (tiles[i].animation_frame_count == 1) {
			material.setTexture(0, tiles[i].texture);
		} else {
			FrameSpec animation_frame = tiles[i].frames[0];
			material.setTexture(0, animation_frame.texture);
		}
		tiles[i].applyMaterialOptions(material);
	}
}

void WieldMeshSceneNode::setExtruded(const std::string &imagename,
		v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
{
	video::ITexture *texture = tsrc->getTexture(imagename);
	if (!texture) {
		changeToMesh(NULL);
		return;
	}

	core::dimension2d<u32> dim = texture->getSize();
	// Detect animation texture and pull off top frame instead of using entire thing
	if (num_frames > 1) {
		u32 frame_height = dim.Height / num_frames;
		dim = core::dimension2d<u32>(dim.Width, frame_height);
	}
	scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
	changeToMesh(mesh);
	mesh->drop();

	m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);

	// Customize material
	video::SMaterial &material = m_meshnode->getMaterial(0);
	material.setTexture(0, tsrc->getTexture(imagename));
	material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
	material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; 
	material.MaterialType = m_material_type;
	material.setFlag(video::EMF_BACK_FACE_CULLING, true);
	// Enable bi/trilinear filtering only for high resolution textures
	if (dim.Width > 32) {
		material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
		material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
	} else {
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_TRILINEAR_FILTER, false);
	}
	material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
	// mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
	material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
	if (m_enable_shaders) {
		material.setTexture(2, tsrc->getShaderFlagsTexture(false));
	}
}

void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
	ITextureSource *tsrc = gamedef->getTextureSource();
	IItemDefManager *idef = gamedef->getItemDefManager();
	IShaderSource *shdrsrc = gamedef->getShaderSource();
	INodeDefManager *ndef = gamedef->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
		return;
	}
	// Handle nodes
	// See also CItemDefManager::createClientCached()
	else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
		} else if (f.drawtype == NDT_PLANTLIKE) {
			setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
		} else {
			MeshMakeData mesh_make_data(gamedef, false);
			MapNode mesh_make_node(id, 255, 0);
			mesh_make_data.fillSingleNode(&mesh_make_node);
			MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
			changeToMesh(mapblock_mesh.getMesh());
			translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		}
		u32 material_count = m_meshnode->getMaterialCount();
		if (material_count > 6) {
			errorstream << "WieldMeshSceneNode::setItem: Invalid material "
				"count " << material_count << ", truncating to 6" << std::endl;
			material_count = 6;
		}
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
			bool animated = (f.tiles[i].animation_frame_count > 1);
			if (animated) {
				FrameSpec animation_frame = f.tiles[i].frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, f.tiles[i].texture);
			}
			material.MaterialType = m_material_type;
			if (m_enable_shaders) {
				if (f.tiles[i].normal_texture) {
					if (animated) {
						FrameSpec animation_frame = f.tiles[i].frames[0];
						material.setTexture(1, animation_frame.normal_texture);
					} else {
						material.setTexture(1, f.tiles[i].normal_texture);
					}
				}
				material.setTexture(2, f.tiles[i].flags_texture);
			}
		}
		return;
	}
	else if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}

void WieldMeshSceneNode::setColor(video::SColor color)
{
	assert(!m_lighting);
	setMeshColor(m_meshnode->getMesh(), color);
	shadeMeshFaces(m_meshnode->getMesh());
}

void WieldMeshSceneNode::render()
{
	// note: if this method is changed to actually do something,
	// you probably should implement OnRegisterSceneNode as well
}

void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
{
	if (mesh == NULL) {
		scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
		m_meshnode->setVisible(false);
		m_meshnode->setMesh(dummymesh);
		dummymesh->drop();  // m_meshnode grabbed it
	} else {
		if (m_lighting) {
			m_meshnode->setMesh(mesh);
		} else {
			/*
				Lighting is disabled, this means the caller can (and probably will)
				call setColor later. We therefore need to clone the mesh so that
				setColor will only modify this scene node's mesh, not others'.
			*/
			scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
			scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
			m_meshnode->setMesh(new_mesh);
			new_mesh->drop();  // m_meshnode grabbed it
		}
	}

	m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
	// need to normalize normals when lighting is enabled (because of setScale())
	m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
	m_meshnode->setVisible(true);
}
class="hl opt">,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 < 6; i++) { switch (tiles[MYMIN(i, tilecount-1)].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); } } 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; } // For use in mapblock_mesh_generate_special // X,Y,Z of position must be -1,0,1 // This expression is a simplification of // 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1) static inline int NeighborToIndex(const v3s16 &pos) { return 9 * pos.X + 3 * pos.Y + pos.Z + 13; } /* TODO: Fix alpha blending for special nodes Currently only the last element rendered is blended correct */ void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); 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; FATAL_ERROR("Unknown drawtype"); 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, nodedef); video::SColor c = MapBlock_LightColor(f.alpha, l, 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; } else { /* Otherwise upper position of face is liquid level */ 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 = 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 */ 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 + 0.5) * 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(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, nodedef); // Otherwise use the light of this node (the liquid) 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) // Includes current node struct NeighborData { f32 level; content_t content; u8 flags; }; NeighborData neighbor_data_matrix[27]; 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 * 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) * 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; } NeighborData &neighbor_data = neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])]; neighbor_data.level = level; neighbor_data.content = content; neighbor_data.flags = 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]; NeighborData &neighbor_data = neighbor_data_matrix[NeighborToIndex(neighbordir)]; content_t content = neighbor_data.content; // If top is liquid, draw starting from top of node if (neighbor_data.flags & 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 * BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_data.level; 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]; NeighborData& neighbor_data = neighbor_data_matrix[NeighborToIndex(dir)]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if (top_is_same_liquid && neighbor_data.flags & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_data.content; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z f32 dz = (corner_levels[side_corners[3][0]] + corner_levels[side_corners[3][1]]) - (corner_levels[side_corners[2][0]] + corner_levels[side_corners[2][1]]); // Positive if liquid moves towards +X f32 dx = (corner_levels[side_corners[1][0]] + corner_levels[side_corners[1][1]]) - (corner_levels[side_corners[0][0]] + corner_levels[side_corners[0][1]]); f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ; v2f tcoord_center(0.5, 0.5); v2f tcoord_translate( blockpos_nodes.Z + z, blockpos_nodes.X + x); tcoord_translate.rotateBy(tcoord_angle); tcoord_translate.X -= floor(tcoord_translate.X); tcoord_translate.Y -= floor(tcoord_translate.Y); for(s32 i=0; i<4; i++) { vertices[i].TCoords.rotateBy( tcoord_angle, tcoord_center); vertices[i].TCoords += tcoord_translate; } v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[2].TCoords; vertices[2].TCoords = t; u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); for(u32 j=0; j<6; j++) { // Check this neighbor v3s16 dir = g_6dirs[j]; v3s16 n2p = blockpos_nodes + p + dir; 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, dir.X,dir.Y,dir.Z, c, 1,1), video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), 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++) 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_OPTIONAL: // This is always pre-converted to something else FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); 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) }; u8 i; 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]; glass_tiles[1] = tiles[3]; glass_tiles[2] = tiles[1]; glass_tiles[3] = tiles[1]; glass_tiles[4] = tiles[1]; glass_tiles[5] = tiles[1]; } else { for (i = 0; i < 6; i++) 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+ 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- }; static const aabb3f glass_faces[6] = { aabb3f(-g, g,-g, g, g, g), // y+ aabb3f(-g,-g,-g, g,-g, g), // y- aabb3f( g,-g,-g, g, g, g), // x+ aabb3f(-g,-g,-g,-g, g, g), // x- 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; v3s16 n2p; // neighbours checks for frames visibility if (!H_merge && V_merge) { n2p = blockpos_nodes + p + g_26dirs[1]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) nb[1] = 1; n2p = blockpos_nodes + p + g_26dirs[4]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) 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; } } else if (H_merge && V_merge) { for(i = 0; i < 18; i++) { n2p = blockpos_nodes + p + g_26dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) nb[i] = 1; } } // faces visibility checks if (!V_merge) { visible_faces[0] = 1; visible_faces[1] = 1; } else { for(i = 0; i < 2; i++) { n2p = blockpos_nodes + p + dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c != current) visible_faces[i] = 1; } } if (!H_merge) { visible_faces[2] = 1; visible_faces[3] = 1; visible_faces[4] = 1; visible_faces[5] = 1; } else { for(i = 2; i < 6; i++) { n2p = blockpos_nodes + p + dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c != current) 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]]) 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]) 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, &glass_tiles[i], 1, c, txc2); } if (param2 > 0 && f.special_tiles[0].texture) { // Interior volume level is in range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); TileSpec interior_tiles[6]; for (i = 0; i < 6; i++) interior_tiles[i] = f.special_tiles[0]; float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, visible_faces[5] ? -b : -a + offset, visible_faces[2] ? b : a - offset, visible_faces[0] ? b * vlev : a * vlev - offset, visible_faces[4] ? b : a - offset); 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 txc3[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, interior_tiles, 6, c, txc3); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, 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 FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); break; case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor } else if(dir == v3s16(0,1,0)){ tileindex = 1; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ tileindex = 0; // floor } else { tileindex = 2; // side } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1), video::S3DVertex( s,-s,0, 0,0,0, c, 1,1), video::S3DVertex( s, s,0, 0,0,0, c, 1,0), video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); float d = (float)BS/16; float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0), video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0), video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1), video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1), }; v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { PseudoRandom rng(x<<8 | z | y<<16); TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); float s = BS / 2 * f.visual_scale; // add sqrt(2) visual scale if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0)) s *= 1.41421; float random_offset_X = .0; float random_offset_Z = .0; if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); } for (int j = 0; j < 4; 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), }; float rotate_degree = 0; u8 p2mesh = 0; if (f.param_type_2 == CPT2_DEGROTATE) rotate_degree = n.param2 * 2; if (f.param_type_2 != CPT2_MESHOPTIONS) { if (j == 0) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(46 + rotate_degree); } else if (j == 1) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(-44 + rotate_degree); } } else { p2mesh = n.param2 & 0x7; switch (p2mesh) { case 0: // x if (j == 0) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(46); } else if (j == 1) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(-44); } break; case 1: // + if (j == 0) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(91); } else if (j == 1) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(1); } break; case 2: // * if (j == 0) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(121); } else if (j == 1) { for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(241); } else { // (j == 2) for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(1); } break; case 3: // # switch (j) { case 0: for (u16 i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(1); vertices[i].Pos.Z += BS / 4; } break; case 1: for (u16 i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(91); vertices[i].Pos.X += BS / 4; } break; case 2: for (u16 i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(181); vertices[i].Pos.Z -= BS / 4; } break; case 3: for (u16 i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(271); vertices[i].Pos.X -= BS / 4; } break; } break; case 4: // outward leaning #-like switch (j) { case 0: for (u16 i = 2; i < 4; i++) vertices[i].Pos.Z -= BS / 2; for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(1); break; case 1: for (u16 i = 2; i < 4; i++) vertices[i].Pos.Z -= BS / 2; for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(91); break; case 2: for (u16 i = 2; i < 4; i++) vertices[i].Pos.Z -= BS / 2; for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(181); break; case 3: for (u16 i = 2; i < 4; i++) vertices[i].Pos.Z -= BS / 2; for (u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(271); break; } break; } } for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); vertices[i].Pos += intToFloat(p, BS); // move to a random spot to avoid moire if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { vertices[i].Pos.X += random_offset_X; vertices[i].Pos.Z += random_offset_Z; } // randomly move each face up/down if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) { PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 ); vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125); } } u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); // stop adding faces for meshes with less than 4 faces if (f.param_type_2 == CPT2_MESHOPTIONS) { if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1)) break; else if ((p2mesh == 2) && (j == 2)) break; } else if (j == 1) { break; } } break;} case NDT_FIRELIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); float s = BS / 2 * f.visual_scale; content_t current = n.getContent(); content_t n2c; MapNode n2; 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) }; int doDraw[6] = {0, 0, 0, 0, 0, 0}; bool drawAllFaces = true; // Check for adjacent nodes 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) drawAllFaces = false; } } 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), }; // 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); vertices[i].Pos.rotateXYBy(-10); 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); vertices[i].Pos.rotateYZBy(10); 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); vertices[i].Pos.rotateXYBy(10); vertices[i].Pos.X += 4.0; } } 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.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); } } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(-45); } // 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); vertices[i].Pos.Y += 4.84; vertices[i].Pos.X -= 4.7; } } 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); vertices[i].Pos.Y += 4.84; vertices[i].Pos.Z -= 4.7; } } 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); vertices[i].Pos.Y += 4.84; vertices[i].Pos.X += 4.7; } } 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 += 4.7; } } else { // Skip faces that aren't adjacent to a node continue; } 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}; // 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; // Put wood the right way around in the posts TileSpec tile_rot = tile; tile_rot.rotation = 1; u16 l = getInteriorLight(n, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, 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[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ bool is_rail_z[6]; content_t thiscontent = n.getContent(); std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname]; u8 index = 0; for (s8 y0 = -1; y0 <= 1; y0++) { // Prevent from indexing never used coordinates for (s8 xz = -1; xz <= 1; xz++) { if (xz == 0) continue; MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z)); MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz)); const ContentFeatures &def_xy = nodedef->get(n_xy); const ContentFeatures &def_zy = nodedef->get(n_zy); // Check if current node would connect with the rail is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE && ((ItemGroupList) def_xy.groups)[groupname] == self_group) || n_xy.getContent() == thiscontent); is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE && ((ItemGroupList) def_zy.groups)[groupname] == self_group) || n_zy.getContent() == thiscontent); index++; } } bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position bool is_rail_z_all[2]; is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4]; is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5]; is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4]; is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5]; // 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[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { 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[4]) 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[4]) angle = 180; if (is_rail_x[4]) angle = 90; if (is_rail_x[5]) angle = -90; break; default: break; } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); float d = (float)BS/64; float s = BS/2; short g = -1; if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) g = 1; //Object is at a slope video::S3DVertex vertices[4] = { video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1), video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1), video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0), video::S3DVertex(-s, g*s+d, s, 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, 1, nodedef); video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); 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) { 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;} case NDT_MESH: { v3f pos = intToFloat(p, BS); video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); u8 facedir = 0; if (f.param_type_2 == CPT2_FACEDIR) { facedir = n.getFaceDir(nodedef); } else if (f.param_type_2 == CPT2_WALLMOUNTED) { //convert wallmounted to 6dfacedir. //when cache enabled, it is already converted facedir = n.getWallMounted(nodedef); if (!enable_mesh_cache) { static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; facedir = wm_to_6d[facedir]; } } if (f.mesh_ptr[facedir]) { // use cached meshes for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); collector.append(getNodeTileN(n, p, j, data), (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), buf->getIndices(), buf->getIndexCount(), pos, c); } } else if (f.mesh_ptr[0]) { // no cache, clone and rotate mesh scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]); rotateMeshBy6dFacedir(mesh, facedir); recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); collector.append(getNodeTileN(n, p, j, data), (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), buf->getIndices(), buf->getIndexCount(), pos, c); } mesh->drop(); } break;} } } }