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path: root/advtrains/trackplacer.lua
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--trackplacer.lua
--holds code for the track-placing system. the default 'track' item will be a craftitem that places rails as needed. this will neither place or change switches nor place vertical rails.

--all new trackplacer code
local tp={
	tracks={}
}

function tp.register_tracktype(nnprefix, n_suffix)
	if tp.tracks[nnprefix] then return end--due to the separate registration of slopes and flats for the same nnpref, definition would be overridden here. just don't.
	tp.tracks[nnprefix]={
		default=n_suffix,
		single_conn={},
		single_conn_1={},
		single_conn_2={},
		double_conn={},
		double_conn_1={},
		double_conn_2={},
		--keys:conn1_conn2 (example:1_4)
		--values:{name=x, param2=x}
		twcycle={},
		twrotate={},--indexed by suffix, list, tells order of rotations
		modify={},
	}
end
function tp.add_double_conn(nnprefix, suffix, rotation, conns)
	local nodename=nnprefix.."_"..suffix..rotation
	for i=0,3 do
		tp.tracks[nnprefix].double_conn[((conns.conn1+4*i)%16).."_"..((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn[((conns.conn2+4*i)%16).."_"..((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn_1[((conns.conn1+4*i)%16).."_"..((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn_2[((conns.conn2+4*i)%16).."_"..((conns.conn1+4*i)%16)]={name=nodename, param2=i}
	end
	tp.tracks[nnprefix].modify[nodename]=true
end
function tp.add_single_conn(nnprefix, suffix, rotation, conns)
	local nodename=nnprefix.."_"..suffix..rotation
	for i=0,3 do
		tp.tracks[nnprefix].single_conn[((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn[((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn_1[((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn_2[((conns.conn2+4*i)%16)]={name=nodename, param2=i}
	end
	tp.tracks[nnprefix].modify[nodename]=true
end


function tp.add_worked(nnprefix, suffix, rotation, cycle_follows)
	tp.tracks[nnprefix].twcycle[suffix]=cycle_follows
	if not tp.tracks[nnprefix].twrotate[suffix] then tp.tracks[nnprefix].twrotate[suffix]={} end
	table.insert(tp.tracks[nnprefix].twrotate[suffix], rotation)
end


--[[
	rewrite algorithm.
	selection criteria: these will never be changed or even selected:
	- tracks being already connected on both sides
	- tracks that are already connected on one side but are not bendable to the desired position
	the following situations can occur:
	1. there are two more than two rails around
		1.1 there is one or more subset(s) that can be directly connected
			-> choose the first possibility
		2.2 not
			-> choose the first one and orient straight
	2. there's exactly 1 rail around
		-> choose and orient straight
	3. there's no rail around
		-> set straight
]]

local function istrackandbc(pos_p, conn)
	local tpos = pos_p
	local cnode=minetest.get_node(advtrains.dirCoordSet(tpos, conn.c))
	if advtrains.is_track_and_drives_on(cnode.name, advtrains.all_tracktypes) then
		local cconns=advtrains.get_track_connections(cnode.name, cnode.param2)
		return advtrains.conn_matches_to(conn, cconns)
	end
	--try the same 1 node below
	tpos = {x=tpos.x, y=tpos.y-1, z=tpos.z}
	cnode=minetest.get_node(advtrains.dirCoordSet(tpos, conn.c))
	if advtrains.is_track_and_drives_on(cnode.name, advtrains.all_tracktypes) then
		local cconns=advtrains.get_track_connections(cnode.name, cnode.param2)
		return advtrains.conn_matches_to(conn, cconns)
	end
	return false
end

function tp.find_already_connected(pos)
	local dnode=minetest.get_node(pos)
	local dconns=advtrains.get_track_connections(dnode.name, dnode.param2)
	local found_conn
	for connid, conn in ipairs(dconns) do
		if istrackandbc(pos, conn) then
			if found_conn then --we found one in previous iteration
				return true, true --signal that it's connected
			else
				found_conn = conn.c
			end
		end
	end
	return found_conn
end
function tp.rail_and_can_be_bent(originpos, conn)
	local pos=advtrains.dirCoordSet(originpos, conn)
	local newdir=(conn+8)%16
	local node=minetest.get_node(pos)
	if not advtrains.is_track_and_drives_on(node.name, advtrains.all_tracktypes) then
		return false
	end
	local ndef=minetest.registered_nodes[node.name]
	local nnpref = ndef and ndef.at_nnpref
	if not nnpref then return false end
	local tr=tp.tracks[nnpref]
	if not tr then return false end
	if not tr.modify[node.name] then 
		--we actually can use this rail, but only if it already points to the desired direction.
		if advtrains.is_track_and_drives_on(node.name, advtrains.all_tracktypes) then
			local cconns=advtrains.get_track_connections(node.name, node.param2)
			return advtrains.conn_matches_to(conn, cconns)
		end
	end
	-- If the rail is not allowed to be modified, also only use if already in desired direction
	if not advtrains.can_dig_or_modify_track(pos) then
		local cconns=advtrains.get_track_connections(node.name, node.param2)
		return advtrains.conn_matches_to(conn, cconns)
	end
	--rail at other end?
	local adj1, adj2=tp.find_already_connected(pos)
	if adj1 and adj2 then
		return false--dont destroy existing track
	elseif adj1 and not adj2 then
		if tr.double_conn[adj1.."_"..newdir] then
			return true--if exists, connect new rail and old end
		end
		return false
	else
		if tr.single_conn[newdir] then--just rotate old rail to right orientation
			return true
		end
		return false
	end
end
function tp.bend_rail(originpos, conn)
	local pos=advtrains.dirCoordSet(originpos, conn)
	local newdir=advtrains.oppd(conn)
	local node=minetest.get_node(pos)
	local ndef=minetest.registered_nodes[node.name]
	local nnpref = ndef and ndef.at_nnpref
	if not nnpref then return false end
	local tr=tp.tracks[nnpref]
	if not tr then return false end
	--is rail already connected? no need to bend.
	local conns=advtrains.get_track_connections(node.name, node.param2)
	if advtrains.conn_matches_to(conn, conns) then
		return
	end
	--rail at other end?
	local adj1, adj2=tp.find_already_connected(pos)
	if adj1 and adj2 then
		return false--dont destroy existing track
	elseif adj1 and not adj2 then
		if tr.double_conn[adj1.."_"..newdir] then
			advtrains.ndb.swap_node(pos, tr.double_conn[adj1.."_"..newdir])
			return true--if exists, connect new rail and old end
		end
		return false
	else
		if tr.single_conn[newdir] then--just rotate old rail to right orientation
			advtrains.ndb.swap_node(pos, tr.single_conn[newdir])
			return true
		end
		return false
	end
end
function tp.placetrack(pos, nnpref, placer, itemstack, pointed_thing, yaw)
	--1. find all rails that are likely to be connected
	local tr=tp.tracks[nnpref]
	local p_rails={}
	local p_railpos={}
	for i=0,15 do
		if tp.rail_and_can_be_bent(pos, i, nnpref) then
			p_rails[#p_rails+1]=i
			p_railpos[i] = pos
		else
			local upos = {x=pos.x, y=pos.y-1, z=pos.z}
			if tp.rail_and_can_be_bent(upos, i, nnpref) then
				p_rails[#p_rails+1]=i
				p_railpos[i] = upos
			end
		end
	end
	
	-- try double_conn
	if #p_rails > 1 then
		--iterate subsets
		for k1, conn1 in ipairs(p_rails) do
			for k2, conn2 in ipairs(p_rails) do
				if k1~=k2 then
					local dconn1 = tr.double_conn_1
					local dconn2 = tr.double_conn_2
					if not (advtrains.yawToDirection(yaw, conn1, conn2) == conn1) then
						dconn1 = tr.double_conn_2
						dconn2 = tr.double_conn_1
					end
					-- Checks are made this way round so that dconn1 has priority (this will make arrows of atc rails
					-- point in the right direction)
					local using
					if (dconn2[conn1.."_"..conn2]) then
						using = dconn2[conn1.."_"..conn2]
					end
					if (dconn1[conn1.."_"..conn2]) then
						using = dconn1[conn1.."_"..conn2]
					end
					if using then
						-- has found a fitting rail in either direction
						-- if not, continue loop
						tp.bend_rail(p_railpos[conn1], conn1, nnpref)
						tp.bend_rail(p_railpos[conn2], conn2, nnpref)
						advtrains.ndb.swap_node(pos, using)
						local nname=using.name
						if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
							minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
						end
						return
					end
				end
			end
		end
	end
	-- try single_conn
	if #p_rails > 0 then
		for ix, p_rail in ipairs(p_rails) do
			local sconn1 = tr.single_conn_1
			local sconn2 = tr.single_conn_2
			if not (advtrains.yawToDirection(yaw, p_rail, (p_rail+8)%16) == p_rail) then
				sconn1 = tr.single_conn_2
				sconn2 = tr.single_conn_1
			end
			if sconn1[p_rail] then
				local using = sconn1[p_rail]
				tp.bend_rail(p_railpos[p_rail], p_rail, nnpref)
				advtrains.ndb.swap_node(pos, using)
				local nname=using.name
				if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
					minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
				end
				return
			end
			if sconn2[p_rail] then
				local using = sconn2[p_rail]
				tp.bend_rail(p_railpos[p_rail], p_rail, nnpref)
				advtrains.ndb.swap_node(pos, using)
				local nname=using.name
				if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
					minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
				end
				return
			end
		end
	end
	--use default
	minetest.set_node(pos, {name=nnpref.."_"..tr.default})
	if minetest.registered_nodes[nnpref.."_"..tr.default] and minetest.registered_nodes[nnpref.."_"..tr.default].after_place_node then
		minetest.registered_nodes[nnpref.."_"..tr.default].after_place_node(pos, placer, itemstack, pointed_thing)
	end
end


function tp.register_track_placer(nnprefix, imgprefix, dispname, def)
	minetest.register_craftitem(":"..nnprefix.."_placer",{
		description = dispname,
		inventory_image = imgprefix.."_placer.png",
		wield_image = imgprefix.."_placer.png",
		groups={advtrains_trackplacer=1, digtron_on_place=1},
		liquids_pointable = def.liquids_pointable,
		on_place = function(itemstack, placer, pointed_thing)
				local name = placer:get_player_name()
				if not name then
				   return itemstack, false
				end
				if pointed_thing.type=="node" then
					local pos=pointed_thing.above
					local upos=vector.subtract(pointed_thing.above, {x=0, y=1, z=0})
					if not advtrains.check_track_protection(pos, name) then
						return itemstack, false
					end
					if minetest.registered_nodes[minetest.get_node(pos).name] and minetest.registered_nodes[minetest.get_node(pos).name].buildable_to then
						local s
						if def.suitable_substrate then
							s = def.suitable_substrate(upos)
						else
							s = minetest.registered_nodes[minetest.get_node(upos).name] and minetest.registered_nodes[minetest.get_node(upos).name].walkable
						end
						if s then
--						minetest.chat_send_all(nnprefix)
							local yaw = placer:get_look_horizontal()
							tp.placetrack(pos, nnprefix, placer, itemstack, pointed_thing, yaw)
							if not advtrains.is_creative(name) then
								itemstack:take_item()
							end
						end
					end
				end
				return itemstack, true
		end,
	})
end



minetest.register_craftitem("advtrains:trackworker",{
	description = attrans("Track Worker Tool\n\nLeft-click: change rail type (straight/curve/switch)\nRight-click: rotate rail/bumper/signal/etc."),
	groups = {cracky=1}, -- key=name, value=rating; rating=1..3.
	inventory_image = "advtrains_trackworker.png",
	wield_image = "advtrains_trackworker.png",
	stack_max = 1,
	on_place = function(itemstack, placer, pointed_thing)
			local name = placer:get_player_name()
			if not name then
				return
			end
			local has_aux1_down = placer:get_player_control().aux1
			if pointed_thing.type=="node" then
				local pos=pointed_thing.under
				if not advtrains.check_track_protection(pos, name) then
					return
				end
				local node=minetest.get_node(pos)

				--if not advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then return end
				
				local nnprefix, suffix, rotation=string.match(node.name, "^(.+)_([^_]+)(_[^_]+)$")
				--atdebug(node.name.."\npattern recognizes:"..nnprefix.." / "..suffix.." / "..rotation)
				--atdebug("nntab: ",tp.tracks[nnprefix])
				if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twrotate[suffix] then
					nnprefix, suffix=string.match(node.name, "^(.+)_([^_]+)$")
					rotation = ""
					if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twrotate[suffix] then
						minetest.chat_send_player(placer:get_player_name(), attrans("This node can't be rotated using the trackworker!"))
						return
					end
				end
				
				-- check if the node is modify-protected
				if advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then
					-- is a track, we can query
					local can_modify, reason = advtrains.can_dig_or_modify_track(pos)
					if not can_modify then
						local str = attrans("This track can not be rotated!")
						if reason then
							str = str .. " " .. reason
						end
						minetest.chat_send_player(placer:get_player_name(), str)
						return
					end
				end
				
				if has_aux1_down then
					--feature: flip the node by 180°
					--i've always wanted this!
					advtrains.ndb.swap_node(pos, {name=node.name, param2=(node.param2+2)%4})
					return
				end
				
				local modext=tp.tracks[nnprefix].twrotate[suffix]

				if rotation==modext[#modext] then --increase param2
					advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..suffix..modext[1], param2=(node.param2+1)%4})
					return
				else
					local modpos
					for k,v in pairs(modext) do
						if v==rotation then modpos=k end
					end
					if not modpos then
						minetest.chat_send_player(placer:get_player_name(), attrans("This node can't be rotated using the trackworker!"))
						return
					end
					advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..suffix..modext[modpos+1], param2=node.param2})
				end
			end
	end,
	on_use=function(itemstack, user, pointed_thing)
				local name = user:get_player_name()
			if not name then
			   return
			end
			if pointed_thing.type=="node" then
				local pos=pointed_thing.under
				local node=minetest.get_node(pos)
				if not advtrains.check_track_protection(pos, name) then
					return
				end
				
				--if not advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then return end
				if advtrains.get_train_at_pos(pos) then return end
				local nnprefix, suffix, rotation=string.match(node.name, "^(.+)_([^_]+)(_[^_]+)$")
				--atdebug(node.name.."\npattern recognizes:"..nodeprefix.." / "..railtype.." / "..rotation)
				if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twcycle[suffix] then
				  nnprefix, suffix=string.match(node.name, "^(.+)_([^_]+)$")
				  rotation = ""
				  if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twcycle[suffix] then
					minetest.chat_send_player(user:get_player_name(), attrans("This node can't be changed using the trackworker!"))
					return
				  end
				end
				
				-- check if the node is modify-protected
				if advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then
					-- is a track, we can query
					local can_modify, reason = advtrains.can_dig_or_modify_track(pos)
					if not can_modify then
						local str = attrans("This track can not be changed!")
						if reason then
							str = str .. " " .. reason
						end
						minetest.chat_send_player(user:get_player_name(), str)
						return
					end
				end
				
				local nextsuffix=tp.tracks[nnprefix].twcycle[suffix]
				advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..nextsuffix..rotation, param2=node.param2})
				
			else
				atprint(name, dump(tp.tracks))
			end
	end,
})

--putting into right place
advtrains.trackplacer=tp
/span> collector.prebuffers) for (PreMeshBuffer &p : prebuffers) { if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) { const FrameSpec &frame = (*p.layer.frames)[0]; p.layer.texture = frame.texture; p.layer.normal_texture = frame.normal_texture; } for (video::S3DVertex &v : p.vertices) { v.Color.setAlpha(255); } scene::SMeshBuffer *buf = new scene::SMeshBuffer(); buf->Material.setTexture(0, p.layer.texture); p.layer.applyMaterialOptions(buf->Material); mesh->addMeshBuffer(buf); buf->append(&p.vertices[0], p.vertices.size(), &p.indices[0], p.indices.size()); buf->drop(); colors->push_back( ItemPartColor(p.layer.has_color, p.layer.color)); } return mesh; } void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool check_wield_image) { ITextureSource *tsrc = client->getTextureSource(); IItemDefManager *idef = client->getItemDefManager(); IShaderSource *shdrsrc = client->getShaderSource(); const NodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); scene::SMesh *mesh = nullptr; if (m_enable_shaders) { u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); m_material_type = shdrsrc->getShaderInfo(shader_id).material; } // Color-related m_colors.clear(); m_base_color = idef->getItemstackColor(item, client); // If wield_image needs to be checked and is defined, it overrides everything else if (!def.wield_image.empty() && check_wield_image) { setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc, 1); m_colors.emplace_back(); // overlay is white, if present m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); // initialize the color if (!m_lighting) setColor(video::SColor(0xFFFFFFFF)); return; } // Handle nodes // See also CItemDefManager::createClientCached() if (def.type == ITEM_NODE) { bool cull_backface = f.needsBackfaceCulling(); // Select rendering method switch (f.drawtype) { case NDT_AIRLIKE: setExtruded("no_texture_airlike.png", "", v3f(1.0, 1.0, 1.0), tsrc, 1); break; case NDT_SIGNLIKE: case NDT_TORCHLIKE: case NDT_RAILLIKE: case NDT_PLANTLIKE: case NDT_FLOWINGLIQUID: { v3f wscale = def.wield_scale; if (f.drawtype == NDT_FLOWINGLIQUID) wscale.Z *= 0.1f; setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id), tsrc->getTextureName(f.tiles[0].layers[1].texture_id), wscale, tsrc, f.tiles[0].layers[0].animation_frame_count); // Add color const TileLayer &l0 = f.tiles[0].layers[0]; m_colors.emplace_back(l0.has_color, l0.color); const TileLayer &l1 = f.tiles[0].layers[1]; m_colors.emplace_back(l1.has_color, l1.color); break; } case NDT_PLANTLIKE_ROOTED: { setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "", def.wield_scale, tsrc, f.special_tiles[0].layers[0].animation_frame_count); // Add color const TileLayer &l0 = f.special_tiles[0].layers[0]; m_colors.emplace_back(l0.has_color, l0.color); break; } case NDT_NORMAL: case NDT_ALLFACES: case NDT_LIQUID: setCube(f, def.wield_scale); break; default: { // Render non-trivial drawtypes like the actual node MapNode n(id); n.setParam2(def.place_param2); mesh = createSpecialNodeMesh(client, n, &m_colors, f); changeToMesh(mesh); mesh->drop(); m_meshnode->setScale( def.wield_scale * WIELD_SCALE_FACTOR / (BS * f.visual_scale)); break; } } u32 material_count = m_meshnode->getMaterialCount(); for (u32 i = 0; i < material_count; ++i) { video::SMaterial &material = m_meshnode->getMaterial(i); material.MaterialType = m_material_type; material.MaterialTypeParam = 0.5f; material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface); material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); } // initialize the color if (!m_lighting) setColor(video::SColor(0xFFFFFFFF)); return; } else { if (!def.inventory_image.empty()) { setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale, tsrc, 1); } else { setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1); } m_colors.emplace_back(); // overlay is white, if present m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); // initialize the color if (!m_lighting) setColor(video::SColor(0xFFFFFFFF)); return; } // no wield mesh found changeToMesh(nullptr); } void WieldMeshSceneNode::setColor(video::SColor c) { assert(!m_lighting); scene::IMesh *mesh = m_meshnode->getMesh(); if (!mesh) return; u8 red = c.getRed(); u8 green = c.getGreen(); u8 blue = c.getBlue(); u32 mc = mesh->getMeshBufferCount(); for (u32 j = 0; j < mc; j++) { video::SColor bc(m_base_color); if ((m_colors.size() > j) && (m_colors[j].override_base)) bc = m_colors[j].color; video::SColor buffercolor(255, bc.getRed() * red / 255, bc.getGreen() * green / 255, bc.getBlue() * blue / 255); scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); if (m_enable_shaders) setMeshBufferColor(buf, buffercolor); else colorizeMeshBuffer(buf, &buffercolor); } } void WieldMeshSceneNode::setNodeLightColor(video::SColor color) { if (!m_meshnode) return; if (m_enable_shaders) { for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) { video::SMaterial &material = m_meshnode->getMaterial(i); material.EmissiveColor = color; } } else { setColor(color); } } 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) { scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube(); m_meshnode->setVisible(false); m_meshnode->setMesh(dummymesh); dummymesh->drop(); // m_meshnode grabbed it } else { m_meshnode->setMesh(mesh); } 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); if (m_shadow) { // Add mesh to shadow caster m_shadow->addNodeToShadowList(m_meshnode); // Set shadow texture for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++) m_meshnode->setMaterialTexture(3, m_shadow->get_texture()); } } void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) { ITextureSource *tsrc = client->getTextureSource(); IItemDefManager *idef = client->getItemDefManager(); const NodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized"); scene::SMesh *mesh = nullptr; // Shading is on by default result->needs_shading = true; bool cull_backface = f.needsBackfaceCulling(); // If inventory_image is defined, it overrides everything else if (!def.inventory_image.empty()) { mesh = getExtrudedMesh(tsrc, def.inventory_image, def.inventory_overlay); result->buffer_colors.emplace_back(); // overlay is white, if present result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); // Items with inventory images do not need shading result->needs_shading = false; } else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) { // Fallback image for airlike node mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png", def.inventory_overlay); result->needs_shading = false; } else if (def.type == ITEM_NODE) { switch (f.drawtype) { case NDT_NORMAL: case NDT_ALLFACES: case NDT_LIQUID: case NDT_FLOWINGLIQUID: { scene::IMesh *cube = g_extrusion_mesh_cache->createCube(); mesh = cloneMesh(cube); cube->drop(); if (f.drawtype == NDT_FLOWINGLIQUID) { scaleMesh(mesh, v3f(1.2, 0.03, 1.2)); translateMesh(mesh, v3f(0, -0.57, 0)); } else scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); // add overlays postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors, true); if (f.drawtype == NDT_ALLFACES) scaleMesh(mesh, v3f(f.visual_scale)); break; } case NDT_PLANTLIKE: { mesh = getExtrudedMesh(tsrc, tsrc->getTextureName(f.tiles[0].layers[0].texture_id), tsrc->getTextureName(f.tiles[0].layers[1].texture_id)); // Add color const TileLayer &l0 = f.tiles[0].layers[0]; result->buffer_colors.emplace_back(l0.has_color, l0.color); const TileLayer &l1 = f.tiles[0].layers[1]; result->buffer_colors.emplace_back(l1.has_color, l1.color); break; } case NDT_PLANTLIKE_ROOTED: { mesh = getExtrudedMesh(tsrc, tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), ""); // Add color const TileLayer &l0 = f.special_tiles[0].layers[0]; result->buffer_colors.emplace_back(l0.has_color, l0.color); break; } default: { // Render non-trivial drawtypes like the actual node MapNode n(id); n.setParam2(def.place_param2); mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f); scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); break; } } u32 mc = mesh->getMeshBufferCount(); for (u32 i = 0; i < mc; ++i) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); video::SMaterial &material = buf->getMaterial(); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialTypeParam = 0.5f; material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_TRILINEAR_FILTER, false); material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface); material.setFlag(video::EMF_LIGHTING, false); } rotateMeshXZby(mesh, -45); rotateMeshYZby(mesh, -30); } result->mesh = mesh; } scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename, const std::string &overlay_name) { // check textures video::ITexture *texture = tsrc->getTextureForMesh(imagename); if (!texture) { return NULL; } video::ITexture *overlay_texture = (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name); // get mesh core::dimension2d<u32> dim = texture->getSize(); scene::IMesh *original = g_extrusion_mesh_cache->create(dim); scene::SMesh *mesh = cloneMesh(original); original->drop(); //set texture mesh->getMeshBuffer(0)->getMaterial().setTexture(0, tsrc->getTexture(imagename)); if (overlay_texture) { scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0)); copy->getMaterial().setTexture(0, overlay_texture); mesh->addMeshBuffer(copy); copy->drop(); } // Customize materials for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) { video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial(); material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_TRILINEAR_FILTER, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_LIGHTING, false); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialTypeParam = 0.5f; } scaleMesh(mesh, v3f(2.0, 2.0, 2.0)); return mesh; } void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype, std::vector<ItemPartColor> *colors, bool apply_scale) { u32 mc = mesh->getMeshBufferCount(); // Allocate colors for existing buffers colors->clear(); for (u32 i = 0; i < mc; ++i) colors->push_back(ItemPartColor()); for (u32 i = 0; i < mc; ++i) { const TileSpec *tile = &(f.tiles[i]); scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { const TileLayer *layer = &tile->layers[layernum]; if (layer->texture_id == 0) continue; if (layernum != 0) { scene::IMeshBuffer *copy = cloneMeshBuffer(buf); copy->getMaterial() = buf->getMaterial(); mesh->addMeshBuffer(copy); copy->drop(); buf = copy; colors->push_back( ItemPartColor(layer->has_color, layer->color)); } else { (*colors)[i] = ItemPartColor(layer->has_color, layer->color); } video::SMaterial &material = buf->getMaterial(); if (set_material) layer->applyMaterialOptions(material); if (mattype) { material.MaterialType = *mattype; } if (layer->animation_frame_count > 1) { const FrameSpec &animation_frame = (*layer->frames)[0]; material.setTexture(0, animation_frame.texture); } else { material.setTexture(0, layer->texture); } if (use_shaders) { if (layer->normal_texture) { if (layer->animation_frame_count > 1) { const FrameSpec &animation_frame = (*layer->frames)[0]; material.setTexture(1, animation_frame.normal_texture); } else material.setTexture(1, layer->normal_texture); } material.setTexture(2, layer->flags_texture); } if (apply_scale && tile->world_aligned) { u32 n = buf->getVertexCount(); for (u32 k = 0; k != n; ++k) buf->getTCoords(k) /= layer->scale; } } } }