/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 "util/numeric.h" #include "util/directiontables.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 "mesh.h" #include #include "gamedef.h" #include "log.h" // Create a cuboid. // collector - the MeshCollector for the resulting polygons // box - the position and size of the box // tiles - the tiles (materials) to use (for all 6 faces) // tilecount - number of entries in tiles, 1<=tilecount<=6 // c - vertex colour - used for all // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there // should be (2+2)*6=24 values in the list. Alternatively, pass // NULL to use the entire texture for each face. The order of // the faces in the list is up-down-right-left-back-front // (compatible with ContentFeatures). If you specified 0,0,1,1 // for each face, that would be the same as passing NULL. void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) { assert(tilecount >= 1 && tilecount <= 6); v3f min = box.MinEdge; v3f max = box.MaxEdge; if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1 }; txc = txc_default; } video::S3DVertex vertices[24] = { // up video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), // down video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), // right video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), // left video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), // back video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), // front video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), }; for(int i = 0; i < 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); } } void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); ITextureSource *tsrc = data->m_gamedef->tsrc(); scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if (new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; // Create selection mesh v3s16 p = data->m_highlighted_pos_relative; if (data->m_show_hud && (p.X >= 0) && (p.X < MAP_BLOCKSIZE) && (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) && (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) { MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); if(n.getContent() != CONTENT_AIR) { // Get selection mesh light level static const v3s16 dirs[7] = { v3s16( 0, 0, 0), v3s16( 0, 1, 0), v3s16( 0,-1, 0), v3s16( 1, 0, 0), v3s16(-1, 0, 0), v3s16( 0, 0, 1), v3s16( 0, 0,-1) }; u16 l = 0; u16 l1 = 0; for (u8 i = 0; i < 7; i++) { MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]); l1 = getInteriorLight(n1, -4, nodedef); if (l1 > l) l = l1; } video::SColor c = MapBlock_LightColor(255, l, 0); data->m_highlight_mesh_color = c; std::vector boxes = n.getSelectionBoxes(nodedef); TileSpec h_tile; h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED; h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id); v3f pos = intToFloat(p, BS); f32 d = 0.05 * BS; for(std::vector::iterator i = boxes.begin(); i != boxes.end(); i++) { aabb3f box = *i; box.MinEdge += v3f(-d, -d, -d) + pos; box.MaxEdge += v3f(d, d, d) + pos; makeCuboid(&collector, box, &h_tile, 1, c, NULL); } } } 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 "<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; } /* Otherwise upper position of face is liquid level */ else { vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is liquid, lower border of face is liquid level */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top */ if(top_is_same_liquid) continue; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ l = decode_light(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 std::map neighbor_levels; std::map neighbor_contents; std::map neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); if(n2.getContent() == c_source) level = (-0.5+node_liquid_level) * BS; else if(n2.getContent() == c_flowing){ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); if (liquid_level <= LIQUID_LEVEL_MAX+1-range) liquid_level = 0; else liquid_level -= (LIQUID_LEVEL_MAX+1-range); level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS; } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels[neighbor_dirs[i]] = level; neighbor_contents[neighbor_dirs[i]] = content; neighbor_flags[neighbor_dirs[i]] = flags; } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; u32 air_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; content_t content = neighbor_contents[neighbordir]; // If top is liquid, draw starting from top of node if(neighbor_flags[neighbordir] & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; break; } // Source is always the same height else if(content == c_source) { cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS+0.2; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z 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 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, 1,1), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, 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 assert(0); 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 || local S = minetest.get_translator("testtools") local F = minetest.formspec_escape -- TODO: Add a Node Metadata tool -- Param 2 Tool: Set param2 value of tools -- Punch: +1 -- Punch+Shift: +8 -- Place: -1 -- Place+Shift: -8 minetest.register_tool("testtools:param2tool", { description = S("Param2 Tool"), inventory_image = "testtools_param2tool.png", groups = { testtool = 1, disable_repair = 1 }, on_use = function(itemstack, user, pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing) if pointed_thing.type ~= "node" or (not pos) then return end local add = 1 if user then local ctrl = user:get_player_control() if ctrl.sneak then add = 8 end end local node = minetest.get_node(pos) node.param2 = node.param2 + add minetest.swap_node(pos, node) end, on_place = function(itemstack, user, pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing) if pointed_thing.type ~= "node" or (not pos) then return end local add = -1 if user then local ctrl = user:get_player_control() if ctrl.sneak then add = -8 end end local node = minetest.get_node(pos) node.param2 = node.param2 + add minetest.swap_node(pos, node) end, }) minetest.register_tool("testtools:node_setter", { description = S("Node Setter"), inventory_image = "testtools_node_setter.png", groups = { testtool = 1, disable_repair = 1 }, on_use = function(itemstack, user, pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing) if pointed_thing.type == "nothing" then local meta = itemstack:get_meta() meta:set_string("node", "air") meta:set_int("node_param2", 0) if user and user:is_player() then minetest.chat_send_player(user:get_player_name(), S("Now placing: @1 (param2=@2)", "air", 0)) end return itemstack elseif pointed_thing.type ~= "node" or (not pos) then return end local node = minetest.get_node(pos) local meta = itemstack:get_meta() meta:set_string("node", node.name) meta:set_int("node_param2", node.param2) if user and user:is_player() then minetest.chat_send_player(user:get_player_name(), S("Now placing: @1 (param2=@2)", node.name, node.param2)) end return itemstack end, on_secondary_use = function(itemstack, user, pointed_thing) local meta = itemstack:get_meta() local nodename = meta:get_string("node") or "" local param2 = meta:get_int("node_param2") or 0 minetest.show_formspec(user:get_player_name(), "testtools:node_setter", "size[4,4]".. "field[0.5,1;3,1;nodename;"..F(S("Node name (itemstring):"))..";"..F(nodename).."]".. "field[0.5,2;3,1;param2;"..F(S("param2:"))..";"..F(tostring(param2)).."]".. "button_exit[0.5,3;3,1;submit;"..F(S("Submit")).."]" ) end, on_place = function(itemstack, user, pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing) local meta = itemstack:get_meta() local nodename = meta:get_string("node") if nodename == "" and user and user:is_player() then minetest.chat_send_player(user:get_player_name(), S("Punch a node first!")) return end local param2 = meta:get_int("node_param2") if not param2 then param2 = 0 end local node = { name = nodename, param2 = param2 } if not minetest.registered_nodes[nodename] then minetest.chat_send_player(user:get_player_name(), S("Cannot set unknown node: @1", nodename)) return end minetest.set_node(pos, node) end, }) minetest.register_on_player_receive_fields(function(player, formname, fields) if formname == "testtools:node_setter" then local playername = player:get_player_name() local witem = player:get_wielded_item() if witem:get_name() == "testtools:node_setter" then if fields.nodename and fields.param2 then local param2 = tonumber(fields.param2) if not param2 then return end local meta = witem:get_meta() meta:set_string("node", fields.nodename) meta:set_int("node_param2", param2) player:set_wielded_item(witem) end end end end) minetest.register_tool("testtools:remover", { description = S("Remover"), inventory_image = "testtools_remover.png", groups = { testtool = 1, disable_repair = 1 }, on_use = function(itemstack, user, pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing) if pointed_thing.type == "node" and pos ~= nil then minetest.remove_node(pos) elseif pointed_thing.type == "object" then local obj = pointed_thing.ref if not obj:is_player() then obj:remove() end end end, }) minetest.register_tool("testtools:falling_node_tool", { description = S("Falling Node Tool"), inventory_image = "testtools_falling_node_tool.png", groups = { testtool = 1, disable_repair = 1 }, on_place = function(itemstack, user, pointed_thing) -- Teleport node 1-2 units upwards (if possible) and make it fall local pos = minetest.get_pointed_thing_position(pointed_thing) if pointed_thing.type ~= "node" or (not pos) then return end local ok = false local highest for i=1,2 do local above = {x=pos.x,y=pos.y+i,z=pos.z} local n2 = minetest.get_node(above) local def2 = minetest.registered_nodes[n2.name] if def2 and (not def2.walkable) then highest = above else break end end if highest then local node = minetest.get_node(pos) local metatable = minetest.get_meta(pos):to_table() minetest.remove_node(pos) minetest.set_node(highest, node) local meta_highest = minetest.get_meta(highest) meta_highest:from_table(metatable) ok = minetest.spawn_falling_node(highest) else ok = minetest.spawn_falling_node(pos) end if not ok