/* 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 "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" #include "client/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); // pre-condition 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); } } /* 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(); 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; 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; } /* 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 == v3s1 static void reportMetadataChange(NodeMetaRef *ref); // Exported functions // garbage collector static int gc_object(lua_State *L); // get_string(self, name) static int l_get_string(lua_State *L); // set_string(self, name, var) static int l_set_string(lua_State *L); // get_int(self, name) static int l_get_int(lua_State *L); // set_int(self, name, var) static int l_set_int(lua_State *L); // get_float(self, name) static int l_get_float(lua_State *L); // set_float(self, name, var) static int l_set_float(lua_State *L); // get_inventory(self) static int l_get_inventory(lua_State *L); // to_table(self) static int l_to_table(lua_State *L); // from_table(self, table) static int l_from_table(lua_State *L); public: NodeMetaRef(v3s16 p, ServerEnvironment *env); ~NodeMetaRef(); // Creates an NodeMetaRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. static void create(lua_State *L, v3s16 p, ServerEnvironment *env); static void Register(lua_State *L); }; #endif /* L_NODEMETA_H_ */ quids) 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 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: { 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; for (int j = 0; j < 2; 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), }; if(j == 0) { for(u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(46 + n.param2 * 2); } else if(j == 1) { for(u16 i = 0; i < 4; i++) vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2); } 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); } u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } 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; bool drawBottomFacesOnly = false; // Currently unused // 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++) { int vOffset = 0; // Vertical offset of faces after rotation int hOffset = 4; // Horizontal offset of faces to reach the edge 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 + n.param2 * 2); vertices[i].Pos.rotateXYBy(-10); vertices[i].Pos.Y -= vOffset; vertices[i].Pos.X -= hOffset; } } else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1))) { for(int i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); vertices[i].Pos.rotateYZBy(10); vertices[i].Pos.Y -= vOffset; vertices[i].Pos.Z -= hOffset; } } else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1))) { for(int i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); vertices[i].Pos.rotateXYBy(10); vertices[i].Pos.Y -= vOffset; vertices[i].Pos.X += hOffset; } } 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.Y -= vOffset; vertices[i].Pos.Z += hOffset; } } // Center cross-flames else if(j == 4 && (drawAllFaces || doDraw[1] == 1)) { for(int i=0; i<4; i++) { vertices[i].Pos.rotateXZBy(45 + n.param2 * 2); vertices[i].Pos.Y -= vOffset; } } else if(j == 5 && (drawAllFaces || doDraw[1] == 1)) { for(int i=0; i<4; i++) { vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2); vertices[i].Pos.Y -= vOffset; } } // Render flames on bottom else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { for(int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); vertices[i].Pos.Y += 4.84; vertices[i].Pos.X -= hOffset+0.7; } } else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { for(int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); vertices[i].Pos.Y += 4.84; vertices[i].Pos.Z -= hOffset+0.7; } } else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { for(int i = 0; i < 4; i++) { vertices[i].Pos.rotateYZBy(70); vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); vertices[i].Pos.Y += 4.84; vertices[i].Pos.X += hOffset+0.7; } } else if(j == 3 && (drawBottomFacesOnly || (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 += hOffset+0.7; } } 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)); ContentFeatures def_xy = nodedef->get(n_xy); 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); std::vector boxes = n.getNodeBoxes(nodedef); for(std::vector::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;} } } /* Caused by incorrect alpha blending, selection mesh needs to be created as last element to ensure it gets blended correct over nodes with alpha channel */ // 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->getTextureForMesh("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); } } } }