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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "test.h"

#include "collision.h"

class TestCollision : public TestBase {
public:
	TestCollision() { TestManager::registerTestModule(this); }
	const char *getName() { return "TestCollision"; }

	void runTests(IGameDef *gamedef);

	void testAxisAlignedCollision();
};

static TestCollision g_test_instance;

void TestCollision::runTests(IGameDef *gamedef)
{
	TEST(testAxisAlignedCollision);
}

////////////////////////////////////////////////////////////////////////////////

void TestCollision::testAxisAlignedCollision()
{
	for (s16 bx = -3; bx <= 3; bx++)
	for (s16 by = -3; by <= 3; by++)
	for (s16 bz = -3; bz <= 3; bz++) {
		// X-
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
			v3f v(1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 1.000) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
			v3f v(-1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
			v3f v(1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
			v3f v(0.5, 0.1, 0);
			f32 dtime = 3.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 3.000) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
			v3f v(0.5, 0.1, 0);
			f32 dtime = 3.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 3.000) < 0.001);
		}

		// X+
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
			v3f v(-1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 1.000) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
			v3f v(1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
			v3f v(-1, 0, 0);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
			v3f v(-0.5, 0.2, 0);
			f32 dtime = 2.5f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);  // Y, not X!
			UASSERT(fabs(dtime - 2.500) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
			v3f v(-0.5, 0.3, 0);
			f32 dtime = 2.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 2.000) < 0.001);
		}

		// TODO: Y-, Y+, Z-, Z+

		// misc
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
			v3f v(-1./3, -1./3, -1./3);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 0.9) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
			v3f v(-1./3, -1./3, -1./3);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
			UASSERT(fabs(dtime - 0.9) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
			v3f v(-1./3, -1./3, -1./3);
			f32 dtime = 1.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
			UASSERT(fabs(dtime - 0.9) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
			v3f v(1./7, 1./7, 1./7);
			f32 dtime = 17.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
			UASSERT(fabs(dtime - 16.1) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
			v3f v(1./7, 1./7, 1./7);
			f32 dtime = 17.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
			UASSERT(fabs(dtime - 16.1) < 0.001);
		}
		{
			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
			v3f v(1./7, 1./7, 1./7);
			f32 dtime = 17.0f;
			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
			UASSERT(fabs(dtime - 16.1) < 0.001);
		}
	}
}
'#n1264'>1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mapblock_mesh.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
#include "profiler.h"
#include "shader.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "util/directiontables.h"
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
#include <algorithm>

/*
	MeshMakeData
*/

MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
	m_client(client),
	m_use_shaders(use_shaders)
{}

void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
	m_blockpos = blockpos;

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;

	m_vmanip.clear();
	VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
			blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
	m_vmanip.addArea(voxel_area);
}

void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
{
	v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
	VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));

	v3s16 bp = m_blockpos + block_offset;
	v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
	m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
}

void MeshMakeData::fill(MapBlock *block)
{
	fillBlockDataBegin(block->getPos());

	fillBlockData(v3s16(0,0,0), block->getData());

	// Get map for reading neighbor blocks
	Map *map = block->getParent();

	for (const v3s16 &dir : g_26dirs) {
		v3s16 bp = m_blockpos + dir;
		MapBlock *b = map->getBlockNoCreateNoEx(bp);
		if(b)
			fillBlockData(dir, b->getData());
	}
}

void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
{
	if (crack_level >= 0)
		m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}

void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
	m_smooth_lighting = smooth_lighting;
}

/*
	Light and vertex color functions
*/

/*
	Calculate non-smooth lighting at interior of node.
	Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
	const NodeDefManager *ndef)
{
	u8 light = n.getLight(bank, ndef);
	if (light > 0)
		light = rangelim(light + increment, 0, LIGHT_SUN);
	return decode_light(light);
}

/*
	Calculate non-smooth lighting at interior of node.
	Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
{
	u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
	u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
	return day | (night << 8);
}

/*
	Calculate non-smooth lighting at face of node.
	Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
	v3s16 face_dir, const NodeDefManager *ndef)
{
	u8 light;
	u8 l1 = n.getLight(bank, ndef);
	u8 l2 = n2.getLight(bank, ndef);
	if(l1 > l2)
		light = l1;
	else
		light = l2;

	// Boost light level for light sources
	u8 light_source = MYMAX(ndef->get(n).light_source,
			ndef->get(n2).light_source);
	if(light_source > light)
		light = light_source;

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at face of node.
	Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
	const NodeDefManager *ndef)
{
	u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
	u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
	return day | (night << 8);
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Both light banks
*/
static u16 getSmoothLightCombined(const v3s16 &p,
	const std::array<v3s16,8> &dirs, MeshMakeData *data)
{
	const NodeDefManager *ndef = data->m_client->ndef();

	u16 ambient_occlusion = 0;
	u16 light_count = 0;
	u8 light_source_max = 0;
	u16 light_day = 0;
	u16 light_night = 0;
	bool direct_sunlight = false;

	auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
		if (obstructed) {
			ambient_occlusion++;
			return false;
		}
		MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
		if (n.getContent() == CONTENT_IGNORE)
			return true;
		const ContentFeatures &f = ndef->get(n);
		if (f.light_source > light_source_max)
			light_source_max = f.light_source;
		// Check f.solidness because fast-style leaves look better this way
		if (f.param_type == CPT_LIGHT && f.solidness != 2) {
			u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
			u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
			if (light_level_day == LIGHT_SUN)
				direct_sunlight = true;
			light_day += decode_light(light_level_day);
			light_night += decode_light(light_level_night);
			light_count++;
		} else {
			ambient_occlusion++;
		}
		return f.light_propagates;
	};

	bool obstructed[4] = { true, true, true, true };
	add_node(0);
	bool opaque1 = !add_node(1);
	bool opaque2 = !add_node(2);
	bool opaque3 = !add_node(3);
	obstructed[0] = opaque1 && opaque2;
	obstructed[1] = opaque1 && opaque3;
	obstructed[2] = opaque2 && opaque3;
	for (u8 k = 0; k < 3; ++k)
		if (add_node(k + 4, obstructed[k]))
			obstructed[3] = false;
	if (add_node(7, obstructed[3])) { // wrap light around nodes
		ambient_occlusion -= 3;
		for (u8 k = 0; k < 3; ++k)
			add_node(k + 4, !obstructed[k]);
	}

	if (light_count == 0) {
		light_day = light_night = 0;
	} else {
		light_day /= light_count;
		light_night /= light_count;
	}

	// boost direct sunlight, if any
	if (direct_sunlight)
		light_day = 0xFF;

	// Boost brightness around light sources
	bool skip_ambient_occlusion_day = false;
	if (decode_light(light_source_max) >= light_day) {
		light_day = decode_light(light_source_max);
		skip_ambient_occlusion_day = true;
	}

	bool skip_ambient_occlusion_night = false;
	if(decode_light(light_source_max) >= light_night) {
		light_night = decode_light(light_source_max);
		skip_ambient_occlusion_night = true;
	}

	if (ambient_occlusion > 4) {
		static thread_local const float ao_gamma = rangelim(
			g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);

		// Table of gamma space multiply factors.
		static thread_local const float light_amount[3] = {
			powf(0.75, 1.0 / ao_gamma),
			powf(0.5,  1.0 / ao_gamma),
			powf(0.25, 1.0 / ao_gamma)
		};

		//calculate table index for gamma space multiplier
		ambient_occlusion -= 5;

		if (!skip_ambient_occlusion_day)
			light_day = rangelim(core::round32(
					light_day * light_amount[ambient_occlusion]), 0, 255);
		if (!skip_ambient_occlusion_night)
			light_night = rangelim(core::round32(
					light_night * light_amount[ambient_occlusion]), 0, 255);
	}

	return light_day | (light_night << 8);
}

/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
	Node at p is solid, and thus the lighting is face-dependent.
*/
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
{
	return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
}

/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
	Node at p is not solid, and the lighting is not face-dependent.
*/
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
{
	const std::array<v3s16,8> dirs = {{
		// Always shine light
		v3s16(0,0,0),
		v3s16(corner.X,0,0),
		v3s16(0,corner.Y,0),
		v3s16(0,0,corner.Z),

		// Can be obstructed
		v3s16(corner.X,corner.Y,0),
		v3s16(corner.X,0,corner.Z),
		v3s16(0,corner.Y,corner.Z),
		v3s16(corner.X,corner.Y,corner.Z)
	}};
	return getSmoothLightCombined(p, dirs, data);
}

void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
	f32 rg = daynight_ratio / 1000.0f - 0.04f;
	f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
	sunlight->r = rg;
	sunlight->g = rg;
	sunlight->b = b;
}

void final_color_blend(video::SColor *result,
		u16 light, u32 daynight_ratio)
{
	video::SColorf dayLight;
	get_sunlight_color(&dayLight, daynight_ratio);
	final_color_blend(result,
		encode_light(light, 0), dayLight);
}

void final_color_blend(video::SColor *result,
		const video::SColor &data, const video::SColorf &dayLight)
{
	static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);

	video::SColorf c(data);
	f32 n = 1 - c.a;

	f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
	f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
	f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;

	// Emphase blue a bit in darker places
	// Each entry of this array represents a range of 8 blue levels
	static const u8 emphase_blue_when_dark[32] = {
		1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
	};

	b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
		0, 255) / 8] / 255.0f;

	result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
	result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
	result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
}

/*
	Mesh generation helpers
*/

// This table is moved outside getNodeVertexDirs to avoid the compiler using
// a mutex to initialize this table at runtime right in the hot path.
// For details search the internet for "cxa_guard_acquire".
static const v3s16 vertex_dirs_table[] = {
	// ( 1, 0, 0)
	v3s16( 1,-1, 1), v3s16( 1,-1,-1),
	v3s16( 1, 1,-1), v3s16( 1, 1, 1),
	// ( 0, 1, 0)
	v3s16( 1, 1,-1), v3s16(-1, 1,-1),
	v3s16(-1, 1, 1), v3s16( 1, 1, 1),
	// ( 0, 0, 1)
	v3s16(-1,-1, 1), v3s16( 1,-1, 1),
	v3s16( 1, 1, 1), v3s16(-1, 1, 1),
	// invalid
	v3s16(), v3s16(), v3s16(), v3s16(),
	// ( 0, 0,-1)
	v3s16( 1,-1,-1), v3s16(-1,-1,-1),
	v3s16(-1, 1,-1), v3s16( 1, 1,-1),
	// ( 0,-1, 0)
	v3s16( 1,-1, 1), v3s16(-1,-1, 1),
	v3s16(-1,-1,-1), v3s16( 1,-1,-1),
	// (-1, 0, 0)
	v3s16(-1,-1,-1), v3s16(-1,-1, 1),
	v3s16(-1, 1, 1), v3s16(-1, 1,-1)
};

/*
	vertex_dirs: v3s16[4]
*/
static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
{
	/*
		If looked from outside the node towards the face, the corners are:
		0: bottom-right
		1: bottom-left
		2: top-left
		3: top-right
	*/

	// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
	// (0,0,1), (0,0,-1)
	assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);

	// Convert direction to single integer for table lookup
	u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
	idx = (idx - 1) * 4;

#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic push
#if __GNUC__ > 7
#pragma GCC diagnostic ignored "-Wclass-memaccess"
#endif
#endif
	memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic pop
#endif
}

static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
{
	if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
		base -= scale;
	if (dir == v3s16(0,0,1)) {
		*u = -base.X;
		*v = -base.Y;
	} else if (dir == v3s16(0,0,-1)) {
		*u = base.X + 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(1,0,0)) {
		*u = base.Z + 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(-1,0,0)) {
		*u = -base.Z;
		*v = -base.Y;
	} else if (dir == v3s16(0,1,0)) {
		*u = base.X + 1;
		*v = -base.Z - 1;
	} else if (dir == v3s16(0,-1,0)) {
		*u = base.X + 1;
		*v = base.Z + 1;
	}
}

struct FastFace
{
	TileSpec tile;
	video::S3DVertex vertices[4]; // Precalculated vertices
	/*!
	 * The face is divided into two triangles. If this is true,
	 * vertices 0 and 2 are connected, othervise vertices 1 and 3
	 * are connected.
	 */
	bool vertex_0_2_connected;
};

static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
	const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
{
	// Position is at the center of the cube.
	v3f pos = p * BS;

	float x0 = 0.0f;
	float y0 = 0.0f;
	float w = 1.0f;
	float h = 1.0f;

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	if (tile.world_aligned)
		getNodeTextureCoords(tp, scale, dir, &x0, &y0);

	v3s16 t;
	u16 t1;
	switch (tile.rotation) {
	case 0:
		break;
	case 1: //R90
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[3];
		vertex_dirs[3] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[1];
		vertex_dirs[1] = t;
		t1  = li0;
		li0 = li3;
		li3 = li2;
		li2 = li1;
		li1 = t1;
		break;
	case 2: //R180
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[2];
		vertex_dirs[2] = t;
		t = vertex_dirs[1];
		vertex_dirs[1] = vertex_dirs[3];
		vertex_dirs[3] = t;
		t1  = li0;
		li0 = li2;
		li2 = t1;
		t1  = li1;
		li1 = li3;
		li3 = t1;
		break;
	case 3: //R270
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[1];
		vertex_dirs[1] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[3];
		vertex_dirs[3] = t;
		t1  = li0;
		li0 = li1;
		li1 = li2;
		li2 = li3;
		li3 = t1;
		break;
	case 4: //FXR90
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[3];
		vertex_dirs[3] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[1];
		vertex_dirs[1] = t;
		t1  = li0;
		li0 = li3;
		li3 = li2;
		li2 = li1;
		li1 = t1;
		y0 += h;
		h *= -1;
		break;
	case 5: //FXR270
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[1];
		vertex_dirs[1] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[3];
		vertex_dirs[3] = t;
		t1  = li0;
		li0 = li1;
		li1 = li2;
		li2 = li3;
		li3 = t1;
		y0 += h;
		h *= -1;
		break;
	case 6: //FYR90
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[3];
		vertex_dirs[3] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[1];
		vertex_dirs[1] = t;
		t1  = li0;
		li0 = li3;
		li3 = li2;
		li2 = li1;
		li1 = t1;
		x0 += w;
		w *= -1;
		break;
	case 7: //FYR270
		t = vertex_dirs[0];
		vertex_dirs[0] = vertex_dirs[1];
		vertex_dirs[1] = vertex_dirs[2];
		vertex_dirs[2] = vertex_dirs[3];
		vertex_dirs[3] = t;
		t1  = li0;
		li0 = li1;
		li1 = li2;
		li2 = li3;
		li3 = t1;
		x0 += w;
		w *= -1;
		break;
	case 8: //FX
		y0 += h;
		h *= -1;
		break;
	case 9: //FY
		x0 += w;
		w *= -1;
		break;
	default:
		break;
	}

	for (u16 i = 0; i < 4; i++) {
		vertex_pos[i] = v3f(
				BS / 2 * vertex_dirs[i].X,
				BS / 2 * vertex_dirs[i].Y,
				BS / 2 * vertex_dirs[i].Z
		);
	}

	for (v3f &vpos : vertex_pos) {
		vpos.X *= scale.X;
		vpos.Y *= scale.Y;
		vpos.Z *= scale.Z;
		vpos += pos;
	}

	f32 abs_scale = 1.0f;
	if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
	else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
	else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;

	v3f normal(dir.X, dir.Y, dir.Z);

	u16 li[4] = { li0, li1, li2, li3 };
	u16 day[4];
	u16 night[4];

	for (u8 i = 0; i < 4; i++) {
		day[i] = li[i] >> 8;
		night[i] = li[i] & 0xFF;
	}

	bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
			< abs(day[1] - day[3]) + abs(night[1] - night[3]);

	v2f32 f[4] = {
		core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
		core::vector2d<f32>(x0, y0 + h),
		core::vector2d<f32>(x0, y0),
		core::vector2d<f32>(x0 + w * abs_scale, y0) };

	// equivalent to dest.push_back(FastFace()) but faster
	dest.emplace_back();
	FastFace& face = *dest.rbegin();

	for (u8 i = 0; i < 4; i++) {
		video::SColor c = encode_light(li[i], tile.emissive_light);
		if (!tile.emissive_light)
			applyFacesShading(c, normal);

		face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
	}

	/*
		Revert triangles for nicer looking gradient if the
		brightness of vertices 1 and 3 differ less than
		the brightness of vertices 0 and 2.
		*/
	face.vertex_0_2_connected = vertex_0_2_connected;
	face.tile = tile;
}

/*
	Nodes make a face if contents differ and solidness differs.
	Return value:
		0: No face
		1: Face uses m1's content
		2: Face uses m2's content
	equivalent: Whether the blocks share the same face (eg. water and glass)

	TODO: Add 3: Both faces drawn with backface culling, remove equivalent
*/
static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
	const NodeDefManager *ndef)
{
	*equivalent = false;

	if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;

	const ContentFeatures &f1 = ndef->get(m1);
	const ContentFeatures &f2 = ndef->get(m2);

	// Contents don't differ for different forms of same liquid
	if (f1.sameLiquid(f2))
		return 0;

	u8 c1 = f1.solidness;
	u8 c2 = f2.solidness;

	if (c1 == c2)
		return 0;

	if (c1 == 0)
		c1 = f1.visual_solidness;
	else if (c2 == 0)
		c2 = f2.visual_solidness;

	if (c1 == c2) {
		*equivalent = true;
		// If same solidness, liquid takes precense
		if (f1.isLiquid())
			return 1;
		if (f2.isLiquid())
			return 2;
	}

	if (c1 > c2)
		return 1;

	return 2;
}

/*
	Gets nth node tile (0 <= n <= 5).
*/
void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
	const NodeDefManager *ndef = data->m_client->ndef();
	const ContentFeatures &f = ndef->get(mn);
	tile = f.tiles[tileindex];
	bool has_crack = p == data->m_crack_pos_relative;
	for (TileLayer &layer : tile.layers) {
		if (layer.texture_id == 0)
			continue;
		if (!layer.has_color)
			mn.getColor(f, &(layer.color));
		// Apply temporary crack
		if (has_crack)
			layer.material_flags |= MATERIAL_FLAG_CRACK;
	}
}

/*
	Gets node tile given a face direction.
*/
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
{
	const NodeDefManager *ndef = data->m_client->ndef();

	// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
	// (0,0,1), (0,0,-1) or (0,0,0)
	assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);

	// Convert direction to single integer for table lookup
	//  0 = (0,0,0)
	//  1 = (1,0,0)
	//  2 = (0,1,0)
	//  3 = (0,0,1)
	//  4 = invalid, treat as (0,0,0)
	//  5 = (0,0,-1)
	//  6 = (0,-1,0)
	//  7 = (-1,0,0)
	u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;

	// Get rotation for things like chests
	u8 facedir = mn.getFaceDir(ndef, true);

	static const u16 dir_to_tile[24 * 16] =
	{
		// 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
		   0,0,  2,0 , 0,0 , 4,0 ,  0,0,  5,0 , 1,0 , 3,0 ,  // rotate around y+ 0 - 3
		   0,0,  4,0 , 0,3 , 3,0 ,  0,0,  2,0 , 1,1 , 5,0 ,
		   0,0,  3,0 , 0,2 , 5,0 ,  0,0,  4,0 , 1,2 , 2,0 ,
		   0,0,  5,0 , 0,1 , 2,0 ,  0,0,  3,0 , 1,3 , 4,0 ,

		   0,0,  2,3 , 5,0 , 0,2 ,  0,0,  1,0 , 4,2 , 3,1 ,  // rotate around z+ 4 - 7
		   0,0,  4,3 , 2,0 , 0,1 ,  0,0,  1,1 , 3,2 , 5,1 ,