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-rw-r--r--CMakeLists.txt23780logplain
-rw-r--r--activeobject.h2501logplain
-rw-r--r--activeobjectmgr.h1842logplain
-rw-r--r--ban.cpp3577logplain
-rw-r--r--ban.h1478logplain
-rw-r--r--chat.cpp18039logplain
-rw-r--r--chat.h7945logplain
-rw-r--r--chat_interface.h1880logplain
-rw-r--r--chatmessage.h1416logplain
d---------client3099logplain
-rw-r--r--clientiface.cpp23533logplain
-rw-r--r--clientiface.h19555logplain
-rw-r--r--clientsimpleobject.h1052logplain
-rw-r--r--cloudparams.h941logplain
-rw-r--r--cmake_config.h.in1149logplain
-rw-r--r--cmake_config_githash.h.in169logplain
-rw-r--r--collision.cpp17062logplain
-rw-r--r--collision.h2288logplain
-rw-r--r--config.h953logplain
-rw-r--r--constants.h3605logplain
d---------content344logplain
-rw-r--r--content_mapnode.cpp5081logplain
-rw-r--r--content_mapnode.h1171logplain
-rw-r--r--content_nodemeta.cpp5335logplain
-rw-r--r--content_nodemeta.h1072logplain
-rw-r--r--content_sao.cpp41916logplain
-rw-r--r--content_sao.h11879logplain
-rw-r--r--convert_json.cpp2378logplain
-rw-r--r--convert_json.h972logplain
-rw-r--r--craftdef.cpp30047logplain
-rw-r--r--craftdef.h13450logplain
d---------database678logplain
-rw-r--r--daynightratio.h1786logplain
-rw-r--r--debug.cpp5529logplain
-rw-r--r--debug.h2829logplain
-rw-r--r--defaultsettings.cpp21585logplain
-rw-r--r--defaultsettings.h1179logplain
-rw-r--r--emerge.cpp15805logplain
-rw-r--r--emerge.h4412logplain
-rw-r--r--environment.cpp8968logplain
-rw-r--r--environment.h4010logplain
-rw-r--r--event.h1830logplain
-rw-r--r--exceptions.h3276logplain
-rw-r--r--face_position_cache.cpp3452logplain
-rw-r--r--face_position_cache.h1272logplain
-rw-r--r--filesys.cpp18639logplain
-rw-r--r--filesys.h4475logplain
-rw-r--r--gamedef.h2789logplain
-rw-r--r--gameparams.h970logplain
-rw-r--r--genericobject.cpp5501logplain
-rw-r--r--genericobject.h2679logplain
-rw-r--r--gettext.cpp7306logplain
-rw-r--r--gettext.h2111logplain
-rw-r--r--gettime.h1263logplain
d---------gui1408logplain
-rw-r--r--httpfetch.cpp20955logplain
-rw-r--r--httpfetch.h3631logplain
-rw-r--r--hud.cpp1828logplain
-rw-r--r--hud.h2608logplain
-rw-r--r--inventory.cpp20189logplain
-rw-r--r--inventory.h8498logplain
-rw-r--r--inventorymanager.cpp25586logplain
-rw-r--r--inventorymanager.h5336logplain
-rw-r--r--irr_aabb3d.h891logplain
-rw-r--r--irr_v2d.h1028logplain
-rw-r--r--irr_v3d.h1025logplain
d---------irrlicht_changes248logplain
-rw-r--r--irrlichttypes.h2115logplain
-rw-r--r--irrlichttypes_bloated.h919logplain
-rw-r--r--irrlichttypes_extrabloated.h1107logplain
-rw-r--r--itemdef.cpp15762logplain
-rw-r--r--itemdef.h5436logplain
-rw-r--r--itemgroup.h1103logplain
-rw-r--r--itemstackmetadata.cpp2831logplain
-rw-r--r--itemstackmetadata.h1530logplain
-rw-r--r--light.cpp2835logplain
-rw-r--r--light.h2283logplain
-rw-r--r--log.cpp8258logplain
-rw-r--r--log.h6095logplain
-rw-r--r--main.cpp31402logplain
-rw-r--r--map.cpp60044logplain
-rw-r--r--map.h12858logplain
-rw-r--r--map_settings_manager.cpp5116logplain
-rw-r--r--map_settings_manager.h2641logplain
-rw-r--r--mapblock.cpp21875logplain
-rw-r--r--mapblock.h15194logplain
d---------mapgen1372logplain
-rw-r--r--mapnode.cpp21438logplain
-rw-r--r--mapnode.h8476logplain
-rw-r--r--mapsector.cpp2774logplain
-rw-r--r--mapsector.h1936logplain
-rw-r--r--metadata.cpp2735logplain
-rw-r--r--metadata.h1933logplain
-rw-r--r--modchannels.cpp3920logplain
-rw-r--r--modchannels.h2753logplain
-rw-r--r--modifiedstate.h1117logplain
-rw-r--r--nameidmapping.cpp1486logplain
-rw-r--r--nameidmapping.h2173logplain
d---------network869logplain
-rw-r--r--nodedef.cpp45426logplain
-rw-r--r--nodedef.h21220logplain
-rw-r--r--nodemetadata.cpp5608logplain
-rw-r--r--nodemetadata.h2827logplain
-rw-r--r--nodetimer.cpp3831logplain
-rw-r--r--nodetimer.h3753logplain
-rw-r--r--noise.cpp19642logplain
-rw-r--r--noise.h6607logplain
-rw-r--r--objdef.cpp4171logplain
-rw-r--r--objdef.h2852logplain
-rw-r--r--object_properties.cpp5652logplain
-rw-r--r--object_properties.h2201logplain
-rw-r--r--pathfinder.cpp36430logplain
-rw-r--r--pathfinder.h2460logplain
-rw-r--r--player.cpp4326logplain
-rw-r--r--player.h4522logplain
-rw-r--r--porting.cpp16286logplain
-rw-r--r--porting.h7887logplain
-rw-r--r--porting_android.cpp9051logplain
-rw-r--r--porting_android.h2187logplain
-rw-r--r--profiler.cpp1501logplain
-rw-r--r--profiler.h4420logplain
-rw-r--r--quicktune.cpp2598logplain
-rw-r--r--quicktune.h2778logplain
-rw-r--r--quicktune_shortcutter.h2155logplain
-rw-r--r--raycast.cpp3811logplain
-rw-r--r--raycast.h2623logplain
-rw-r--r--reflowscan.cpp7050logplain
-rw-r--r--reflowscan.h1469logplain
-rw-r--r--remoteplayer.cpp7590logplain
-rw-r--r--remoteplayer.h4562logplain
-rw-r--r--rollback.cpp27394logplain
-rw-r--r--rollback.h3519logplain
-rw-r--r--rollback_interface.cpp6991logplain
-rw-r--r--rollback_interface.h4009logplain
d---------script429logplain
-rw-r--r--serialization.cpp6176logplain
-rw-r--r--serialization.h3480logplain
-rw-r--r--server.cpp99608logplain
-rw-r--r--server.h22060logplain
d---------server204logplain
-rw-r--r--serverenvironment.cpp65654logplain
-rw-r--r--serverenvironment.h13957logplain
-rw-r--r--serverlist.cpp7651logplain
-rw-r--r--serverlist.h1861logplain
-rw-r--r--serverobject.cpp2475logplain
-rw-r--r--serverobject.h8404logplain
-rw-r--r--settings.cpp22037logplain
-rw-r--r--settings.h8069logplain
-rw-r--r--settings_translation_file.cpp66049logplain
-rw-r--r--sound.h1677logplain
-rw-r--r--staticobject.cpp2317logplain
-rw-r--r--staticobject.h2220logplain
-rw-r--r--terminal_chat_console.cpp11894logplain
-rw-r--r--terminal_chat_console.h2961logplain
d---------threading313logplain
-rw-r--r--tileanimation.cpp3697logplain
-rw-r--r--tileanimation.h1717logplain
-rw-r--r--tool.cpp7506logplain
-rw-r--r--tool.h3153logplain
-rw-r--r--translation.cpp3760logplain
-rw-r--r--translation.h1212logplain
d---------unittest1857logplain
d---------util1400logplain
-rw-r--r--version.cpp1201logplain
-rw-r--r--version.h904logplain
-rw-r--r--voxel.cpp8345logplain
-rw-r--r--voxel.h10952logplain
-rw-r--r--voxelalgorithms.cpp42894logplain
-rw-r--r--voxelalgorithms.h4608logplain
="hl opt">,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 == 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<v3s16, f32> neighbor_levels; std::map<v3s16, content_t> neighbor_contents; std::map<v3s16, u8> 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 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;