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			1091 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1091 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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#include "main.h" // For g_settings
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#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
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#include "settings.h"
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#include "nodedef.h"
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#include "tile.h"
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#include "gamedef.h"
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#include "util/numeric.h"
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#include "util/serialize.h"
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#include "util/directiontables.h"
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// Create a cuboid.
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//  collector - the MeshCollector for the resulting polygons
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//  box       - the position and size of the box
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//  tiles     - the tiles (materials) to use (for all 6 faces)
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//  tilecount - number of entries in tiles, 1<=tilecount<=6
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//  c         - vertex colour - used for all
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//  txc       - texture coordinates - this is a list of texture coordinates
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//              for the opposite corners of each face - therefore, there
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//              should be (2+2)*6=24 values in the list. Alternatively, pass
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//              NULL to use the entire texture for each face. The order of
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//              the faces in the list is up-down-right-left-back-front
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//              (compatible with ContentFeatures). If you specified 0,0,1,1
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//              for each face, that would be the same as passing NULL.
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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	const TileSpec *tiles, int tilecount,
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	video::SColor &c, const f32* txc)
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{
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	assert(tilecount >= 1 && tilecount <= 6);
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	v3f min = box.MinEdge;
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	v3f max = box.MaxEdge;
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	if(txc == NULL)
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	{
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		static const f32 txc_default[24] = {
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			0,0,1,1,
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			0,0,1,1,
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			0,0,1,1,
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			0,0,1,1,
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			0,0,1,1,
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			0,0,1,1
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		};
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		txc = txc_default;
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	}
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	video::S3DVertex vertices[24] =
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	{
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		// up
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		video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
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		video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
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		video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
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		video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
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		// down
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		video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
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		video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
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		video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
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		video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
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		// right
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		video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
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		video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
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		video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
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		video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
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		// left
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		video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
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		video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
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		video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
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		video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
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		// back
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		video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
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		video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
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		video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
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		video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
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		// front
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		video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
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		video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
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		video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
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		video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
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	};
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	for(s32 j=0; j<24; j++)
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	{
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		int tileindex = MYMIN(j/4, tilecount-1);
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		vertices[j].TCoords *= tiles[tileindex].texture.size;
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		vertices[j].TCoords += tiles[tileindex].texture.pos;
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	}
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	u16 indices[] = {0,1,2,2,3,0};
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	// Add to mesh collector
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	for(s32 j=0; j<24; j+=4)
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	{
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		int tileindex = MYMIN(j/4, tilecount-1);
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		collector->append(tiles[tileindex],
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				vertices+j, 4, indices, 6);
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	}
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}
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void mapblock_mesh_generate_special(MeshMakeData *data,
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		MeshCollector &collector)
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{
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	INodeDefManager *nodedef = data->m_gamedef->ndef();
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	// 0ms
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	//TimeTaker timer("mapblock_mesh_generate_special()");
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	/*
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		Some settings
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	*/
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	bool new_style_water = g_settings->getBool("new_style_water");
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	float node_liquid_level = 1.0;
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	if(new_style_water)
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		node_liquid_level = 0.85;
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	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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	for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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	for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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	{
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		v3s16 p(x,y,z);
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		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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		const ContentFeatures &f = nodedef->get(n);
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		// Only solidness=0 stuff is drawn here
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		if(f.solidness != 0)
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			continue;
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		switch(f.drawtype){
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		default:
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			infostream<<"Got "<<f.drawtype<<std::endl;
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			assert(0);
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			break;
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		case NDT_AIRLIKE:
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			break;
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		case NDT_LIQUID:
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		{
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			/*
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				Add water sources to mesh if using new style
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			*/
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			TileSpec tile_liquid = f.special_tiles[0];
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			AtlasPointer &pa_liquid = tile_liquid.texture;
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			bool top_is_air = false;
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			MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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			if(n.getContent() == CONTENT_AIR)
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				top_is_air = true;
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			if(top_is_air == false)
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				continue;
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			u16 l = getInteriorLight(n, 0, data);
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			video::SColor c = MapBlock_LightColor(f.alpha, l);
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			video::S3DVertex vertices[4] =
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			{
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				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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						pa_liquid.x0(), pa_liquid.y1()),
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				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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						pa_liquid.x1(), pa_liquid.y1()),
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				video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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						pa_liquid.x1(), pa_liquid.y0()),
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				video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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						pa_liquid.x0(), pa_liquid.y0()),
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			};
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			v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
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			for(s32 i=0; i<4; i++)
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			{
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				vertices[i].Pos += offset;
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			}
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			u16 indices[] = {0,1,2,2,3,0};
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			// Add to mesh collector
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			collector.append(tile_liquid, vertices, 4, indices, 6);
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		break;}
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		case NDT_FLOWINGLIQUID:
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		{
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			/*
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				Add flowing liquid to mesh
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			*/
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			TileSpec tile_liquid = f.special_tiles[0];
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			TileSpec tile_liquid_bfculled = f.special_tiles[1];
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			AtlasPointer &pa_liquid = tile_liquid.texture;
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			bool top_is_same_liquid = false;
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			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
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			content_t c_source = nodedef->getId(f.liquid_alternative_source);
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			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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				top_is_same_liquid = true;
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			u16 l = 0;
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			// If this liquid emits light and doesn't contain light, draw
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			// it at what it emits, for an increased effect
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			u8 light_source = nodedef->get(n).light_source;
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			if(light_source != 0){
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				//l = decode_light(undiminish_light(light_source));
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				l = decode_light(light_source);
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				l = l | (l<<8);
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			}
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			// Use the light of the node on top if possible
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			else if(nodedef->get(ntop).param_type == CPT_LIGHT)
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				l = getInteriorLight(ntop, 0, data);
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			// Otherwise use the light of this node (the liquid)
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			else
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				l = getInteriorLight(n, 0, data);
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			video::SColor c = MapBlock_LightColor(f.alpha, l);
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			// Neighbor liquid levels (key = relative position)
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			// Includes current node
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			core::map<v3s16, f32> neighbor_levels;
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			core::map<v3s16, content_t> neighbor_contents;
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			core::map<v3s16, u8> neighbor_flags;
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			const u8 neighborflag_top_is_same_liquid = 0x01;
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			v3s16 neighbor_dirs[9] = {
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				v3s16(0,0,0),
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				v3s16(0,0,1),
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				v3s16(0,0,-1),
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				v3s16(1,0,0),
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				v3s16(-1,0,0),
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				v3s16(1,0,1),
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				v3s16(-1,0,-1),
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				v3s16(1,0,-1),
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				v3s16(-1,0,1),
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			};
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			for(u32 i=0; i<9; i++)
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			{
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				content_t content = CONTENT_AIR;
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				float level = -0.5 * BS;
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				u8 flags = 0;
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				// Check neighbor
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				v3s16 p2 = p + neighbor_dirs[i];
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				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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				if(n2.getContent() != CONTENT_IGNORE)
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				{
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					content = n2.getContent();
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					if(n2.getContent() == c_source)
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						level = (-0.5+node_liquid_level) * BS;
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					else if(n2.getContent() == c_flowing)
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						level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
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								+ 0.5) / 8.0 * node_liquid_level) * BS;
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						|
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					// Check node above neighbor.
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					// NOTE: This doesn't get executed if neighbor
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					//       doesn't exist
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					p2.Y += 1;
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					n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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					if(n2.getContent() == c_source ||
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							n2.getContent() == c_flowing)
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						flags |= neighborflag_top_is_same_liquid;
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						|
				}
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				neighbor_levels.insert(neighbor_dirs[i], level);
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				neighbor_contents.insert(neighbor_dirs[i], content);
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				neighbor_flags.insert(neighbor_dirs[i], flags);
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						|
			}
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			// Corner heights (average between four liquids)
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						|
			f32 corner_levels[4];
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						|
			
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						|
			v3s16 halfdirs[4] = {
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				v3s16(0,0,0),
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				v3s16(1,0,0),
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				v3s16(1,0,1),
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						|
				v3s16(0,0,1),
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						|
			};
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						|
			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;
 | 
						|
				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,
 | 
						|
							pa_liquid.x0(), pa_liquid.y1()),
 | 
						|
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x1(), pa_liquid.y1()),
 | 
						|
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x1(), pa_liquid.y0()),
 | 
						|
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x0(), pa_liquid.y0()),
 | 
						|
				};
 | 
						|
				
 | 
						|
				/*
 | 
						|
					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,
 | 
						|
							pa_liquid.x0(), pa_liquid.y1()),
 | 
						|
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x1(), pa_liquid.y1()),
 | 
						|
					video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x1(), pa_liquid.y0()),
 | 
						|
					video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
 | 
						|
							pa_liquid.x0(), pa_liquid.y0()),
 | 
						|
				};
 | 
						|
				
 | 
						|
				// 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
 | 
						|
				int dz = (corner_levels[side_corners[2][0]] +
 | 
						|
						corner_levels[side_corners[2][1]] <
 | 
						|
						corner_levels[side_corners[3][0]] +
 | 
						|
						corner_levels[side_corners[3][1]]);
 | 
						|
				// Positive if liquid moves towards +X
 | 
						|
				int dx = (corner_levels[side_corners[0][0]] +
 | 
						|
						corner_levels[side_corners[0][1]] <
 | 
						|
						corner_levels[side_corners[1][0]] +
 | 
						|
						corner_levels[side_corners[1][1]]);
 | 
						|
				// -X
 | 
						|
				if(-dx >= abs(dz))
 | 
						|
				{
 | 
						|
					v2f t = vertices[0].TCoords;
 | 
						|
					vertices[0].TCoords = vertices[1].TCoords;
 | 
						|
					vertices[1].TCoords = vertices[2].TCoords;
 | 
						|
					vertices[2].TCoords = vertices[3].TCoords;
 | 
						|
					vertices[3].TCoords = t;
 | 
						|
				}
 | 
						|
				// +X
 | 
						|
				if(dx >= abs(dz))
 | 
						|
				{
 | 
						|
					v2f t = vertices[0].TCoords;
 | 
						|
					vertices[0].TCoords = vertices[3].TCoords;
 | 
						|
					vertices[3].TCoords = vertices[2].TCoords;
 | 
						|
					vertices[2].TCoords = vertices[1].TCoords;
 | 
						|
					vertices[1].TCoords = t;
 | 
						|
				}
 | 
						|
				// -Z
 | 
						|
				if(-dz >= abs(dx))
 | 
						|
				{
 | 
						|
					v2f t = vertices[0].TCoords;
 | 
						|
					vertices[0].TCoords = vertices[3].TCoords;
 | 
						|
					vertices[3].TCoords = vertices[2].TCoords;
 | 
						|
					vertices[2].TCoords = vertices[1].TCoords;
 | 
						|
					vertices[1].TCoords = t;
 | 
						|
					t = vertices[0].TCoords;
 | 
						|
					vertices[0].TCoords = vertices[3].TCoords;
 | 
						|
					vertices[3].TCoords = vertices[2].TCoords;
 | 
						|
					vertices[2].TCoords = vertices[1].TCoords;
 | 
						|
					vertices[1].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);
 | 
						|
			AtlasPointer ap = tile.texture;
 | 
						|
 | 
						|
			u16 l = getInteriorLight(n, 1, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			for(u32 j=0; j<6; j++)
 | 
						|
			{
 | 
						|
				// Check this neighbor
 | 
						|
				v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
 | 
						|
				MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
 | 
						|
				// Don't make face if neighbor is of same type
 | 
						|
				if(n2.getContent() == n.getContent())
 | 
						|
					continue;
 | 
						|
 | 
						|
				// The face at Z+
 | 
						|
				video::S3DVertex vertices[4] =
 | 
						|
				{
 | 
						|
					video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y1()),
 | 
						|
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y1()),
 | 
						|
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y0()),
 | 
						|
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y0()),
 | 
						|
				};
 | 
						|
				
 | 
						|
				// 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_ALLFACES:
 | 
						|
		{
 | 
						|
			TileSpec tile_leaves = getNodeTile(n, p,
 | 
						|
					v3s16(0,0,0), data);
 | 
						|
			AtlasPointer pa_leaves = tile_leaves.texture;
 | 
						|
 | 
						|
			u16 l = getInteriorLight(n, 1, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			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
 | 
						|
			assert(0);
 | 
						|
			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;
 | 
						|
 | 
						|
			AtlasPointer ap = tile.texture;
 | 
						|
 | 
						|
			video::SColor c(255,255,255,255);
 | 
						|
 | 
						|
			// Wall at X+ of node
 | 
						|
			video::S3DVertex vertices[4] =
 | 
						|
			{
 | 
						|
				video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y1()),
 | 
						|
				video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y1()),
 | 
						|
				video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y0()),
 | 
						|
				video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y0()),
 | 
						|
			};
 | 
						|
 | 
						|
			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;
 | 
						|
			AtlasPointer ap = tile.texture;
 | 
						|
 | 
						|
			u16 l = getInteriorLight(n, 0, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
				
 | 
						|
			float d = (float)BS/16;
 | 
						|
			// Wall at X+ of node
 | 
						|
			video::S3DVertex vertices[4] =
 | 
						|
			{
 | 
						|
				video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y0()),
 | 
						|
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y0()),
 | 
						|
				video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y1()),
 | 
						|
				video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y1()),
 | 
						|
			};
 | 
						|
 | 
						|
			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;
 | 
						|
			AtlasPointer ap = tile.texture;
 | 
						|
			
 | 
						|
			u16 l = getInteriorLight(n, 1, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			for(u32 j=0; j<4; j++)
 | 
						|
			{
 | 
						|
				video::S3DVertex vertices[4] =
 | 
						|
				{
 | 
						|
					video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y1()),
 | 
						|
					video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y1()),
 | 
						|
					video::S3DVertex( BS/2*f.visual_scale,
 | 
						|
						-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
 | 
						|
						ap.x1(), ap.y0()),
 | 
						|
					video::S3DVertex(-BS/2*f.visual_scale,
 | 
						|
						-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
 | 
						|
						ap.x0(), ap.y0()),
 | 
						|
				};
 | 
						|
 | 
						|
				if(j == 0)
 | 
						|
				{
 | 
						|
					for(u16 i=0; i<4; i++)
 | 
						|
						vertices[i].Pos.rotateXZBy(45);
 | 
						|
				}
 | 
						|
				else if(j == 1)
 | 
						|
				{
 | 
						|
					for(u16 i=0; i<4; i++)
 | 
						|
						vertices[i].Pos.rotateXZBy(-45);
 | 
						|
				}
 | 
						|
				else if(j == 2)
 | 
						|
				{
 | 
						|
					for(u16 i=0; i<4; i++)
 | 
						|
						vertices[i].Pos.rotateXZBy(135);
 | 
						|
				}
 | 
						|
				else if(j == 3)
 | 
						|
				{
 | 
						|
					for(u16 i=0; i<4; i++)
 | 
						|
						vertices[i].Pos.rotateXZBy(-135);
 | 
						|
				}
 | 
						|
 | 
						|
				for(u16 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;
 | 
						|
			
 | 
						|
			// A hack to put wood the right way around in the posts
 | 
						|
			ITextureSource *tsrc = data->m_gamedef->tsrc();
 | 
						|
			TileSpec tile_rot = tile;
 | 
						|
			tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
 | 
						|
					tile.texture.id) + "^[transformR90");
 | 
						|
					
 | 
						|
			u16 l = getInteriorLight(n, 1, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			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 [] = { false, false };  /* x-1, x+1 */
 | 
						|
			bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 | 
						|
 | 
						|
			bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
 | 
						|
			bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
 | 
						|
			bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
 | 
						|
			bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
 | 
						|
 | 
						|
			MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
 | 
						|
			MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
 | 
						|
			MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
 | 
						|
			MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
 | 
						|
			MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
 | 
						|
			MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
 | 
						|
			MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
 | 
						|
			MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
 | 
						|
			MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
 | 
						|
			MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
 | 
						|
			MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
 | 
						|
			MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
 | 
						|
			
 | 
						|
			content_t thiscontent = n.getContent();
 | 
						|
			if(n_minus_x.getContent() == thiscontent)
 | 
						|
				is_rail_x[0] = true;
 | 
						|
			if (n_minus_x_minus_y.getContent() == thiscontent)
 | 
						|
				is_rail_x_minus_y[0] = true;
 | 
						|
			if(n_minus_x_plus_y.getContent() == thiscontent)
 | 
						|
				is_rail_x_plus_y[0] = true;
 | 
						|
 | 
						|
			if(n_plus_x.getContent() == thiscontent)
 | 
						|
				is_rail_x[1] = true;
 | 
						|
			if (n_plus_x_minus_y.getContent() == thiscontent)
 | 
						|
				is_rail_x_minus_y[1] = true;
 | 
						|
			if(n_plus_x_plus_y.getContent() == thiscontent)
 | 
						|
				is_rail_x_plus_y[1] = true;
 | 
						|
 | 
						|
			if(n_minus_z.getContent() == thiscontent)
 | 
						|
				is_rail_z[0] = true;
 | 
						|
			if (n_minus_z_minus_y.getContent() == thiscontent)
 | 
						|
				is_rail_z_minus_y[0] = true;
 | 
						|
			if(n_minus_z_plus_y.getContent() == thiscontent)
 | 
						|
				is_rail_z_plus_y[0] = true;
 | 
						|
 | 
						|
			if(n_plus_z.getContent() == thiscontent)
 | 
						|
				is_rail_z[1] = true;
 | 
						|
			if (n_plus_z_minus_y.getContent() == thiscontent)
 | 
						|
				is_rail_z_minus_y[1] = true;
 | 
						|
			if(n_plus_z_plus_y.getContent() == thiscontent)
 | 
						|
				is_rail_z_plus_y[1] = true;
 | 
						|
 | 
						|
			bool is_rail_x_all[] = {false, false};
 | 
						|
			bool is_rail_z_all[] = {false, false};
 | 
						|
			is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
 | 
						|
			is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
 | 
						|
			is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
 | 
						|
			is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
 | 
						|
 | 
						|
			// 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_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
 | 
						|
			{
 | 
						|
				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 (n_minus_z_plus_y.getContent() == thiscontent) 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_plus_y[0])
 | 
						|
					angle = 180;
 | 
						|
				if(is_rail_x_plus_y[0])
 | 
						|
					angle = 90;
 | 
						|
				if(is_rail_x_plus_y[1])
 | 
						|
					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;
 | 
						|
 | 
						|
			AtlasPointer ap = tile.texture;
 | 
						|
			
 | 
						|
			u16 l = getInteriorLight(n, 0, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			float d = (float)BS/64;
 | 
						|
			
 | 
						|
			char g=-1;
 | 
						|
			if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
 | 
						|
				g=1; //Object is at a slope
 | 
						|
 | 
						|
			video::S3DVertex vertices[4] =
 | 
						|
			{
 | 
						|
					video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
 | 
						|
							ap.x0(), ap.y1()),
 | 
						|
					video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
 | 
						|
							ap.x1(), ap.y1()),
 | 
						|
					video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
 | 
						|
							ap.x1(), ap.y0()),
 | 
						|
					video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
 | 
						|
							ap.x0(), ap.y0()),
 | 
						|
			};
 | 
						|
 | 
						|
			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];
 | 
						|
			for(int i = 0; i < 6; i++)
 | 
						|
			{
 | 
						|
				// Handles facedir rotation for textures
 | 
						|
				tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
 | 
						|
			}
 | 
						|
 | 
						|
			u16 l = getInteriorLight(n, 0, data);
 | 
						|
			video::SColor c = MapBlock_LightColor(255, l);
 | 
						|
 | 
						|
			v3f pos = intToFloat(p, BS);
 | 
						|
 | 
						|
			std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
 | 
						|
			for(std::vector<aabb3f>::iterator
 | 
						|
					i = boxes.begin();
 | 
						|
					i != boxes.end(); i++)
 | 
						|
			{
 | 
						|
				aabb3f box = *i;
 | 
						|
				box.MinEdge += pos;
 | 
						|
				box.MaxEdge += pos;
 | 
						|
 | 
						|
				// Compute texture coords
 | 
						|
				f32 tx1 = (i->MinEdge.X/BS)+0.5;
 | 
						|
				f32 ty1 = (i->MinEdge.Y/BS)+0.5;
 | 
						|
				f32 tz1 = (i->MinEdge.Z/BS)+0.5;
 | 
						|
				f32 tx2 = (i->MaxEdge.X/BS)+0.5;
 | 
						|
				f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
 | 
						|
				f32 tz2 = (i->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;}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 |