minetest/src/client/content_mapblock.cpp

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/*
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Minetest
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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.
*/
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#include <cmath>
#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
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#include "mapblock_mesh.h"
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#include "settings.h"
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#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include "client.h"
Make plantlike drawtype more fun Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
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#include "noise.h"
// Distance of light extrapolation (for oversized nodes)
// After this distance, it gives up and considers light level constant
#define SMOOTH_LIGHTING_OVERSIZE 1.0
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// Node edge count (for glasslike-framed)
#define FRAMED_EDGE_COUNT 12
// Node neighbor count, including edge-connected, but not vertex-connected
// (for glasslike-framed)
// Corresponding offsets are listed in g_27dirs
#define FRAMED_NEIGHBOR_COUNT 18
static const v3s16 light_dirs[8] = {
v3s16(-1, -1, -1),
v3s16(-1, -1, 1),
v3s16(-1, 1, -1),
v3s16(-1, 1, 1),
v3s16( 1, -1, -1),
v3s16( 1, -1, 1),
v3s16( 1, 1, -1),
v3s16( 1, 1, 1),
};
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// Standard index set to make a quad on 4 vertices
static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
{
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data = input;
collector = output;
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nodedef = data->m_client->ndef();
meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
}
void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
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{
if (special)
getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
else
getTile(index, &tile);
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if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
for (auto &layer : tile.layers) {
layer.material_flags |= set_flags;
layer.material_flags &= ~reset_flags;
}
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}
// Returns a tile, ready for use, non-rotated.
void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
{
getNodeTileN(n, p, index, data, *tile);
}
// Returns a tile, ready for use, rotated according to the node facedir.
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
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{
getNodeTile(n, p, direction, data, *tile);
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}
// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
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{
*tile = f->special_tiles[index];
TileLayer *top_layer = nullptr;
for (auto &layernum : tile->layers) {
TileLayer *layer = &layernum;
if (layer->texture_id == 0)
continue;
top_layer = layer;
if (!layer->has_color)
n.getColor(*f, &layer->color);
}
if (apply_crack)
top_layer->material_flags |= MATERIAL_FLAG_CRACK;
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}
void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
float vertical_tiling)
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{
const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
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video::S3DVertex vertices[4];
bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
v3f normal2(normal.X, normal.Y, normal.Z);
for (int j = 0; j < 4; j++) {
vertices[j].Pos = coords[j] + origin;
vertices[j].Normal = normal2;
if (data->m_smooth_lighting)
vertices[j].Color = blendLightColor(coords[j]);
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else
vertices[j].Color = color;
if (shade_face)
applyFacesShading(vertices[j].Color, normal2);
vertices[j].TCoords = tcoords[j];
}
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collector->append(tile, vertices, 4, quad_indices, 6);
}
// Create a cuboid.
// tiles - the tiles (materials) to use (for all 6 faces)
// tilecount - number of entries in tiles, 1<=tilecount<=6
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// lights - vertex light levels. The order is the same as in light_dirs.
// NULL may be passed if smooth lighting is disabled.
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. The order of
// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
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video::SColor colors[6];
if (!data->m_smooth_lighting) {
for (int face = 0; face != 6; ++face) {
colors[face] = encode_light(light, f->light_source);
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}
if (!f->light_source) {
applyFacesShading(colors[0], v3f(0, 1, 0));
applyFacesShading(colors[1], v3f(0, -1, 0));
applyFacesShading(colors[2], v3f(1, 0, 0));
applyFacesShading(colors[3], v3f(-1, 0, 0));
applyFacesShading(colors[4], v3f(0, 0, 1));
applyFacesShading(colors[5], v3f(0, 0, -1));
}
}
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video::S3DVertex vertices[24] = {
// top
video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
// bottom
video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
// right
video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
// left
video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
// back
video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
// front
video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
};
static const u8 light_indices[24] = {
3, 7, 6, 2,
0, 4, 5, 1,
6, 7, 5, 4,
3, 2, 0, 1,
7, 3, 1, 5,
2, 6, 4, 0
};
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for (int face = 0; face < 6; face++) {
int tileindex = MYMIN(face, tilecount - 1);
const TileSpec &tile = tiles[tileindex];
for (int j = 0; j < 4; j++) {
video::S3DVertex &vertex = vertices[face * 4 + j];
v2f &tcoords = vertex.TCoords;
switch (tile.rotation) {
case 0:
break;
case 1: // R90
tcoords.rotateBy(90, irr::core::vector2df(0, 0));
break;
case 2: // R180
tcoords.rotateBy(180, irr::core::vector2df(0, 0));
break;
case 3: // R270
tcoords.rotateBy(270, irr::core::vector2df(0, 0));
break;
case 4: // FXR90
tcoords.X = 1.0 - tcoords.X;
tcoords.rotateBy(90, irr::core::vector2df(0, 0));
break;
case 5: // FXR270
tcoords.X = 1.0 - tcoords.X;
tcoords.rotateBy(270, irr::core::vector2df(0, 0));
break;
case 6: // FYR90
tcoords.Y = 1.0 - tcoords.Y;
tcoords.rotateBy(90, irr::core::vector2df(0, 0));
break;
case 7: // FYR270
tcoords.Y = 1.0 - tcoords.Y;
tcoords.rotateBy(270, irr::core::vector2df(0, 0));
break;
case 8: // FX
tcoords.X = 1.0 - tcoords.X;
break;
case 9: // FY
tcoords.Y = 1.0 - tcoords.Y;
break;
default:
break;
}
}
}
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if (data->m_smooth_lighting) {
for (int j = 0; j < 24; ++j) {
video::S3DVertex &vertex = vertices[j];
vertex.Color = encode_light(
lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
f->light_source);
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if (!f->light_source)
applyFacesShading(vertex.Color, vertex.Normal);
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}
}
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// Add to mesh collector
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for (int k = 0; k < 6; ++k) {
int tileindex = MYMIN(k, tilecount - 1);
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collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
}
}
// Gets the base lighting values for a node
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void MapblockMeshGenerator::getSmoothLightFrame()
{
for (int k = 0; k < 8; ++k)
frame.sunlight[k] = false;
for (int k = 0; k < 8; ++k) {
LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
frame.lightsDay[k] = light.lightDay;
frame.lightsNight[k] = light.lightNight;
// If there is direct sunlight and no ambient occlusion at some corner,
// mark the vertical edge (top and bottom corners) containing it.
if (light.lightDay == 255) {
frame.sunlight[k] = true;
frame.sunlight[k ^ 2] = true;
}
}
}
// Calculates vertex light level
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
// Light levels at (logical) node corners are known. Here,
// trilinear interpolation is used to calculate light level
// at a given point in the node.
f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 lightDay = 0.0; // daylight
f32 lightNight = 0.0;
f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
for (int k = 0; k < 8; ++k) {
f32 dx = (k & 4) ? x : 1 - x;
f32 dy = (k & 2) ? y : 1 - y;
f32 dz = (k & 1) ? z : 1 - z;
// Use direct sunlight (255), if any; use daylight otherwise.
f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
lightDay += dx * dy * dz * frame.lightsDay[k];
lightNight += dx * dy * dz * frame.lightsNight[k];
lightBoosted += dx * dy * dz * light_boosted;
}
return LightInfo{lightDay, lightNight, lightBoosted};
}
// Calculates vertex color to be used in mapblock mesh
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
// tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
LightInfo light = blendLight(vertex_pos);
return encode_light(light.getPair(), f->light_source);
}
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
const v3f &vertex_normal)
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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{
LightInfo light = blendLight(vertex_pos);
video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
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if (!f->light_source)
applyFacesShading(color, vertex_normal);
return color;
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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}
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void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
{
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc[24] = {
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tx1, 1 - tz2, tx2, 1 - tz1, // up
tx1, tz1, tx2, tz2, // down
tz1, 1 - ty2, tz2, 1 - ty1, // right
1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
tx1, 1 - ty2, tx2, 1 - ty1, // front
};
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for (int i = 0; i != 24; ++i)
coords[i] = txc[i];
}
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void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
TileSpec *tiles, int tile_count)
{
bool scale = std::fabs(f->visual_scale - 1.0f) > 1e-3f;
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f32 texture_coord_buf[24];
f32 dx1 = box.MinEdge.X;
f32 dy1 = box.MinEdge.Y;
f32 dz1 = box.MinEdge.Z;
f32 dx2 = box.MaxEdge.X;
f32 dy2 = box.MaxEdge.Y;
f32 dz2 = box.MaxEdge.Z;
if (scale) {
if (!txc) { // generate texture coords before scaling
generateCuboidTextureCoords(box, texture_coord_buf);
txc = texture_coord_buf;
}
box.MinEdge *= f->visual_scale;
box.MaxEdge *= f->visual_scale;
}
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box.MinEdge += origin;
box.MaxEdge += origin;
if (!txc) {
generateCuboidTextureCoords(box, texture_coord_buf);
txc = texture_coord_buf;
}
if (!tiles) {
tiles = &tile;
tile_count = 1;
}
if (data->m_smooth_lighting) {
LightInfo lights[8];
for (int j = 0; j < 8; ++j) {
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v3f d;
d.X = (j & 4) ? dx2 : dx1;
d.Y = (j & 2) ? dy2 : dy1;
d.Z = (j & 1) ? dz2 : dz1;
lights[j] = blendLight(d);
}
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drawCuboid(box, tiles, tile_count, lights, txc);
} else {
drawCuboid(box, tiles, tile_count, nullptr, txc);
}
}
void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
getSpecialTile(0, &tile_liquid_top);
getSpecialTile(1, &tile_liquid);
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
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MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z));
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c_flowing = f->liquid_alternative_flowing_id;
c_source = f->liquid_alternative_source_id;
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top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
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draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source);
if (draw_liquid_bottom) {
const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
if (f2.solidness > 1)
draw_liquid_bottom = false;
}
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if (data->m_smooth_lighting)
return; // don't need to pre-compute anything in this case
if (f->light_source != 0) {
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 e = decode_light(f->light_source);
light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
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} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
// Otherwise, use the light of the node on top if possible
light = LightPair(getInteriorLight(ntop, 0, nodedef));
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}
color_liquid_top = encode_light(light, f->light_source);
color = encode_light(light, f->light_source);
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}
void MapblockMeshGenerator::getLiquidNeighborhood()
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{
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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for (int w = -1; w <= 1; w++)
for (int u = -1; u <= 1; u++) {
NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
v3s16 p2 = p + v3s16(u, 0, w);
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
neighbor.content = n2.getContent();
neighbor.level = -0.5 * BS;
neighbor.is_same_liquid = false;
neighbor.top_is_same_liquid = false;
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if (neighbor.content == CONTENT_IGNORE)
continue;
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if (neighbor.content == c_source) {
neighbor.is_same_liquid = true;
neighbor.level = 0.5 * BS;
} else if (neighbor.content == c_flowing) {
neighbor.is_same_liquid = true;
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);
neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
}
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// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y++;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if (n2.getContent() == c_source || n2.getContent() == c_flowing)
neighbor.top_is_same_liquid = true;
}
}
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void MapblockMeshGenerator::calculateCornerLevels()
{
for (int k = 0; k < 2; k++)
for (int i = 0; i < 2; i++)
corner_levels[k][i] = getCornerLevel(i, k);
}
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f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
{
float sum = 0;
int count = 0;
int air_count = 0;
for (int dk = 0; dk < 2; dk++)
for (int di = 0; di < 2; di++) {
NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
content_t content = neighbor_data.content;
// If top is liquid, draw starting from top of node
if (neighbor_data.top_is_same_liquid)
return 0.5 * BS;
// Source always has the full height
if (content == c_source)
return 0.5 * BS;
// Flowing liquid has level information
if (content == c_flowing) {
sum += neighbor_data.level;
count++;
} else if (content == CONTENT_AIR) {
air_count++;
if (air_count >= 2)
return -0.5 * BS + 0.2;
}
}
if (count > 0)
return sum / count;
return 0;
}
namespace {
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struct LiquidFaceDesc {
v3s16 dir; // XZ
v3s16 p[2]; // XZ only; 1 means +, 0 means -
};
struct UV {
int u, v;
};
static const LiquidFaceDesc liquid_base_faces[4] = {
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{v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
{v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
{v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
};
static const UV liquid_base_vertices[4] = {
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{0, 1},
{1, 1},
{1, 0},
{0, 0}
};
}
void MapblockMeshGenerator::drawLiquidSides()
{
for (const auto &face : liquid_base_faces) {
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const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
// No face between nodes of the same liquid, unless there is node
// at the top to which it should be connected. Again, unless the face
// there would be inside the liquid
if (neighbor.is_same_liquid) {
if (!top_is_same_liquid)
continue;
if (neighbor.top_is_same_liquid)
continue;
}
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const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
// Don't draw face if neighbor is blocking the view
if (neighbor_features.solidness == 2)
continue;
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video::S3DVertex vertices[4];
for (int j = 0; j < 4; j++) {
const UV &vertex = liquid_base_vertices[j];
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const v3s16 &base = face.p[vertex.u];
float v = vertex.v;
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v3f pos;
pos.X = (base.X - 0.5f) * BS;
pos.Z = (base.Z - 0.5f) * BS;
if (vertex.v) {
pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f * BS;
} else if (top_is_same_liquid) {
pos.Y = 0.5f * BS;
} else {
pos.Y = corner_levels[base.Z][base.X];
v += (0.5f * BS - corner_levels[base.Z][base.X]) / BS;
}
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if (data->m_smooth_lighting)
color = blendLightColor(pos);
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pos += origin;
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, v);
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};
collector->append(tile_liquid, vertices, 4, quad_indices, 6);
}
}
void MapblockMeshGenerator::drawLiquidTop()
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{
// 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.
static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
video::S3DVertex vertices[4] = {
video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
};
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for (int i = 0; i < 4; i++) {
int u = corner_resolve[i][0];
int w = corner_resolve[i][1];
vertices[i].Pos.Y += corner_levels[w][u];
if (data->m_smooth_lighting)
vertices[i].Color = blendLightColor(vertices[i].Pos);
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vertices[i].Pos += origin;
}
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// 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[0][0] + corner_levels[0][1]) -
(corner_levels[1][0] + corner_levels[1][1]);
// Positive if liquid moves towards +X
f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
(corner_levels[0][1] + corner_levels[1][1]);
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
v2f tcoord_center(0.5, 0.5);
v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
tcoord_translate.rotateBy(tcoord_angle);
tcoord_translate.X -= floor(tcoord_translate.X);
tcoord_translate.Y -= floor(tcoord_translate.Y);
for (video::S3DVertex &vertex : vertices) {
vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
vertex.TCoords += tcoord_translate;
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}
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std::swap(vertices[0].TCoords, vertices[2].TCoords);
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collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}
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void MapblockMeshGenerator::drawLiquidBottom()
{
video::S3DVertex vertices[4] = {
video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
video::S3DVertex( BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
video::S3DVertex(-BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
};
for (int i = 0; i < 4; i++) {
if (data->m_smooth_lighting)
vertices[i].Color = blendLightColor(vertices[i].Pos);
vertices[i].Pos += origin;
}
collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}
void MapblockMeshGenerator::drawLiquidNode()
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{
prepareLiquidNodeDrawing();
getLiquidNeighborhood();
calculateCornerLevels();
drawLiquidSides();
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if (!top_is_same_liquid)
drawLiquidTop();
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if (draw_liquid_bottom)
drawLiquidBottom();
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}
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void MapblockMeshGenerator::drawGlasslikeNode()
{
useTile(0, 0, 0);
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for (int face = 0; face < 6; face++) {
// Check this neighbor
v3s16 dir = g_6dirs[face];
v3s16 neighbor_pos = blockpos_nodes + p + dir;
MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
// Don't make face if neighbor is of same type
if (neighbor.getContent() == n.getContent())
continue;
// Face at Z-
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v3f vertices[4] = {
v3f(-BS / 2, BS / 2, -BS / 2),
v3f( BS / 2, BS / 2, -BS / 2),
v3f( BS / 2, -BS / 2, -BS / 2),
v3f(-BS / 2, -BS / 2, -BS / 2),
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};
for (v3f &vertex : vertices) {
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switch (face) {
case D6D_ZP:
vertex.rotateXZBy(180); break;
case D6D_YP:
vertex.rotateYZBy( 90); break;
case D6D_XP:
vertex.rotateXZBy( 90); break;
case D6D_ZN:
vertex.rotateXZBy( 0); break;
case D6D_YN:
vertex.rotateYZBy(-90); break;
case D6D_XN:
vertex.rotateXZBy(-90); break;
}
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}
drawQuad(vertices, dir);
}
}
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void MapblockMeshGenerator::drawGlasslikeFramedNode()
{
TileSpec tiles[6];
for (int face = 0; face < 6; face++)
getTile(g_6dirs[face], &tiles[face]);
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if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
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TileSpec glass_tiles[6];
for (auto &glass_tile : glass_tiles)
glass_tile = tiles[4];
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u8 param2 = n.getParam2();
bool H_merge = !(param2 & 128);
bool V_merge = !(param2 & 64);
param2 &= 63;
static const float a = BS / 2.0f;
static const float g = a - 0.03f;
static const float b = 0.876f * (BS / 2.0f);
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static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
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-
};
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// tables of neighbour (connect if same type and merge allowed),
// checked with g_26dirs
// 1 = connect, 0 = face visible
bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
// 1 = check
static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
{0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
{1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
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const bool *check_nb = check_nb_all;
// neighbours checks for frames visibility
if (H_merge || V_merge) {
if (!H_merge)
check_nb = check_nb_vertical; // vertical-only merge
if (!V_merge)
check_nb = check_nb_horizontal; // horizontal-only merge
content_t current = n.getContent();
for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
if (!check_nb[i])
continue;
v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
content_t n2c = n2.getContent();
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if (n2c == current)
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nb[i] = 1;
}
}
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// edge visibility
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static const u8 nb_triplet[FRAMED_EDGE_COUNT][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},
};
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tile = tiles[1];
for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
bool edge_invisible;
if (nb[nb_triplet[edge][2]])
edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
else
edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
if (edge_invisible)
continue;
drawAutoLightedCuboid(frame_edges[edge]);
}
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for (int face = 0; face < 6; face++) {
if (nb[face])
continue;
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tile = glass_tiles[face];
// Face at Z-
v3f vertices[4] = {
v3f(-a, a, -g),
v3f( a, a, -g),
v3f( a, -a, -g),
v3f(-a, -a, -g),
};
for (v3f &vertex : vertices) {
switch (face) {
case D6D_ZP:
vertex.rotateXZBy(180); break;
case D6D_YP:
vertex.rotateYZBy( 90); break;
case D6D_XP:
vertex.rotateXZBy( 90); break;
case D6D_ZN:
vertex.rotateXZBy( 0); break;
case D6D_YN:
vertex.rotateYZBy(-90); break;
case D6D_XN:
vertex.rotateXZBy(-90); break;
}
}
v3s16 dir = g_6dirs[face];
drawQuad(vertices, dir);
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}
// Optionally render internal liquid level defined by param2
// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
f->special_tiles[0].layers[0].texture) {
// Internal liquid level has param2 range 0 .. 63,
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// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
getSpecialTile(0, &tile);
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drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
-(nb[4] ? g : b),
-(nb[3] ? g : b),
(nb[2] ? g : b),
(nb[1] ? g : b) * vlev,
(nb[0] ? g : b)));
}
}
Make plantlike drawtype more fun Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
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void MapblockMeshGenerator::drawAllfacesNode()
{
static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
useTile(0, 0, 0);
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drawAutoLightedCuboid(box);
}
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void MapblockMeshGenerator::drawTorchlikeNode()
{
u8 wall = n.getWallMounted(nodedef);
u8 tileindex = 0;
switch (wall) {
case DWM_YP: tileindex = 1; break; // ceiling
case DWM_YN: tileindex = 0; break; // floor
default: tileindex = 2; // side (or invalid—should we care?)
}
useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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float size = BS / 2 * f->visual_scale;
v3f vertices[4] = {
v3f(-size, size, 0),
v3f( size, size, 0),
v3f( size, -size, 0),
v3f(-size, -size, 0),
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};
for (v3f &vertex : vertices) {
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switch (wall) {
case DWM_YP:
vertex.Y += -size + BS/2;
vertex.rotateXZBy(-45);
break;
case DWM_YN:
vertex.Y += size - BS/2;
vertex.rotateXZBy(45);
break;
case DWM_XP:
vertex.X += -size + BS/2;
break;
case DWM_XN:
vertex.X += -size + BS/2;
vertex.rotateXZBy(180);
break;
case DWM_ZP:
vertex.X += -size + BS/2;
vertex.rotateXZBy(90);
break;
case DWM_ZN:
vertex.X += -size + BS/2;
vertex.rotateXZBy(-90);
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}
}
drawQuad(vertices);
}
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void MapblockMeshGenerator::drawSignlikeNode()
{
u8 wall = n.getWallMounted(nodedef);
useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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static const float offset = BS / 16;
float size = BS / 2 * f->visual_scale;
// Wall at X+ of node
v3f vertices[4] = {
v3f(BS / 2 - offset, size, size),
v3f(BS / 2 - offset, size, -size),
v3f(BS / 2 - offset, -size, -size),
v3f(BS / 2 - offset, -size, size),
};
for (v3f &vertex : vertices) {
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switch (wall) {
case DWM_YP:
vertex.rotateXYBy( 90); break;
case DWM_YN:
vertex.rotateXYBy(-90); break;
case DWM_XP:
vertex.rotateXZBy( 0); break;
case DWM_XN:
vertex.rotateXZBy(180); break;
case DWM_ZP:
vertex.rotateXZBy( 90); break;
case DWM_ZN:
vertex.rotateXZBy(-90); break;
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}
}
drawQuad(vertices);
}
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void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
bool offset_top_only)
{
v3f vertices[4] = {
v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
v3f( scale, -BS / 2, 0),
v3f(-scale, -BS / 2, 0),
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};
if (random_offset_Y) {
PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
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}
int offset_count = offset_top_only ? 2 : 4;
for (int i = 0; i < offset_count; i++)
vertices[i].Z += quad_offset;
for (v3f &vertex : vertices) {
vertex.rotateXZBy(rotation + rotate_degree);
vertex += offset;
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}
drawQuad(vertices, v3s16(0, 0, 0), plant_height);
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}
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void MapblockMeshGenerator::drawPlantlike()
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{
draw_style = PLANT_STYLE_CROSS;
scale = BS / 2 * f->visual_scale;
offset = v3f(0, 0, 0);
rotate_degree = 0;
random_offset_Y = false;
face_num = 0;
plant_height = 1.0;
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switch (f->param_type_2) {
case CPT2_MESHOPTIONS:
draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
if (n.param2 & MO_BIT_SCALE_SQRT2)
scale *= 1.41421;
if (n.param2 & MO_BIT_RANDOM_OFFSET) {
PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
}
if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
random_offset_Y = true;
break;
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case CPT2_DEGROTATE:
rotate_degree = n.param2 * 2;
break;
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case CPT2_LEVELED:
plant_height = n.param2 / 16.0;
break;
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default:
break;
}
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switch (draw_style) {
case PLANT_STYLE_CROSS:
drawPlantlikeQuad(46);
drawPlantlikeQuad(-44);
break;
case PLANT_STYLE_CROSS2:
drawPlantlikeQuad(91);
drawPlantlikeQuad(1);
break;
case PLANT_STYLE_STAR:
drawPlantlikeQuad(121);
drawPlantlikeQuad(241);
drawPlantlikeQuad(1);
break;
case PLANT_STYLE_HASH:
drawPlantlikeQuad( 1, BS / 4);
drawPlantlikeQuad( 91, BS / 4);
drawPlantlikeQuad(181, BS / 4);
drawPlantlikeQuad(271, BS / 4);
break;
case PLANT_STYLE_HASH2:
drawPlantlikeQuad( 1, -BS / 2, true);
drawPlantlikeQuad( 91, -BS / 2, true);
drawPlantlikeQuad(181, -BS / 2, true);
drawPlantlikeQuad(271, -BS / 2, true);
break;
}
}
void MapblockMeshGenerator::drawPlantlikeNode()
{
useTile();
drawPlantlike();
}
void MapblockMeshGenerator::drawPlantlikeRootedNode()
{
useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
origin += v3f(0.0, BS, 0.0);
p.Y++;
if (data->m_smooth_lighting) {
getSmoothLightFrame();
} else {
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
light = LightPair(getInteriorLight(ntop, 1, nodedef));
}
drawPlantlike();
p.Y--;
}
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void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
float offset_h, float offset_v)
{
v3f vertices[4] = {
v3f(-scale, -BS / 2 + scale * 2, 0),
v3f( scale, -BS / 2 + scale * 2, 0),
v3f( scale, -BS / 2, 0),
v3f(-scale, -BS / 2, 0),
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};
for (v3f &vertex : vertices) {
vertex.rotateYZBy(opening_angle);
vertex.Z += offset_h;
vertex.rotateXZBy(rotation);
vertex.Y += offset_v;
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}
drawQuad(vertices);
}
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void MapblockMeshGenerator::drawFirelikeNode()
{
useTile();
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scale = BS / 2 * f->visual_scale;
// Check for adjacent nodes
bool neighbors = false;
bool neighbor[6] = {0, 0, 0, 0, 0, 0};
content_t current = n.getContent();
for (int i = 0; i < 6; i++) {
v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
content_t n2c = n2.getContent();
if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
neighbor[i] = true;
neighbors = true;
}
}
bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
bool drawBottomFire = neighbor[D6D_YP];
if (drawBasicFire || neighbor[D6D_ZP])
drawFirelikeQuad(0, -10, 0.4 * BS);
else if (drawBottomFire)
drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
if (drawBasicFire || neighbor[D6D_XN])
drawFirelikeQuad(90, -10, 0.4 * BS);
else if (drawBottomFire)
drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
if (drawBasicFire || neighbor[D6D_ZN])
drawFirelikeQuad(180, -10, 0.4 * BS);
else if (drawBottomFire)
drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
if (drawBasicFire || neighbor[D6D_XP])
drawFirelikeQuad(270, -10, 0.4 * BS);
else if (drawBottomFire)
drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
if (drawBasicFire) {
drawFirelikeQuad(45, 0, 0.0);
drawFirelikeQuad(-45, 0, 0.0);
}
}
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void MapblockMeshGenerator::drawFencelikeNode()
{
useTile(0, 0, 0);
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TileSpec tile_nocrack = tile;
for (auto &layer : tile_nocrack.layers)
layer.material_flags &= ~MATERIAL_FLAG_CRACK;
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// Put wood the right way around in the posts
TileSpec tile_rot = tile;
tile_rot.rotation = 1;
static const f32 post_rad = BS / 8;
static const f32 bar_rad = BS / 16;
static const f32 bar_len = BS / 2 - post_rad;
// The post - always present
static const aabb3f post(-post_rad, -BS / 2, -post_rad,
post_rad, BS / 2, post_rad);
static const f32 postuv[24] = {
0.375, 0.375, 0.625, 0.625,
0.375, 0.375, 0.625, 0.625,
0.000, 0.000, 0.250, 1.000,
0.250, 0.000, 0.500, 1.000,
0.500, 0.000, 0.750, 1.000,
0.750, 0.000, 1.000, 1.000,
};
tile = tile_rot;
drawAutoLightedCuboid(post, postuv);
tile = tile_nocrack;
// 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) {
static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad,
BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad);
static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad);
static const f32 xrailuv[24] = {
0.000, 0.125, 1.000, 0.250,
0.000, 0.250, 1.000, 0.375,
0.375, 0.375, 0.500, 0.500,
0.625, 0.625, 0.750, 0.750,
0.000, 0.500, 1.000, 0.625,
0.000, 0.875, 1.000, 1.000,
};
drawAutoLightedCuboid(bar_x1, xrailuv);
drawAutoLightedCuboid(bar_x2, xrailuv);
}
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// 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) {
static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len,
bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len);
static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
static const f32 zrailuv[24] = {
0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
0.0000, 0.5625, 1.0000, 0.6875,
0.0000, 0.3750, 1.0000, 0.5000,
0.3750, 0.3750, 0.5000, 0.5000,
0.6250, 0.6250, 0.7500, 0.7500,
};
drawAutoLightedCuboid(bar_z1, zrailuv);
drawAutoLightedCuboid(bar_z2, zrailuv);
}
}
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bool MapblockMeshGenerator::isSameRail(v3s16 dir)
{
MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
if (node2.getContent() == n.getContent())
return true;
const ContentFeatures &def2 = nodedef->get(node2);
return ((def2.drawtype == NDT_RAILLIKE) &&
(def2.getGroup(raillike_groupname) == raillike_group));
}
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namespace {
static const v3s16 rail_direction[4] = {
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v3s16( 0, 0, 1),
v3s16( 0, 0, -1),
v3s16(-1, 0, 0),
v3s16( 1, 0, 0),
};
static const int rail_slope_angle[4] = {0, 180, 90, -90};
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enum RailTile {
straight,
curved,
junction,
cross,
};
struct RailDesc {
int tile_index;
int angle;
};
static const RailDesc rail_kinds[16] = {
// +x -x -z +z
//-------------
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{straight, 0}, // . . . .
{straight, 0}, // . . . +Z
{straight, 0}, // . . -Z .
{straight, 0}, // . . -Z +Z
{straight, 90}, // . -X . .
{ curved, 180}, // . -X . +Z
{ curved, 270}, // . -X -Z .
{junction, 180}, // . -X -Z +Z
{straight, 90}, // +X . . .
{ curved, 90}, // +X . . +Z
{ curved, 0}, // +X . -Z .
{junction, 0}, // +X . -Z +Z
{straight, 90}, // +X -X . .
{junction, 90}, // +X -X . +Z
{junction, 270}, // +X -X -Z .
{ cross, 0}, // +X -X -Z +Z
};
}
void MapblockMeshGenerator::drawRaillikeNode()
{
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raillike_group = nodedef->get(n).getGroup(raillike_groupname);
int code = 0;
int angle;
int tile_index;
bool sloped = false;
for (int dir = 0; dir < 4; dir++) {
bool rail_above = isSameRail(rail_direction[dir] + v3s16(0, 1, 0));
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if (rail_above) {
sloped = true;
angle = rail_slope_angle[dir];
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}
if (rail_above ||
isSameRail(rail_direction[dir]) ||
isSameRail(rail_direction[dir] + v3s16(0, -1, 0)))
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code |= 1 << dir;
}
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if (sloped) {
tile_index = straight;
} else {
tile_index = rail_kinds[code].tile_index;
angle = rail_kinds[code].angle;
}
useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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static const float offset = BS / 64;
static const float size = BS / 2;
float y2 = sloped ? size : -size;
v3f vertices[4] = {
v3f(-size, y2 + offset, size),
v3f( size, y2 + offset, size),
v3f( size, -size + offset, -size),
v3f(-size, -size + offset, -size),
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};
if (angle)
for (v3f &vertex : vertices)
vertex.rotateXZBy(angle);
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drawQuad(vertices);
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
namespace {
static const v3s16 nodebox_tile_dirs[6] = {
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v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1)
};
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
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// we have this order for some reason...
static const v3s16 nodebox_connection_dirs[6] = {
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v3s16( 0, 1, 0), // top
v3s16( 0, -1, 0), // bottom
v3s16( 0, 0, -1), // front
v3s16(-1, 0, 0), // left
v3s16( 0, 0, 1), // back
v3s16( 1, 0, 0), // right
};
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
void MapblockMeshGenerator::drawNodeboxNode()
{
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TileSpec tiles[6];
for (int face = 0; face < 6; face++) {
// Handles facedir rotation for textures
getTile(nodebox_tile_dirs[face], &tiles[face]);
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}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
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// locate possible neighboring nodes to connect to
u8 neighbors_set = 0;
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if (f->node_box.type == NODEBOX_CONNECTED) {
for (int dir = 0; dir != 6; dir++) {
u8 flag = 1 << dir;
v3s16 p2 = blockpos_nodes + p + nodebox_connection_dirs[dir];
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MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
if (nodedef->nodeboxConnects(n, n2, flag))
neighbors_set |= flag;
}
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
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std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
for (auto &box : boxes)
drawAutoLightedCuboid(box, nullptr, tiles, 6);
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}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
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void MapblockMeshGenerator::drawMeshNode()
{
u8 facedir = 0;
scene::IMesh* mesh;
bool private_mesh; // as a grab/drop pair is not thread-safe
if (f->param_type_2 == CPT2_FACEDIR ||
f->param_type_2 == CPT2_COLORED_FACEDIR) {
facedir = n.getFaceDir(nodedef);
} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
// Convert wallmounted to 6dfacedir.
// When cache enabled, it is already converted.
facedir = n.getWallMounted(nodedef);
if (!enable_mesh_cache)
facedir = wallmounted_to_facedir[facedir];
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}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
2017-02-13 17:31:43 +01:00
if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
// use cached meshes
private_mesh = false;
mesh = f->mesh_ptr[facedir];
} else if (f->mesh_ptr[0]) {
// no cache, clone and rotate mesh
private_mesh = true;
mesh = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(mesh, facedir);
recalculateBoundingBox(mesh);
meshmanip->recalculateNormals(mesh, true, false);
} else
return;
int mesh_buffer_count = mesh->getMeshBufferCount();
for (int j = 0; j < mesh_buffer_count; j++) {
useTile(j);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
int vertex_count = buf->getVertexCount();
if (data->m_smooth_lighting) {
// Mesh is always private here. So the lighting is applied to each
// vertex right here.
for (int k = 0; k < vertex_count; k++) {
video::S3DVertex &vertex = vertices[k];
vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
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vertex.Pos += origin;
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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}
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collector->append(tile, vertices, vertex_count,
buf->getIndices(), buf->getIndexCount());
} else {
// Don't modify the mesh, it may not be private here.
// Instead, let the collector process colors, etc.
collector->append(tile, vertices, vertex_count,
buf->getIndices(), buf->getIndexCount(), origin,
color, f->light_source);
}
}
if (private_mesh)
mesh->drop();
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
2017-02-13 17:31:43 +01:00
// also called when the drawtype is known but should have been pre-converted
void MapblockMeshGenerator::errorUnknownDrawtype()
{
infostream << "Got drawtype " << f->drawtype << std::endl;
FATAL_ERROR("Unknown drawtype");
}
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void MapblockMeshGenerator::drawNode()
{
// skip some drawtypes early
switch (f->drawtype) {
case NDT_NORMAL: // Drawn by MapBlockMesh
case NDT_AIRLIKE: // Not drawn at all
case NDT_LIQUID: // Drawn by MapBlockMesh
return;
default:
break;
}
origin = intToFloat(p, BS);
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if (data->m_smooth_lighting)
getSmoothLightFrame();
else
light = LightPair(getInteriorLight(n, 1, nodedef));
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switch (f->drawtype) {
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
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case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
case NDT_ALLFACES: drawAllfacesNode(); break;
case NDT_TORCHLIKE: drawTorchlikeNode(); break;
case NDT_SIGNLIKE: drawSignlikeNode(); break;
case NDT_PLANTLIKE: drawPlantlikeNode(); break;
case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break;
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case NDT_FIRELIKE: drawFirelikeNode(); break;
case NDT_FENCELIKE: drawFencelikeNode(); break;
case NDT_RAILLIKE: drawRaillikeNode(); break;
case NDT_NODEBOX: drawNodeboxNode(); break;
case NDT_MESH: drawMeshNode(); break;
default: errorUnknownDrawtype(); break;
}
}
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/*
TODO: Fix alpha blending for special nodes
Currently only the last element rendered is blended correct
*/
void MapblockMeshGenerator::generate()
{
for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
f = &nodedef->get(n);
drawNode();
}
}
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void MapblockMeshGenerator::renderSingle(content_t node)
{
p = {0, 0, 0};
n = MapNode(node, 0xff, 0x00);
f = &nodedef->get(n);
drawNode();
}