/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "content_mapblock.h" #include "main.h" // For g_settings #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" #include "tile.h" #include "gamedef.h" #include "util/numeric.h" #include "util/directiontables.h" // Create a cuboid. // collector - the MeshCollector for the resulting polygons // box - the position and size of the box // tiles - the tiles (materials) to use (for all 6 faces) // tilecount - number of entries in tiles, 1<=tilecount<=6 // c - vertex colour - used for all // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there // should be (2+2)*6=24 values in the list. Alternatively, pass // NULL to use the entire texture for each face. The order of // the faces in the list is up-down-right-left-back-front // (compatible with ContentFeatures). If you specified 0,0,1,1 // for each face, that would be the same as passing NULL. void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) { assert(tilecount >= 1 && tilecount <= 6); v3f min = box.MinEdge; v3f max = box.MaxEdge; if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1 }; txc = txc_default; } video::S3DVertex vertices[24] = { // up video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), // down video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), // right video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), // left video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), // back video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), // front video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), }; for(int i = 0; i < tilecount; i++) { switch (tiles[i].rotation) { case 0: break; case 1: //R90 for (int x = 0; x < 4; x++) vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); break; case 2: //R180 for (int x = 0; x < 4; x++) vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); break; case 3: //R270 for (int x = 0; x < 4; x++) vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); break; case 4: //FXR90 for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); } break; case 5: //FXR270 for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); } break; case 6: //FYR90 for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); } break; case 7: //FYR270 for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); } break; case 8: //FX for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; } break; case 9: //FY for (int x = 0; x < 4; x++){ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; } break; default: break; } } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector for(s32 j=0; j<24; j+=4) { int tileindex = MYMIN(j/4, tilecount-1); collector->append(tiles[tileindex], vertices+j, 4, indices, 6); } } void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); const ContentFeatures &f = nodedef->get(n); // Only solidness=0 stuff is drawn here if(f.solidness != 0) continue; switch(f.drawtype){ default: infostream<<"Got "<m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); content_t neighbor_content = neighbor.getContent(); const ContentFeatures &n_feat = nodedef->get(neighbor_content); MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); content_t n_top_c = n_top.getContent(); if(neighbor_content == CONTENT_IGNORE) continue; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && (n_top_c == c_flowing || n_top_c == c_source || n_top_c == CONTENT_IGNORE)) continue; // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid && !top_is_same_liquid) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is liquid level */ else { vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is liquid, lower border of face is liquid level */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top */ if(top_is_same_liquid) continue; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); // Neighbor liquid levels (key = relative position) // Includes current node std::map neighbor_levels; std::map neighbor_contents; std::map neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); if(n2.getContent() == c_source) level = (-0.5+node_liquid_level) * BS; else if(n2.getContent() == c_flowing){ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); if (liquid_level <= LIQUID_LEVEL_MAX+1-range) liquid_level = 0; else liquid_level -= (LIQUID_LEVEL_MAX+1-range); level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS; } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels[neighbor_dirs[i]] = level; neighbor_contents[neighbor_dirs[i]] = content; neighbor_flags[neighbor_dirs[i]] = flags; } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; u32 air_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; content_t content = neighbor_contents[neighbordir]; // If top is liquid, draw starting from top of node if(neighbor_flags[neighbordir] & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; break; } // Source is always the same height else if(content == c_source) { cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS+0.2; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z f32 dz = (corner_levels[side_corners[3][0]] + corner_levels[side_corners[3][1]]) - (corner_levels[side_corners[2][0]] + corner_levels[side_corners[2][1]]); // Positive if liquid moves towards +X f32 dx = (corner_levels[side_corners[1][0]] + corner_levels[side_corners[1][1]]) - (corner_levels[side_corners[0][0]] + corner_levels[side_corners[0][1]]); f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ; v2f tcoord_center(0.5, 0.5); v2f tcoord_translate( blockpos_nodes.Z + z, blockpos_nodes.X + x); tcoord_translate.rotateBy(tcoord_angle); tcoord_translate.X -= floor(tcoord_translate.X); tcoord_translate.Y -= floor(tcoord_translate.Y); for(s32 i=0; i<4; i++) { vertices[i].TCoords.rotateBy( tcoord_angle, tcoord_center); vertices[i].TCoords += tcoord_translate; } v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[2].TCoords; vertices[2].TCoords = t; u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); 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, 0,1), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE_FRAMED: { static const v3s16 dirs[6] = { v3s16( 0, 1, 0), v3s16( 0,-1, 0), v3s16( 1, 0, 0), v3s16(-1, 0, 0), v3s16( 0, 0, 1), v3s16( 0, 0,-1) }; TileSpec tiles[2]; tiles[0] = getNodeTile(n, p, dirs[0], data); tiles[1] = getNodeTile(n, p, dirs[1], data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); static const float a=BS/2; static const float b=.876*(BS/2); static const aabb3f frame_edges[12] = { aabb3f( b, b,-a, a, a, a), // y+ aabb3f(-a, b,-a,-b, a, a), // y+ aabb3f( b,-a,-a, a,-b, a), // y- aabb3f(-a,-a,-a,-b,-b, a), // y- aabb3f( b,-a, b, a, a, a), // x+ aabb3f( b,-a,-a, a, a,-b), // x+ aabb3f(-a,-a, b,-b, a, a), // x- aabb3f(-a,-a,-a,-b, a,-b), // x- aabb3f(-a, b, b, a, a, a), // z+ aabb3f(-a,-a, b, a,-b, a), // z+ aabb3f(-a,-a,-a, a,-b,-b), // z- aabb3f(-a, b,-a, a, a,-b) // z- }; aabb3f glass_faces[6] = { aabb3f(-a, a,-a, a, a, a), // y+ aabb3f(-a,-a,-a, a,-a, a), // y- aabb3f( a,-a,-a, a, a, a), // x+ aabb3f(-a,-a,-a,-a, a, a), // x- aabb3f(-a,-a, a, a, a, a), // z+ aabb3f(-a,-a,-a, a, a,-a) // z- }; int visible_faces[6] = {0,0,0,0,0,0}; int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; u8 i; content_t current = n.getContent(); content_t content; MapNode n2; v3s16 n2p; for(i=0; i<18; i++) { n2p = blockpos_nodes + p + g_26dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); content_t n2c = n2.getContent(); //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed if (n2c == current || n2c == CONTENT_IGNORE) nb[i]=1; } for(i=0; i<6; i++) { n2p = blockpos_nodes + p + dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); content = n2.getContent(); const ContentFeatures &f2 = nodedef->get(content); if (content == CONTENT_AIR || f2.isLiquid()) visible_faces[i]=1; } static const u8 nb_triplet[12*3] = { 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, 2,0,11, 2,3,13, 5,0,10, 5,3,12, 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 }; f32 tx1,ty1,tz1,tx2,ty2,tz2; aabb3f box; for(i=0; i<12; i++) { int edge_invisible; if (nb[nb_triplet[i*3+2]]==1) edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; else edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; if (edge_invisible) continue; box=frame_edges[i]; box.MinEdge += pos; box.MaxEdge += pos; tx1 = (box.MinEdge.X/BS)+0.5; ty1 = (box.MinEdge.Y/BS)+0.5; tz1 = (box.MinEdge.Z/BS)+0.5; tx2 = (box.MaxEdge.X/BS)+0.5; ty2 = (box.MaxEdge.Y/BS)+0.5; tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc1[24] = { tx1, 1-tz2, tx2, 1-tz1, tx1, tz1, tx2, tz2, tz1, 1-ty2, tz2, 1-ty1, 1-tz2, 1-ty2, 1-tz1, 1-ty1, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, &tiles[0], 1, c, txc1); } for(i=0; i<6; i++) { if (visible_faces[i]==0) continue; box=glass_faces[i]; box.MinEdge += pos; box.MaxEdge += pos; tx1 = (box.MinEdge.X/BS)+0.5; ty1 = (box.MinEdge.Y/BS)+0.5; tz1 = (box.MinEdge.Z/BS)+0.5; tx2 = (box.MaxEdge.X/BS)+0.5; ty2 = (box.MaxEdge.Y/BS)+0.5; tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc2[24] = { tx1, 1-tz2, tx2, 1-tz1, tx1, tz1, tx2, tz2, tz1, 1-ty2, tz2, 1-ty1, 1-tz2, 1-ty2, 1-tz1, 1-ty1, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, &tiles[1], 1, c, txc2); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else 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; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1), video::S3DVertex( s,-s,0, 0,0,0, c, 1,1), video::S3DVertex( s, s,0, 0,0,0, c, 1,0), video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); float d = (float)BS/16; float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0), video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0), video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1), video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1), }; v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); float s = BS/2*f.visual_scale; for(u32 j=0; j<2; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1), video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0), video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(45); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } 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(); std::string texturestring_rot = tsrc->getTextureName( tile.texture_id) + "^[transformR90"; TileSpec tile_rot = tile; tile_rot.texture = tsrc->getTexture( texturestring_rot, &tile_rot.texture_id); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., 0/16.,0,4/16.,1, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); const ContentFeatures *f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } // Now a section of fence, +Z, if there's a post there p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead 0/16.,9/16.,16/16.,11/16., 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); } break;} case NDT_RAILLIKE: { bool is_rail_x [] = { 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(); std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0; if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[0] = true; if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[0] = true; if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[1] = true; if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[1] = true; if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[0] = true; if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[0] = true; if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[1] = true; if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || 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 (is_rail_z_plus_y[0]) 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; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); 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, 0,1), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0), }; for(s32 i=0; i<4; i++) { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(tile, vertices, 4, indices, 6); break;} case NDT_NODEBOX: { static const v3s16 tile_dirs[6] = { v3s16(0, 1, 0), v3s16(0, -1, 0), v3s16(1, 0, 0), v3s16(-1, 0, 0), v3s16(0, 0, 1), v3s16(0, 0, -1) }; TileSpec tiles[6]; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); std::vector boxes = n.getNodeBoxes(nodedef); for(std::vector::iterator i = boxes.begin(); i != boxes.end(); i++) { for(int j = 0; j < 6; j++) { // Handles facedir rotation for textures tiles[j] = getNodeTile(n, p, tile_dirs[j], data); } aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; f32 temp; if (box.MinEdge.X > box.MaxEdge.X) { temp=box.MinEdge.X; box.MinEdge.X=box.MaxEdge.X; box.MaxEdge.X=temp; } if (box.MinEdge.Y > box.MaxEdge.Y) { temp=box.MinEdge.Y; box.MinEdge.Y=box.MaxEdge.Y; box.MaxEdge.Y=temp; } if (box.MinEdge.Z > box.MaxEdge.Z) { temp=box.MinEdge.Z; box.MinEdge.Z=box.MaxEdge.Z; box.MaxEdge.Z=temp; } // // Compute texture coords f32 tx1 = (box.MinEdge.X/BS)+0.5; f32 ty1 = (box.MinEdge.Y/BS)+0.5; f32 tz1 = (box.MinEdge.Z/BS)+0.5; f32 tx2 = (box.MaxEdge.X/BS)+0.5; f32 ty2 = (box.MaxEdge.Y/BS)+0.5; f32 tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc[24] = { // up tx1, 1-tz2, tx2, 1-tz1, // down tx1, tz1, tx2, tz2, // right tz1, 1-ty2, tz2, 1-ty1, // left 1-tz2, 1-ty2, 1-tz1, 1-ty1, // back 1-tx2, 1-ty2, 1-tx1, 1-ty1, // front tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, tiles, 6, c, txc); } break;} } } }