Include backtrace in error message when LuaErrors occur
[minetest-c55.git] / src / content_mapblock.cpp
blob01a06b6cd75aa014bc4dd5f2a17955bc6ed7f9f5
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_mapblock.h"
21 #include "util/numeric.h"
22 #include "util/directiontables.h"
23 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
24 #include "settings.h"
25 #include "nodedef.h"
26 #include "client/tile.h"
27 #include "mesh.h"
28 #include <IMeshManipulator.h>
29 #include "gamedef.h"
30 #include "log.h"
33 // Create a cuboid.
34 // collector - the MeshCollector for the resulting polygons
35 // box - the position and size of the box
36 // tiles - the tiles (materials) to use (for all 6 faces)
37 // tilecount - number of entries in tiles, 1<=tilecount<=6
38 // c - vertex colour - used for all
39 // txc - texture coordinates - this is a list of texture coordinates
40 // for the opposite corners of each face - therefore, there
41 // should be (2+2)*6=24 values in the list. Alternatively, pass
42 // NULL to use the entire texture for each face. The order of
43 // the faces in the list is up-down-right-left-back-front
44 // (compatible with ContentFeatures). If you specified 0,0,1,1
45 // for each face, that would be the same as passing NULL.
46 void makeCuboid(MeshCollector *collector, const aabb3f &box,
47 TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
49 assert(tilecount >= 1 && tilecount <= 6); // pre-condition
51 v3f min = box.MinEdge;
52 v3f max = box.MaxEdge;
56 if(txc == NULL) {
57 static const f32 txc_default[24] = {
58 0,0,1,1,
59 0,0,1,1,
60 0,0,1,1,
61 0,0,1,1,
62 0,0,1,1,
63 0,0,1,1
65 txc = txc_default;
68 video::S3DVertex vertices[24] =
70 // up
71 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
72 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
73 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
74 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
75 // down
76 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
77 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
78 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
79 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
80 // right
81 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
82 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
83 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
84 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
85 // left
86 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
87 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
88 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
89 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
90 // back
91 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
92 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
93 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
94 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
95 // front
96 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
97 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
98 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
99 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
102 for(int i = 0; i < 6; i++)
104 switch (tiles[MYMIN(i, tilecount-1)].rotation)
106 case 0:
107 break;
108 case 1: //R90
109 for (int x = 0; x < 4; x++)
110 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
111 break;
112 case 2: //R180
113 for (int x = 0; x < 4; x++)
114 vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
115 break;
116 case 3: //R270
117 for (int x = 0; x < 4; x++)
118 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
119 break;
120 case 4: //FXR90
121 for (int x = 0; x < 4; x++){
122 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
123 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
125 break;
126 case 5: //FXR270
127 for (int x = 0; x < 4; x++){
128 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
129 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
131 break;
132 case 6: //FYR90
133 for (int x = 0; x < 4; x++){
134 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
135 vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
137 break;
138 case 7: //FYR270
139 for (int x = 0; x < 4; x++){
140 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
141 vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
143 break;
144 case 8: //FX
145 for (int x = 0; x < 4; x++){
146 vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
148 break;
149 case 9: //FY
150 for (int x = 0; x < 4; x++){
151 vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
153 break;
154 default:
155 break;
158 u16 indices[] = {0,1,2,2,3,0};
159 // Add to mesh collector
160 for (s32 j = 0; j < 24; j += 4) {
161 int tileindex = MYMIN(j / 4, tilecount - 1);
162 collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
167 TODO: Fix alpha blending for special nodes
168 Currently only the last element rendered is blended correct
170 void mapblock_mesh_generate_special(MeshMakeData *data,
171 MeshCollector &collector)
173 INodeDefManager *nodedef = data->m_gamedef->ndef();
174 ITextureSource *tsrc = data->m_gamedef->tsrc();
175 scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
176 scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
178 // 0ms
179 //TimeTaker timer("mapblock_mesh_generate_special()");
182 Some settings
184 bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
185 bool new_style_water = g_settings->getBool("new_style_water");
187 float node_liquid_level = 1.0;
188 if (new_style_water)
189 node_liquid_level = 0.85;
191 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
193 for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
194 for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
195 for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
197 v3s16 p(x,y,z);
199 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
200 const ContentFeatures &f = nodedef->get(n);
202 // Only solidness=0 stuff is drawn here
203 if(f.solidness != 0)
204 continue;
206 switch(f.drawtype){
207 default:
208 infostream << "Got " << f.drawtype << std::endl;
209 FATAL_ERROR("Unknown drawtype");
210 break;
211 case NDT_AIRLIKE:
212 break;
213 case NDT_LIQUID:
216 Add water sources to mesh if using new style
218 TileSpec tile_liquid = f.special_tiles[0];
219 TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
221 bool top_is_same_liquid = false;
222 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
223 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
224 content_t c_source = nodedef->getId(f.liquid_alternative_source);
225 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
226 top_is_same_liquid = true;
228 u16 l = getInteriorLight(n, 0, nodedef);
229 video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
232 Generate sides
234 v3s16 side_dirs[4] = {
235 v3s16(1,0,0),
236 v3s16(-1,0,0),
237 v3s16(0,0,1),
238 v3s16(0,0,-1),
240 for(u32 i=0; i<4; i++)
242 v3s16 dir = side_dirs[i];
244 MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
245 content_t neighbor_content = neighbor.getContent();
246 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
247 MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
248 content_t n_top_c = n_top.getContent();
250 if(neighbor_content == CONTENT_IGNORE)
251 continue;
254 If our topside is liquid and neighbor's topside
255 is liquid, don't draw side face
257 if(top_is_same_liquid && (n_top_c == c_flowing ||
258 n_top_c == c_source || n_top_c == CONTENT_IGNORE))
259 continue;
261 // Don't draw face if neighbor is blocking the view
262 if(n_feat.solidness == 2)
263 continue;
265 bool neighbor_is_same_liquid = (neighbor_content == c_source
266 || neighbor_content == c_flowing);
268 // Don't draw any faces if neighbor same is liquid and top is
269 // same liquid
270 if(neighbor_is_same_liquid && !top_is_same_liquid)
271 continue;
273 // Use backface culled material if neighbor doesn't have a
274 // solidness of 0
275 const TileSpec *current_tile = &tile_liquid;
276 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
277 current_tile = &tile_liquid_bfculled;
279 video::S3DVertex vertices[4] =
281 video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
282 video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
283 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
284 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
288 If our topside is liquid, set upper border of face
289 at upper border of node
291 if(top_is_same_liquid)
293 vertices[2].Pos.Y = 0.5*BS;
294 vertices[3].Pos.Y = 0.5*BS;
297 Otherwise upper position of face is liquid level
299 else
301 vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
302 vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
305 If neighbor is liquid, lower border of face is liquid level
307 if(neighbor_is_same_liquid)
309 vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
310 vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
313 If neighbor is not liquid, lower border of face is
314 lower border of node
316 else
318 vertices[0].Pos.Y = -0.5*BS;
319 vertices[1].Pos.Y = -0.5*BS;
322 for(s32 j=0; j<4; j++)
324 if(dir == v3s16(0,0,1))
325 vertices[j].Pos.rotateXZBy(0);
326 if(dir == v3s16(0,0,-1))
327 vertices[j].Pos.rotateXZBy(180);
328 if(dir == v3s16(-1,0,0))
329 vertices[j].Pos.rotateXZBy(90);
330 if(dir == v3s16(1,0,-0))
331 vertices[j].Pos.rotateXZBy(-90);
333 // Do this to not cause glitches when two liquids are
334 // side-by-side
335 /*if(neighbor_is_same_liquid == false){
336 vertices[j].Pos.X *= 0.98;
337 vertices[j].Pos.Z *= 0.98;
340 vertices[j].Pos += intToFloat(p, BS);
343 u16 indices[] = {0,1,2,2,3,0};
344 // Add to mesh collector
345 collector.append(*current_tile, vertices, 4, indices, 6);
349 Generate top
351 if(top_is_same_liquid)
352 continue;
354 video::S3DVertex vertices[4] =
356 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
357 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
358 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
359 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
362 v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
363 for(s32 i=0; i<4; i++)
365 vertices[i].Pos += offset;
368 u16 indices[] = {0,1,2,2,3,0};
369 // Add to mesh collector
370 collector.append(tile_liquid, vertices, 4, indices, 6);
371 break;}
372 case NDT_FLOWINGLIQUID:
375 Add flowing liquid to mesh
377 TileSpec tile_liquid = f.special_tiles[0];
378 TileSpec tile_liquid_bfculled = f.special_tiles[1];
380 bool top_is_same_liquid = false;
381 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
382 content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
383 content_t c_source = nodedef->getId(f.liquid_alternative_source);
384 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
385 top_is_same_liquid = true;
387 u16 l = 0;
388 // If this liquid emits light and doesn't contain light, draw
389 // it at what it emits, for an increased effect
390 u8 light_source = nodedef->get(n).light_source;
391 if(light_source != 0){
392 l = decode_light(light_source);
393 l = l | (l<<8);
395 // Use the light of the node on top if possible
396 else if(nodedef->get(ntop).param_type == CPT_LIGHT)
397 l = getInteriorLight(ntop, 0, nodedef);
398 // Otherwise use the light of this node (the liquid)
399 else
400 l = getInteriorLight(n, 0, nodedef);
401 video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
403 u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
405 // Neighbor liquid levels (key = relative position)
406 // Includes current node
407 std::map<v3s16, f32> neighbor_levels;
408 std::map<v3s16, content_t> neighbor_contents;
409 std::map<v3s16, u8> neighbor_flags;
410 const u8 neighborflag_top_is_same_liquid = 0x01;
411 v3s16 neighbor_dirs[9] = {
412 v3s16(0,0,0),
413 v3s16(0,0,1),
414 v3s16(0,0,-1),
415 v3s16(1,0,0),
416 v3s16(-1,0,0),
417 v3s16(1,0,1),
418 v3s16(-1,0,-1),
419 v3s16(1,0,-1),
420 v3s16(-1,0,1),
422 for(u32 i=0; i<9; i++)
424 content_t content = CONTENT_AIR;
425 float level = -0.5 * BS;
426 u8 flags = 0;
427 // Check neighbor
428 v3s16 p2 = p + neighbor_dirs[i];
429 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
430 if(n2.getContent() != CONTENT_IGNORE)
432 content = n2.getContent();
434 if(n2.getContent() == c_source)
435 level = (-0.5+node_liquid_level) * BS;
436 else if(n2.getContent() == c_flowing){
437 u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
438 if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
439 liquid_level = 0;
440 else
441 liquid_level -= (LIQUID_LEVEL_MAX+1-range);
442 level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
445 // Check node above neighbor.
446 // NOTE: This doesn't get executed if neighbor
447 // doesn't exist
448 p2.Y += 1;
449 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
450 if(n2.getContent() == c_source ||
451 n2.getContent() == c_flowing)
452 flags |= neighborflag_top_is_same_liquid;
455 neighbor_levels[neighbor_dirs[i]] = level;
456 neighbor_contents[neighbor_dirs[i]] = content;
457 neighbor_flags[neighbor_dirs[i]] = flags;
460 // Corner heights (average between four liquids)
461 f32 corner_levels[4];
463 v3s16 halfdirs[4] = {
464 v3s16(0,0,0),
465 v3s16(1,0,0),
466 v3s16(1,0,1),
467 v3s16(0,0,1),
469 for(u32 i=0; i<4; i++)
471 v3s16 cornerdir = halfdirs[i];
472 float cornerlevel = 0;
473 u32 valid_count = 0;
474 u32 air_count = 0;
475 for(u32 j=0; j<4; j++)
477 v3s16 neighbordir = cornerdir - halfdirs[j];
478 content_t content = neighbor_contents[neighbordir];
479 // If top is liquid, draw starting from top of node
480 if(neighbor_flags[neighbordir] &
481 neighborflag_top_is_same_liquid)
483 cornerlevel = 0.5*BS;
484 valid_count = 1;
485 break;
487 // Source is always the same height
488 else if(content == c_source)
490 cornerlevel = (-0.5+node_liquid_level)*BS;
491 valid_count = 1;
492 break;
494 // Flowing liquid has level information
495 else if(content == c_flowing)
497 cornerlevel += neighbor_levels[neighbordir];
498 valid_count++;
500 else if(content == CONTENT_AIR)
502 air_count++;
505 if(air_count >= 2)
506 cornerlevel = -0.5*BS+0.2;
507 else if(valid_count > 0)
508 cornerlevel /= valid_count;
509 corner_levels[i] = cornerlevel;
513 Generate sides
516 v3s16 side_dirs[4] = {
517 v3s16(1,0,0),
518 v3s16(-1,0,0),
519 v3s16(0,0,1),
520 v3s16(0,0,-1),
522 s16 side_corners[4][2] = {
523 {1, 2},
524 {3, 0},
525 {2, 3},
526 {0, 1},
528 for(u32 i=0; i<4; i++)
530 v3s16 dir = side_dirs[i];
533 If our topside is liquid and neighbor's topside
534 is liquid, don't draw side face
536 if(top_is_same_liquid &&
537 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
538 continue;
540 content_t neighbor_content = neighbor_contents[dir];
541 const ContentFeatures &n_feat = nodedef->get(neighbor_content);
543 // Don't draw face if neighbor is blocking the view
544 if(n_feat.solidness == 2)
545 continue;
547 bool neighbor_is_same_liquid = (neighbor_content == c_source
548 || neighbor_content == c_flowing);
550 // Don't draw any faces if neighbor same is liquid and top is
551 // same liquid
552 if(neighbor_is_same_liquid == true
553 && top_is_same_liquid == false)
554 continue;
556 // Use backface culled material if neighbor doesn't have a
557 // solidness of 0
558 const TileSpec *current_tile = &tile_liquid;
559 if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
560 current_tile = &tile_liquid_bfculled;
562 video::S3DVertex vertices[4] =
564 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
565 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
566 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
567 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
571 If our topside is liquid, set upper border of face
572 at upper border of node
574 if(top_is_same_liquid)
576 vertices[2].Pos.Y = 0.5*BS;
577 vertices[3].Pos.Y = 0.5*BS;
580 Otherwise upper position of face is corner levels
582 else
584 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
585 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
589 If neighbor is liquid, lower border of face is corner
590 liquid levels
592 if(neighbor_is_same_liquid)
594 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
595 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
598 If neighbor is not liquid, lower border of face is
599 lower border of node
601 else
603 vertices[0].Pos.Y = -0.5*BS;
604 vertices[1].Pos.Y = -0.5*BS;
607 for(s32 j=0; j<4; j++)
609 if(dir == v3s16(0,0,1))
610 vertices[j].Pos.rotateXZBy(0);
611 if(dir == v3s16(0,0,-1))
612 vertices[j].Pos.rotateXZBy(180);
613 if(dir == v3s16(-1,0,0))
614 vertices[j].Pos.rotateXZBy(90);
615 if(dir == v3s16(1,0,-0))
616 vertices[j].Pos.rotateXZBy(-90);
618 // Do this to not cause glitches when two liquids are
619 // side-by-side
620 /*if(neighbor_is_same_liquid == false){
621 vertices[j].Pos.X *= 0.98;
622 vertices[j].Pos.Z *= 0.98;
625 vertices[j].Pos += intToFloat(p, BS);
628 u16 indices[] = {0,1,2,2,3,0};
629 // Add to mesh collector
630 collector.append(*current_tile, vertices, 4, indices, 6);
634 Generate top side, if appropriate
637 if(top_is_same_liquid == false)
639 video::S3DVertex vertices[4] =
641 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
642 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
643 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
644 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
647 // To get backface culling right, the vertices need to go
648 // clockwise around the front of the face. And we happened to
649 // calculate corner levels in exact reverse order.
650 s32 corner_resolve[4] = {3,2,1,0};
652 for(s32 i=0; i<4; i++)
654 //vertices[i].Pos.Y += liquid_level;
655 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
656 s32 j = corner_resolve[i];
657 vertices[i].Pos.Y += corner_levels[j];
658 vertices[i].Pos += intToFloat(p, BS);
661 // Default downwards-flowing texture animation goes from
662 // -Z towards +Z, thus the direction is +Z.
663 // Rotate texture to make animation go in flow direction
664 // Positive if liquid moves towards +Z
665 f32 dz = (corner_levels[side_corners[3][0]] +
666 corner_levels[side_corners[3][1]]) -
667 (corner_levels[side_corners[2][0]] +
668 corner_levels[side_corners[2][1]]);
669 // Positive if liquid moves towards +X
670 f32 dx = (corner_levels[side_corners[1][0]] +
671 corner_levels[side_corners[1][1]]) -
672 (corner_levels[side_corners[0][0]] +
673 corner_levels[side_corners[0][1]]);
674 f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
675 v2f tcoord_center(0.5, 0.5);
676 v2f tcoord_translate(
677 blockpos_nodes.Z + z,
678 blockpos_nodes.X + x);
679 tcoord_translate.rotateBy(tcoord_angle);
680 tcoord_translate.X -= floor(tcoord_translate.X);
681 tcoord_translate.Y -= floor(tcoord_translate.Y);
683 for(s32 i=0; i<4; i++)
685 vertices[i].TCoords.rotateBy(
686 tcoord_angle,
687 tcoord_center);
688 vertices[i].TCoords += tcoord_translate;
691 v2f t = vertices[0].TCoords;
692 vertices[0].TCoords = vertices[2].TCoords;
693 vertices[2].TCoords = t;
695 u16 indices[] = {0,1,2,2,3,0};
696 // Add to mesh collector
697 collector.append(tile_liquid, vertices, 4, indices, 6);
699 break;}
700 case NDT_GLASSLIKE:
702 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
704 u16 l = getInteriorLight(n, 1, nodedef);
705 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
707 for(u32 j=0; j<6; j++)
709 // Check this neighbor
710 v3s16 dir = g_6dirs[j];
711 v3s16 n2p = blockpos_nodes + p + dir;
712 MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
713 // Don't make face if neighbor is of same type
714 if(n2.getContent() == n.getContent())
715 continue;
717 // The face at Z+
718 video::S3DVertex vertices[4] = {
719 video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
720 video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
721 video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
722 video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
725 // Rotations in the g_6dirs format
726 if(j == 0) // Z+
727 for(u16 i=0; i<4; i++)
728 vertices[i].Pos.rotateXZBy(0);
729 else if(j == 1) // Y+
730 for(u16 i=0; i<4; i++)
731 vertices[i].Pos.rotateYZBy(-90);
732 else if(j == 2) // X+
733 for(u16 i=0; i<4; i++)
734 vertices[i].Pos.rotateXZBy(-90);
735 else if(j == 3) // Z-
736 for(u16 i=0; i<4; i++)
737 vertices[i].Pos.rotateXZBy(180);
738 else if(j == 4) // Y-
739 for(u16 i=0; i<4; i++)
740 vertices[i].Pos.rotateYZBy(90);
741 else if(j == 5) // X-
742 for(u16 i=0; i<4; i++)
743 vertices[i].Pos.rotateXZBy(90);
745 for(u16 i=0; i<4; i++){
746 vertices[i].Pos += intToFloat(p, BS);
749 u16 indices[] = {0,1,2,2,3,0};
750 // Add to mesh collector
751 collector.append(tile, vertices, 4, indices, 6);
753 break;}
754 case NDT_GLASSLIKE_FRAMED_OPTIONAL:
755 // This is always pre-converted to something else
756 FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
757 break;
758 case NDT_GLASSLIKE_FRAMED:
760 static const v3s16 dirs[6] = {
761 v3s16( 0, 1, 0),
762 v3s16( 0,-1, 0),
763 v3s16( 1, 0, 0),
764 v3s16(-1, 0, 0),
765 v3s16( 0, 0, 1),
766 v3s16( 0, 0,-1)
769 u8 i;
770 TileSpec tiles[6];
771 for (i = 0; i < 6; i++)
772 tiles[i] = getNodeTile(n, p, dirs[i], data);
774 TileSpec glass_tiles[6];
775 if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
776 glass_tiles[0] = tiles[2];
777 glass_tiles[1] = tiles[3];
778 glass_tiles[2] = tiles[1];
779 glass_tiles[3] = tiles[1];
780 glass_tiles[4] = tiles[1];
781 glass_tiles[5] = tiles[1];
782 } else {
783 for (i = 0; i < 6; i++)
784 glass_tiles[i] = tiles[1];
787 u8 param2 = n.getParam2();
788 bool H_merge = ! bool(param2 & 128);
789 bool V_merge = ! bool(param2 & 64);
790 param2 = param2 & 63;
792 u16 l = getInteriorLight(n, 1, nodedef);
793 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
794 v3f pos = intToFloat(p, BS);
795 static const float a = BS / 2;
796 static const float g = a - 0.003;
797 static const float b = .876 * ( BS / 2 );
799 static const aabb3f frame_edges[12] = {
800 aabb3f( b, b,-a, a, a, a), // y+
801 aabb3f(-a, b,-a,-b, a, a), // y+
802 aabb3f( b,-a,-a, a,-b, a), // y-
803 aabb3f(-a,-a,-a,-b,-b, a), // y-
804 aabb3f( b,-a, b, a, a, a), // x+
805 aabb3f( b,-a,-a, a, a,-b), // x+
806 aabb3f(-a,-a, b,-b, a, a), // x-
807 aabb3f(-a,-a,-a,-b, a,-b), // x-
808 aabb3f(-a, b, b, a, a, a), // z+
809 aabb3f(-a,-a, b, a,-b, a), // z+
810 aabb3f(-a,-a,-a, a,-b,-b), // z-
811 aabb3f(-a, b,-a, a, a,-b) // z-
813 static const aabb3f glass_faces[6] = {
814 aabb3f(-g, g,-g, g, g, g), // y+
815 aabb3f(-g,-g,-g, g,-g, g), // y-
816 aabb3f( g,-g,-g, g, g, g), // x+
817 aabb3f(-g,-g,-g,-g, g, g), // x-
818 aabb3f(-g,-g, g, g, g, g), // z+
819 aabb3f(-g,-g,-g, g, g,-g) // z-
822 // table of node visible faces, 0 = invisible
823 int visible_faces[6] = {0,0,0,0,0,0};
825 // table of neighbours, 1 = same type, checked with g_26dirs
826 int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
828 // g_26dirs to check when only horizontal merge is allowed
829 int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
831 content_t current = n.getContent();
832 content_t n2c;
833 MapNode n2;
834 v3s16 n2p;
836 // neighbours checks for frames visibility
838 if (!H_merge && V_merge) {
839 n2p = blockpos_nodes + p + g_26dirs[1];
840 n2 = data->m_vmanip.getNodeNoEx(n2p);
841 n2c = n2.getContent();
842 if (n2c == current || n2c == CONTENT_IGNORE)
843 nb[1] = 1;
844 n2p = blockpos_nodes + p + g_26dirs[4];
845 n2 = data->m_vmanip.getNodeNoEx(n2p);
846 n2c = n2.getContent();
847 if (n2c == current || n2c == CONTENT_IGNORE)
848 nb[4] = 1;
849 } else if (H_merge && !V_merge) {
850 for(i = 0; i < 8; i++) {
851 n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
852 n2 = data->m_vmanip.getNodeNoEx(n2p);
853 n2c = n2.getContent();
854 if (n2c == current || n2c == CONTENT_IGNORE)
855 nb[nb_H_dirs[i]] = 1;
857 } else if (H_merge && V_merge) {
858 for(i = 0; i < 18; i++) {
859 n2p = blockpos_nodes + p + g_26dirs[i];
860 n2 = data->m_vmanip.getNodeNoEx(n2p);
861 n2c = n2.getContent();
862 if (n2c == current || n2c == CONTENT_IGNORE)
863 nb[i] = 1;
867 // faces visibility checks
869 if (!V_merge) {
870 visible_faces[0] = 1;
871 visible_faces[1] = 1;
872 } else {
873 for(i = 0; i < 2; i++) {
874 n2p = blockpos_nodes + p + dirs[i];
875 n2 = data->m_vmanip.getNodeNoEx(n2p);
876 n2c = n2.getContent();
877 if (n2c != current)
878 visible_faces[i] = 1;
882 if (!H_merge) {
883 visible_faces[2] = 1;
884 visible_faces[3] = 1;
885 visible_faces[4] = 1;
886 visible_faces[5] = 1;
887 } else {
888 for(i = 2; i < 6; i++) {
889 n2p = blockpos_nodes + p + dirs[i];
890 n2 = data->m_vmanip.getNodeNoEx(n2p);
891 n2c = n2.getContent();
892 if (n2c != current)
893 visible_faces[i] = 1;
897 static const u8 nb_triplet[12*3] = {
898 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
899 2,0,11, 2,3,13, 5,0,10, 5,3,12,
900 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
903 f32 tx1, ty1, tz1, tx2, ty2, tz2;
904 aabb3f box;
906 for(i = 0; i < 12; i++)
908 int edge_invisible;
909 if (nb[nb_triplet[i*3+2]])
910 edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
911 else
912 edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
913 if (edge_invisible)
914 continue;
915 box = frame_edges[i];
916 box.MinEdge += pos;
917 box.MaxEdge += pos;
918 tx1 = (box.MinEdge.X / BS) + 0.5;
919 ty1 = (box.MinEdge.Y / BS) + 0.5;
920 tz1 = (box.MinEdge.Z / BS) + 0.5;
921 tx2 = (box.MaxEdge.X / BS) + 0.5;
922 ty2 = (box.MaxEdge.Y / BS) + 0.5;
923 tz2 = (box.MaxEdge.Z / BS) + 0.5;
924 f32 txc1[24] = {
925 tx1, 1-tz2, tx2, 1-tz1,
926 tx1, tz1, tx2, tz2,
927 tz1, 1-ty2, tz2, 1-ty1,
928 1-tz2, 1-ty2, 1-tz1, 1-ty1,
929 1-tx2, 1-ty2, 1-tx1, 1-ty1,
930 tx1, 1-ty2, tx2, 1-ty1,
932 makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
935 for(i = 0; i < 6; i++)
937 if (!visible_faces[i])
938 continue;
939 box = glass_faces[i];
940 box.MinEdge += pos;
941 box.MaxEdge += pos;
942 tx1 = (box.MinEdge.X / BS) + 0.5;
943 ty1 = (box.MinEdge.Y / BS) + 0.5;
944 tz1 = (box.MinEdge.Z / BS) + 0.5;
945 tx2 = (box.MaxEdge.X / BS) + 0.5;
946 ty2 = (box.MaxEdge.Y / BS) + 0.5;
947 tz2 = (box.MaxEdge.Z / BS) + 0.5;
948 f32 txc2[24] = {
949 tx1, 1-tz2, tx2, 1-tz1,
950 tx1, tz1, tx2, tz2,
951 tz1, 1-ty2, tz2, 1-ty1,
952 1-tz2, 1-ty2, 1-tz1, 1-ty1,
953 1-tx2, 1-ty2, 1-tx1, 1-ty1,
954 tx1, 1-ty2, tx2, 1-ty1,
956 makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
959 if (param2 > 0 && f.special_tiles[0].texture) {
960 // Interior volume level is in range 0 .. 63,
961 // convert it to -0.5 .. 0.5
962 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
963 TileSpec interior_tiles[6];
964 for (i = 0; i < 6; i++)
965 interior_tiles[i] = f.special_tiles[0];
966 float offset = 0.003;
967 box = aabb3f(visible_faces[3] ? -b : -a + offset,
968 visible_faces[1] ? -b : -a + offset,
969 visible_faces[5] ? -b : -a + offset,
970 visible_faces[2] ? b : a - offset,
971 visible_faces[0] ? b * vlev : a * vlev - offset,
972 visible_faces[4] ? b : a - offset);
973 box.MinEdge += pos;
974 box.MaxEdge += pos;
975 tx1 = (box.MinEdge.X / BS) + 0.5;
976 ty1 = (box.MinEdge.Y / BS) + 0.5;
977 tz1 = (box.MinEdge.Z / BS) + 0.5;
978 tx2 = (box.MaxEdge.X / BS) + 0.5;
979 ty2 = (box.MaxEdge.Y / BS) + 0.5;
980 tz2 = (box.MaxEdge.Z / BS) + 0.5;
981 f32 txc3[24] = {
982 tx1, 1-tz2, tx2, 1-tz1,
983 tx1, tz1, tx2, tz2,
984 tz1, 1-ty2, tz2, 1-ty1,
985 1-tz2, 1-ty2, 1-tz1, 1-ty1,
986 1-tx2, 1-ty2, 1-tx1, 1-ty1,
987 tx1, 1-ty2, tx2, 1-ty1,
989 makeCuboid(&collector, box, interior_tiles, 6, c, txc3);
991 break;}
992 case NDT_ALLFACES:
994 TileSpec tile_leaves = getNodeTile(n, p,
995 v3s16(0,0,0), data);
997 u16 l = getInteriorLight(n, 1, nodedef);
998 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1000 v3f pos = intToFloat(p, BS);
1001 aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
1002 box.MinEdge += pos;
1003 box.MaxEdge += pos;
1004 makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
1005 break;}
1006 case NDT_ALLFACES_OPTIONAL:
1007 // This is always pre-converted to something else
1008 FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
1009 break;
1010 case NDT_TORCHLIKE:
1012 v3s16 dir = n.getWallMountedDir(nodedef);
1014 u8 tileindex = 0;
1015 if(dir == v3s16(0,-1,0)){
1016 tileindex = 0; // floor
1017 } else if(dir == v3s16(0,1,0)){
1018 tileindex = 1; // ceiling
1019 // For backwards compatibility
1020 } else if(dir == v3s16(0,0,0)){
1021 tileindex = 0; // floor
1022 } else {
1023 tileindex = 2; // side
1026 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1027 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1028 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1030 u16 l = getInteriorLight(n, 1, nodedef);
1031 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1033 float s = BS/2*f.visual_scale;
1034 // Wall at X+ of node
1035 video::S3DVertex vertices[4] =
1037 video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
1038 video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
1039 video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
1040 video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
1043 for(s32 i=0; i<4; i++)
1045 if(dir == v3s16(1,0,0))
1046 vertices[i].Pos.rotateXZBy(0);
1047 if(dir == v3s16(-1,0,0))
1048 vertices[i].Pos.rotateXZBy(180);
1049 if(dir == v3s16(0,0,1))
1050 vertices[i].Pos.rotateXZBy(90);
1051 if(dir == v3s16(0,0,-1))
1052 vertices[i].Pos.rotateXZBy(-90);
1053 if(dir == v3s16(0,-1,0))
1054 vertices[i].Pos.rotateXZBy(45);
1055 if(dir == v3s16(0,1,0))
1056 vertices[i].Pos.rotateXZBy(-45);
1058 vertices[i].Pos += intToFloat(p, BS);
1061 u16 indices[] = {0,1,2,2,3,0};
1062 // Add to mesh collector
1063 collector.append(tile, vertices, 4, indices, 6);
1064 break;}
1065 case NDT_SIGNLIKE:
1067 TileSpec tile = getNodeTileN(n, p, 0, data);
1068 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1069 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1071 u16 l = getInteriorLight(n, 0, nodedef);
1072 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1074 float d = (float)BS/16;
1075 float s = BS/2*f.visual_scale;
1076 // Wall at X+ of node
1077 video::S3DVertex vertices[4] =
1079 video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
1080 video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
1081 video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
1082 video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
1085 v3s16 dir = n.getWallMountedDir(nodedef);
1087 for(s32 i=0; i<4; i++)
1089 if(dir == v3s16(1,0,0))
1090 vertices[i].Pos.rotateXZBy(0);
1091 if(dir == v3s16(-1,0,0))
1092 vertices[i].Pos.rotateXZBy(180);
1093 if(dir == v3s16(0,0,1))
1094 vertices[i].Pos.rotateXZBy(90);
1095 if(dir == v3s16(0,0,-1))
1096 vertices[i].Pos.rotateXZBy(-90);
1097 if(dir == v3s16(0,-1,0))
1098 vertices[i].Pos.rotateXYBy(-90);
1099 if(dir == v3s16(0,1,0))
1100 vertices[i].Pos.rotateXYBy(90);
1102 vertices[i].Pos += intToFloat(p, BS);
1105 u16 indices[] = {0,1,2,2,3,0};
1106 // Add to mesh collector
1107 collector.append(tile, vertices, 4, indices, 6);
1108 break;}
1109 case NDT_PLANTLIKE:
1111 TileSpec tile = getNodeTileN(n, p, 0, data);
1112 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1114 u16 l = getInteriorLight(n, 1, nodedef);
1115 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1117 float s = BS / 2 * f.visual_scale;
1119 for (int j = 0; j < 2; j++)
1121 video::S3DVertex vertices[4] =
1123 video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
1124 video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
1125 video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
1126 video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
1128 float rotate_degree = 0;
1129 if (f.param_type_2 == CPT2_DEGROTATE)
1130 rotate_degree = n.param2 * 2;
1132 if (j == 0) {
1133 for(u16 i = 0; i < 4; i++)
1134 vertices[i].Pos.rotateXZBy(46 + rotate_degree);
1135 } else if (j == 1) {
1136 for(u16 i = 0; i < 4; i++)
1137 vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
1140 for (int i = 0; i < 4; i++)
1142 vertices[i].Pos *= f.visual_scale;
1143 vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
1144 vertices[i].Pos += intToFloat(p, BS);
1147 u16 indices[] = {0, 1, 2, 2, 3, 0};
1148 // Add to mesh collector
1149 collector.append(tile, vertices, 4, indices, 6);
1151 break;}
1152 case NDT_FIRELIKE:
1154 TileSpec tile = getNodeTileN(n, p, 0, data);
1155 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1157 u16 l = getInteriorLight(n, 1, nodedef);
1158 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1160 float s = BS / 2 * f.visual_scale;
1162 content_t current = n.getContent();
1163 content_t n2c;
1164 MapNode n2;
1165 v3s16 n2p;
1167 static const v3s16 dirs[6] = {
1168 v3s16( 0, 1, 0),
1169 v3s16( 0, -1, 0),
1170 v3s16( 1, 0, 0),
1171 v3s16(-1, 0, 0),
1172 v3s16( 0, 0, 1),
1173 v3s16( 0, 0, -1)
1176 int doDraw[6] = {0, 0, 0, 0, 0, 0};
1178 bool drawAllFaces = true;
1180 // Check for adjacent nodes
1181 for (int i = 0; i < 6; i++) {
1182 n2p = blockpos_nodes + p + dirs[i];
1183 n2 = data->m_vmanip.getNodeNoEx(n2p);
1184 n2c = n2.getContent();
1185 if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
1186 doDraw[i] = 1;
1187 if (drawAllFaces)
1188 drawAllFaces = false;
1193 for (int j = 0; j < 6; j++) {
1195 video::S3DVertex vertices[4] = {
1196 video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1),
1197 video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1),
1198 video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
1199 video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
1202 // Calculate which faces should be drawn, (top or sides)
1203 if (j == 0 && (drawAllFaces ||
1204 (doDraw[3] == 1 || doDraw[1] == 1))) {
1205 for (int i = 0; i < 4; i++) {
1206 vertices[i].Pos.rotateXZBy(90);
1207 vertices[i].Pos.rotateXYBy(-10);
1208 vertices[i].Pos.X -= 4.0;
1210 } else if (j == 1 && (drawAllFaces ||
1211 (doDraw[5] == 1 || doDraw[1] == 1))) {
1212 for (int i = 0; i < 4; i++) {
1213 vertices[i].Pos.rotateXZBy(180);
1214 vertices[i].Pos.rotateYZBy(10);
1215 vertices[i].Pos.Z -= 4.0;
1217 } else if (j == 2 && (drawAllFaces ||
1218 (doDraw[2] == 1 || doDraw[1] == 1))) {
1219 for (int i = 0; i < 4; i++) {
1220 vertices[i].Pos.rotateXZBy(270);
1221 vertices[i].Pos.rotateXYBy(10);
1222 vertices[i].Pos.X += 4.0;
1224 } else if (j == 3 && (drawAllFaces ||
1225 (doDraw[4] == 1 || doDraw[1] == 1))) {
1226 for (int i = 0; i < 4; i++) {
1227 vertices[i].Pos.rotateYZBy(-10);
1228 vertices[i].Pos.Z += 4.0;
1230 // Center cross-flames
1231 } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
1232 for (int i = 0; i < 4; i++) {
1233 vertices[i].Pos.rotateXZBy(45);
1235 } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
1236 for (int i = 0; i < 4; i++) {
1237 vertices[i].Pos.rotateXZBy(-45);
1239 // Render flames on bottom of node above
1240 } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
1241 for (int i = 0; i < 4; i++) {
1242 vertices[i].Pos.rotateYZBy(70);
1243 vertices[i].Pos.rotateXZBy(90);
1244 vertices[i].Pos.Y += 4.84;
1245 vertices[i].Pos.X -= 4.7;
1247 } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
1248 for (int i = 0; i < 4; i++) {
1249 vertices[i].Pos.rotateYZBy(70);
1250 vertices[i].Pos.rotateXZBy(180);
1251 vertices[i].Pos.Y += 4.84;
1252 vertices[i].Pos.Z -= 4.7;
1254 } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
1255 for (int i = 0; i < 4; i++) {
1256 vertices[i].Pos.rotateYZBy(70);
1257 vertices[i].Pos.rotateXZBy(270);
1258 vertices[i].Pos.Y += 4.84;
1259 vertices[i].Pos.X += 4.7;
1261 } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
1262 for (int i = 0; i < 4; i++) {
1263 vertices[i].Pos.rotateYZBy(70);
1264 vertices[i].Pos.Y += 4.84;
1265 vertices[i].Pos.Z += 4.7;
1267 } else {
1268 // Skip faces that aren't adjacent to a node
1269 continue;
1272 for (int i = 0; i < 4; i++) {
1273 vertices[i].Pos *= f.visual_scale;
1274 vertices[i].Pos += intToFloat(p, BS);
1277 u16 indices[] = {0, 1, 2, 2, 3, 0};
1278 // Add to mesh collector
1279 collector.append(tile, vertices, 4, indices, 6);
1281 break;}
1282 case NDT_FENCELIKE:
1284 TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
1285 TileSpec tile_nocrack = tile;
1286 tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
1288 // Put wood the right way around in the posts
1289 TileSpec tile_rot = tile;
1290 tile_rot.rotation = 1;
1292 u16 l = getInteriorLight(n, 1, nodedef);
1293 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1295 const f32 post_rad=(f32)BS/8;
1296 const f32 bar_rad=(f32)BS/16;
1297 const f32 bar_len=(f32)(BS/2)-post_rad;
1299 v3f pos = intToFloat(p, BS);
1301 // The post - always present
1302 aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
1303 post.MinEdge += pos;
1304 post.MaxEdge += pos;
1305 f32 postuv[24]={
1306 6/16.,6/16.,10/16.,10/16.,
1307 6/16.,6/16.,10/16.,10/16.,
1308 0/16.,0,4/16.,1,
1309 4/16.,0,8/16.,1,
1310 8/16.,0,12/16.,1,
1311 12/16.,0,16/16.,1};
1312 makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
1314 // Now a section of fence, +X, if there's a post there
1315 v3s16 p2 = p;
1316 p2.X++;
1317 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1318 const ContentFeatures *f2 = &nodedef->get(n2);
1319 if(f2->drawtype == NDT_FENCELIKE)
1321 aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
1322 bar_len+BS/2,bar_rad+BS/4,bar_rad);
1323 bar.MinEdge += pos;
1324 bar.MaxEdge += pos;
1325 f32 xrailuv[24]={
1326 0/16.,2/16.,16/16.,4/16.,
1327 0/16.,4/16.,16/16.,6/16.,
1328 6/16.,6/16.,8/16.,8/16.,
1329 10/16.,10/16.,12/16.,12/16.,
1330 0/16.,8/16.,16/16.,10/16.,
1331 0/16.,14/16.,16/16.,16/16.};
1332 makeCuboid(&collector, bar, &tile_nocrack, 1,
1333 c, xrailuv);
1334 bar.MinEdge.Y -= BS/2;
1335 bar.MaxEdge.Y -= BS/2;
1336 makeCuboid(&collector, bar, &tile_nocrack, 1,
1337 c, xrailuv);
1340 // Now a section of fence, +Z, if there's a post there
1341 p2 = p;
1342 p2.Z++;
1343 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
1344 f2 = &nodedef->get(n2);
1345 if(f2->drawtype == NDT_FENCELIKE)
1347 aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
1348 bar_rad,bar_rad+BS/4,bar_len+BS/2);
1349 bar.MinEdge += pos;
1350 bar.MaxEdge += pos;
1351 f32 zrailuv[24]={
1352 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
1353 4/16.,1/16.,6/16.,5/16., // for wood texture instead
1354 0/16.,9/16.,16/16.,11/16.,
1355 0/16.,6/16.,16/16.,8/16.,
1356 6/16.,6/16.,8/16.,8/16.,
1357 10/16.,10/16.,12/16.,12/16.};
1358 makeCuboid(&collector, bar, &tile_nocrack, 1,
1359 c, zrailuv);
1360 bar.MinEdge.Y -= BS/2;
1361 bar.MaxEdge.Y -= BS/2;
1362 makeCuboid(&collector, bar, &tile_nocrack, 1,
1363 c, zrailuv);
1365 break;}
1366 case NDT_RAILLIKE:
1368 bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
1369 bool is_rail_z[6];
1371 content_t thiscontent = n.getContent();
1372 std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
1373 int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
1375 u8 index = 0;
1376 for (s8 y0 = -1; y0 <= 1; y0++) {
1377 // Prevent from indexing never used coordinates
1378 for (s8 xz = -1; xz <= 1; xz++) {
1379 if (xz == 0)
1380 continue;
1381 MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
1382 MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
1383 ContentFeatures def_xy = nodedef->get(n_xy);
1384 ContentFeatures def_zy = nodedef->get(n_zy);
1386 // Check if current node would connect with the rail
1387 is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
1388 && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
1389 || n_xy.getContent() == thiscontent);
1391 is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
1392 && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
1393 || n_zy.getContent() == thiscontent);
1394 index++;
1398 bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
1399 bool is_rail_z_all[2];
1400 is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
1401 is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
1402 is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
1403 is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
1405 // reasonable default, flat straight unrotated rail
1406 bool is_straight = true;
1407 int adjacencies = 0;
1408 int angle = 0;
1409 u8 tileindex = 0;
1411 // check for sloped rail
1412 if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
1413 adjacencies = 5; // 5 means sloped
1414 is_straight = true; // sloped is always straight
1415 } else {
1416 // is really straight, rails on both sides
1417 is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
1418 adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
1421 switch (adjacencies) {
1422 case 1:
1423 if (is_rail_x_all[0] || is_rail_x_all[1])
1424 angle = 90;
1425 break;
1426 case 2:
1427 if (!is_straight)
1428 tileindex = 1; // curved
1429 if (is_rail_x_all[0] && is_rail_x_all[1])
1430 angle = 90;
1431 if (is_rail_z_all[0] && is_rail_z_all[1]) {
1432 if (is_rail_z[4])
1433 angle = 180;
1435 else if (is_rail_x_all[0] && is_rail_z_all[0])
1436 angle = 270;
1437 else if (is_rail_x_all[0] && is_rail_z_all[1])
1438 angle = 180;
1439 else if (is_rail_x_all[1] && is_rail_z_all[1])
1440 angle = 90;
1441 break;
1442 case 3:
1443 // here is where the potential to 'switch' a junction is, but not implemented at present
1444 tileindex = 2; // t-junction
1445 if(!is_rail_x_all[1])
1446 angle = 180;
1447 if(!is_rail_z_all[0])
1448 angle = 90;
1449 if(!is_rail_z_all[1])
1450 angle = 270;
1451 break;
1452 case 4:
1453 tileindex = 3; // crossing
1454 break;
1455 case 5: //sloped
1456 if (is_rail_z[4])
1457 angle = 180;
1458 if (is_rail_x[4])
1459 angle = 90;
1460 if (is_rail_x[5])
1461 angle = -90;
1462 break;
1463 default:
1464 break;
1467 TileSpec tile = getNodeTileN(n, p, tileindex, data);
1468 tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
1469 tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
1471 u16 l = getInteriorLight(n, 0, nodedef);
1472 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1474 float d = (float)BS/64;
1475 float s = BS/2;
1477 short g = -1;
1478 if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
1479 g = 1; //Object is at a slope
1481 video::S3DVertex vertices[4] =
1483 video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1),
1484 video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1),
1485 video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0),
1486 video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0),
1489 for(s32 i=0; i<4; i++)
1491 if(angle != 0)
1492 vertices[i].Pos.rotateXZBy(angle);
1493 vertices[i].Pos += intToFloat(p, BS);
1496 u16 indices[] = {0,1,2,2,3,0};
1497 collector.append(tile, vertices, 4, indices, 6);
1498 break;}
1499 case NDT_NODEBOX:
1501 static const v3s16 tile_dirs[6] = {
1502 v3s16(0, 1, 0),
1503 v3s16(0, -1, 0),
1504 v3s16(1, 0, 0),
1505 v3s16(-1, 0, 0),
1506 v3s16(0, 0, 1),
1507 v3s16(0, 0, -1)
1509 TileSpec tiles[6];
1511 u16 l = getInteriorLight(n, 1, nodedef);
1512 video::SColor c = MapBlock_LightColor(255, l, f.light_source);
1514 v3f pos = intToFloat(p, BS);
1516 std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
1517 for(std::vector<aabb3f>::iterator
1518 i = boxes.begin();
1519 i != boxes.end(); ++i)
1521 for(int j = 0; j < 6; j++)
1523 // Handles facedir rotation for textures
1524 tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
1526 aabb3f box = *i;
1527 box.MinEdge += pos;
1528 box.MaxEdge += pos;
1530 f32 temp;
1531 if (box.MinEdge.X > box.MaxEdge.X)
1533 temp=box.MinEdge.X;
1534 box.MinEdge.X=box.MaxEdge.X;
1535 box.MaxEdge.X=temp;
1537 if (box.MinEdge.Y > box.MaxEdge.Y)
1539 temp=box.MinEdge.Y;
1540 box.MinEdge.Y=box.MaxEdge.Y;
1541 box.MaxEdge.Y=temp;
1543 if (box.MinEdge.Z > box.MaxEdge.Z)
1545 temp=box.MinEdge.Z;
1546 box.MinEdge.Z=box.MaxEdge.Z;
1547 box.MaxEdge.Z=temp;
1551 // Compute texture coords
1552 f32 tx1 = (box.MinEdge.X/BS)+0.5;
1553 f32 ty1 = (box.MinEdge.Y/BS)+0.5;
1554 f32 tz1 = (box.MinEdge.Z/BS)+0.5;
1555 f32 tx2 = (box.MaxEdge.X/BS)+0.5;
1556 f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
1557 f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
1558 f32 txc[24] = {
1559 // up
1560 tx1, 1-tz2, tx2, 1-tz1,
1561 // down
1562 tx1, tz1, tx2, tz2,
1563 // right
1564 tz1, 1-ty2, tz2, 1-ty1,
1565 // left
1566 1-tz2, 1-ty2, 1-tz1, 1-ty1,
1567 // back
1568 1-tx2, 1-ty2, 1-tx1, 1-ty1,
1569 // front
1570 tx1, 1-ty2, tx2, 1-ty1,
1572 makeCuboid(&collector, box, tiles, 6, c, txc);
1574 break;}
1575 case NDT_MESH:
1577 v3f pos = intToFloat(p, BS);
1578 video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
1580 u8 facedir = 0;
1581 if (f.param_type_2 == CPT2_FACEDIR) {
1582 facedir = n.getFaceDir(nodedef);
1583 } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
1584 //convert wallmounted to 6dfacedir.
1585 //when cache enabled, it is already converted
1586 facedir = n.getWallMounted(nodedef);
1587 if (!enable_mesh_cache) {
1588 static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
1589 facedir = wm_to_6d[facedir];
1593 if (f.mesh_ptr[facedir]) {
1594 // use cached meshes
1595 for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
1596 scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
1597 collector.append(getNodeTileN(n, p, j, data),
1598 (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
1599 buf->getIndices(), buf->getIndexCount(), pos, c);
1601 } else if (f.mesh_ptr[0]) {
1602 // no cache, clone and rotate mesh
1603 scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
1604 rotateMeshBy6dFacedir(mesh, facedir);
1605 recalculateBoundingBox(mesh);
1606 meshmanip->recalculateNormals(mesh, true, false);
1607 for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
1608 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
1609 collector.append(getNodeTileN(n, p, j, data),
1610 (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
1611 buf->getIndices(), buf->getIndexCount(), pos, c);
1613 mesh->drop();
1615 break;}
1620 Caused by incorrect alpha blending, selection mesh needs to be created as
1621 last element to ensure it gets blended correct over nodes with alpha channel
1623 // Create selection mesh
1624 v3s16 p = data->m_highlighted_pos_relative;
1625 if (data->m_show_hud &&
1626 (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
1627 (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
1628 (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
1630 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
1631 if(n.getContent() != CONTENT_AIR) {
1632 // Get selection mesh light level
1633 static const v3s16 dirs[7] = {
1634 v3s16( 0, 0, 0),
1635 v3s16( 0, 1, 0),
1636 v3s16( 0,-1, 0),
1637 v3s16( 1, 0, 0),
1638 v3s16(-1, 0, 0),
1639 v3s16( 0, 0, 1),
1640 v3s16( 0, 0,-1)
1643 u16 l = 0;
1644 u16 l1 = 0;
1645 for (u8 i = 0; i < 7; i++) {
1646 MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
1647 l1 = getInteriorLight(n1, -4, nodedef);
1648 if (l1 > l)
1649 l = l1;
1651 video::SColor c = MapBlock_LightColor(255, l, 0);
1652 data->m_highlight_mesh_color = c;
1653 std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
1654 TileSpec h_tile;
1655 h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
1656 h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
1657 v3f pos = intToFloat(p, BS);
1658 f32 d = 0.05 * BS;
1659 for (std::vector<aabb3f>::iterator i = boxes.begin();
1660 i != boxes.end(); ++i) {
1661 aabb3f box = *i;
1662 box.MinEdge += v3f(-d, -d, -d) + pos;
1663 box.MaxEdge += v3f(d, d, d) + pos;
1664 makeCuboid(&collector, box, &h_tile, 1, c, NULL);