mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
157a4cf18c
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
992 lines
30 KiB
C++
992 lines
30 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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#include "main.h" // For g_settings
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#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
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#include "settings.h"
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#include "nodedef.h"
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#include "tile.h"
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#include "gamedef.h"
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// Create a cuboid.
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// collector - the MeshCollector for the resulting polygons
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// box - the position and size of the box
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// materials - the materials to use (for all 6 faces)
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// pa - texture atlas pointers for the materials
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// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
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// c - vertex colour - used for all
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. Alternatively, pass
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// NULL to use the entire texture for each face. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures). If you specified 0,0,1,1
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// for each face, that would be the same as passing NULL.
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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const video::SMaterial *materials, const AtlasPointer *pa, int matcount,
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video::SColor &c, const f32* txc)
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{
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assert(matcount >= 1);
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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if(txc == NULL)
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{
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static const f32 txc_default[24] = {
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1
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};
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txc = txc_default;
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}
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video::S3DVertex vertices[24] =
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{
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// up
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video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
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video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
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video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
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// down
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video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
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// right
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video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
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video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
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video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
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video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
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// left
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video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
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video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
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video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
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video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
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// back
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video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
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video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
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// front
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video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
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video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
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};
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for(s32 j=0; j<24; j++)
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{
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int matindex = MYMIN(j/4, matcount-1);
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vertices[j].TCoords *= pa[matindex].size;
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vertices[j].TCoords += pa[matindex].pos;
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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for(s32 j=0; j<24; j+=4)
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{
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int matindex = MYMIN(j/4, matcount-1);
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collector->append(materials[matindex],
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vertices+j, 4, indices, 6);
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}
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}
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector, IGameDef *gamedef)
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{
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INodeDefManager *nodedef = gamedef->ndef();
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ITextureSource *tsrc = gamedef->getTextureSource();
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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/*
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Some settings
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*/
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bool new_style_water = g_settings->getBool("new_style_water");
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float node_liquid_level = 1.0;
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if(new_style_water)
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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/*// General ground material for special output
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// Texture is modified just before usage
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video::SMaterial material_general;
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material_general.setFlag(video::EMF_LIGHTING, false);
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material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_general.setFlag(video::EMF_FOG_ENABLE, true);
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material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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{
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v3s16 p(x,y,z);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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const ContentFeatures &f = nodedef->get(n);
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// Only solidness=0 stuff is drawn here
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if(f.solidness != 0)
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continue;
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switch(f.drawtype){
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default:
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infostream<<"Got "<<f.drawtype<<std::endl;
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assert(0);
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break;
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case NDT_AIRLIKE:
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break;
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case NDT_LIQUID:
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{
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/*
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Add water sources to mesh if using new style
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*/
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assert(nodedef->get(n).special_materials[0]);
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//assert(nodedef->get(n).special_materials[1]);
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assert(nodedef->get(n).special_aps[0]);
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video::SMaterial &liquid_material =
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*nodedef->get(n).special_materials[0];
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/*video::SMaterial &liquid_material_bfculled =
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*nodedef->get(n).special_materials[1];*/
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AtlasPointer &pa_liquid1 =
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*nodedef->get(n).special_aps[0];
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bool top_is_air = false;
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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if(n.getContent() == CONTENT_AIR)
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top_is_air = true;
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if(top_is_air == false)
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
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video::SColor c = MapBlock_LightColor(
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nodedef->get(n).alpha, l);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(liquid_material, vertices, 4, indices, 6);
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break;}
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case NDT_FLOWINGLIQUID:
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{
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/*
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Add flowing liquid to mesh
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*/
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assert(nodedef->get(n).special_materials[0]);
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assert(nodedef->get(n).special_materials[1]);
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assert(nodedef->get(n).special_aps[0]);
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video::SMaterial &liquid_material =
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*nodedef->get(n).special_materials[0];
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video::SMaterial &liquid_material_bfculled =
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*nodedef->get(n).special_materials[1];
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AtlasPointer &pa_liquid1 =
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*nodedef->get(n).special_aps[0];
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
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content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u8 l = 0;
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// Use the light of the node on top if possible
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if(nodedef->get(ntop).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
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// Otherwise use the light of this node (the liquid)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
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video::SColor c = MapBlock_LightColor(
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nodedef->get(n).alpha, l);
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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core::map<v3s16, f32> neighbor_levels;
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core::map<v3s16, content_t> neighbor_contents;
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core::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_same_liquid = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(1,0,1),
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v3s16(-1,0,-1),
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v3s16(1,0,-1),
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v3s16(-1,0,1),
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};
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for(u32 i=0; i<9; i++)
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{
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content_t content = CONTENT_AIR;
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float level = -0.5 * BS;
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u8 flags = 0;
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// Check neighbor
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v3s16 p2 = p + neighbor_dirs[i];
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() != CONTENT_IGNORE)
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{
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content = n2.getContent();
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
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+ 0.5) / 8.0 * node_liquid_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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// doesn't exist
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p2.Y += 1;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() == c_source ||
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n2.getContent() == c_flowing)
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flags |= neighborflag_top_is_same_liquid;
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}
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neighbor_levels.insert(neighbor_dirs[i], level);
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neighbor_contents.insert(neighbor_dirs[i], content);
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neighbor_flags.insert(neighbor_dirs[i], flags);
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}
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// Corner heights (average between four liquids)
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f32 corner_levels[4];
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v3s16 halfdirs[4] = {
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v3s16(0,0,0),
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v3s16(1,0,0),
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v3s16(1,0,1),
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v3s16(0,0,1),
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};
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for(u32 i=0; i<4; i++)
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{
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v3s16 cornerdir = halfdirs[i];
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float cornerlevel = 0;
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u32 valid_count = 0;
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u32 air_count = 0;
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for(u32 j=0; j<4; j++)
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{
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v3s16 neighbordir = cornerdir - halfdirs[j];
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content_t content = neighbor_contents[neighbordir];
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// If top is liquid, draw starting from top of node
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if(neighbor_flags[neighbordir] &
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neighborflag_top_is_same_liquid)
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{
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cornerlevel = 0.5*BS;
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valid_count = 1;
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break;
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}
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// Source is always the same height
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else if(content == c_source)
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{
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cornerlevel = (-0.5+node_liquid_level)*BS;
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valid_count = 1;
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break;
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}
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// Flowing liquid has level information
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else if(content == c_flowing)
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{
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cornerlevel += neighbor_levels[neighbordir];
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valid_count++;
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}
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else if(content == CONTENT_AIR)
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{
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air_count++;
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}
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}
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if(air_count >= 2)
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cornerlevel = -0.5*BS;
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else if(valid_count > 0)
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cornerlevel /= valid_count;
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corner_levels[i] = cornerlevel;
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}
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/*
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Generate sides
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*/
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v3s16 side_dirs[4] = {
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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};
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s16 side_corners[4][2] = {
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{1, 2},
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{3, 0},
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{2, 3},
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{0, 1},
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};
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for(u32 i=0; i<4; i++)
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{
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v3s16 dir = side_dirs[i];
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/*
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If our topside is liquid and neighbor's topside
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is liquid, don't draw side face
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*/
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if(top_is_same_liquid &&
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neighbor_flags[dir] & neighborflag_top_is_same_liquid)
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continue;
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content_t neighbor_content = neighbor_contents[dir];
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const ContentFeatures &n_feat = nodedef->get(neighbor_content);
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// Don't draw face if neighbor is blocking the view
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if(n_feat.solidness == 2)
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continue;
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bool neighbor_is_same_liquid = (neighbor_content == c_source
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|| neighbor_content == c_flowing);
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// Don't draw any faces if neighbor same is liquid and top is
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// same liquid
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if(neighbor_is_same_liquid == true
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&& top_is_same_liquid == false)
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continue;
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// Use backface culled material if neighbor doesn't have a
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// solidness of 0
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video::SMaterial *current_material = &liquid_material;
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if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
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current_material = &liquid_material_bfculled;
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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/*
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If our topside is liquid, set upper border of face
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at upper border of node
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*/
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if(top_is_same_liquid)
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{
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vertices[2].Pos.Y = 0.5*BS;
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vertices[3].Pos.Y = 0.5*BS;
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}
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/*
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Otherwise upper position of face is corner levels
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*/
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else
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{
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vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
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vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
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}
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/*
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If neighbor is liquid, lower border of face is corner
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liquid levels
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*/
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if(neighbor_is_same_liquid)
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{
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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 + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(*current_material, vertices, 4, indices, 6);
|
|
}
|
|
|
|
/*
|
|
Generate top side, if appropriate
|
|
*/
|
|
|
|
if(top_is_same_liquid == false)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y0()),
|
|
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y0()),
|
|
};
|
|
|
|
// This fixes a strange bug
|
|
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 + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(liquid_material, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_GLASSLIKE:
|
|
{
|
|
video::SMaterial material_glass;
|
|
material_glass.setFlag(video::EMF_LIGHTING, false);
|
|
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
|
|
&data->m_temp_mods, tsrc, nodedef);
|
|
AtlasPointer pa_glass = tile_glass.texture;
|
|
material_glass.setTexture(0, pa_glass.atlas);
|
|
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<6; j++)
|
|
{
|
|
// Check this neighbor
|
|
v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
// Don't make face if neighbor is of same type
|
|
if(n2.getContent() == n.getContent())
|
|
continue;
|
|
|
|
// The face at Z+
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x0(), pa_glass.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x1(), pa_glass.y1()),
|
|
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x1(), pa_glass.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x0(), pa_glass.y0()),
|
|
};
|
|
|
|
// Rotations in the g_6dirs format
|
|
if(j == 0) // Z+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
else if(j == 1) // Y+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
else if(j == 2) // X+
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
else if(j == 3) // Z-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
else if(j == 4) // Y-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
else if(j == 5) // X-
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
|
|
for(u16 i=0; i<4; i++){
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_glass, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_ALLFACES:
|
|
{
|
|
video::SMaterial material_leaves1;
|
|
material_leaves1.setFlag(video::EMF_LIGHTING, false);
|
|
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
|
|
&data->m_temp_mods, tsrc, nodedef);
|
|
AtlasPointer pa_leaves1 = tile_leaves1.texture;
|
|
material_leaves1.setTexture(0, pa_leaves1.atlas);
|
|
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
v3f pos = intToFloat(p+blockpos_nodes, BS);
|
|
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
|
|
box.MinEdge += pos;
|
|
box.MaxEdge += pos;
|
|
makeCuboid(&collector, box,
|
|
&material_leaves1, &pa_leaves1, 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);
|
|
|
|
AtlasPointer ap(0);
|
|
if(dir == v3s16(0,-1,0)){
|
|
ap = f.tiles[0].texture; // floor
|
|
} else if(dir == v3s16(0,1,0)){
|
|
ap = f.tiles[1].texture; // ceiling
|
|
// For backwards compatibility
|
|
} else if(dir == v3s16(0,0,0)){
|
|
ap = f.tiles[0].texture; // floor
|
|
} else {
|
|
ap = f.tiles[2].texture; // side
|
|
}
|
|
|
|
// Set material
|
|
video::SMaterial material;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_FOG_ENABLE, true);
|
|
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
material.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
material.setTexture(0, ap.atlas);
|
|
|
|
video::SColor c(255,255,255,255);
|
|
|
|
// Wall at X+ of node
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
|
|
ap.x0(), ap.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
|
|
ap.x1(), ap.y1()),
|
|
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
|
|
ap.x1(), ap.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
|
|
ap.x0(), ap.y0()),
|
|
};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(dir == v3s16(1,0,0))
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
if(dir == v3s16(0,-1,0))
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
if(dir == v3s16(0,1,0))
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material, vertices, 4, indices, 6);
|
|
break;}
|
|
case NDT_SIGNLIKE:
|
|
{
|
|
// Set material
|
|
video::SMaterial material;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
AtlasPointer ap = f.tiles[0].texture;
|
|
material.setTexture(0, ap.atlas);
|
|
|
|
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
float d = (float)BS/16;
|
|
// Wall at X+ of node
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y0()),
|
|
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y0()),
|
|
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y1()),
|
|
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y1()),
|
|
};
|
|
|
|
v3s16 dir = n.getWallMountedDir(nodedef);
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(dir == v3s16(1,0,0))
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
if(dir == v3s16(0,-1,0))
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
if(dir == v3s16(0,1,0))
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material, vertices, 4, indices, 6);
|
|
break;}
|
|
case NDT_PLANTLIKE:
|
|
{
|
|
video::SMaterial material_papyrus;
|
|
material_papyrus.setFlag(video::EMF_LIGHTING, false);
|
|
material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
AtlasPointer pa_papyrus = f.tiles[0].texture;
|
|
material_papyrus.setTexture(0, pa_papyrus.atlas);
|
|
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<4; j++)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y1()),
|
|
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y1()),
|
|
video::S3DVertex( BS/2*f.visual_scale,
|
|
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y0()),
|
|
video::S3DVertex(-BS/2*f.visual_scale,
|
|
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(135);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-135);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos *= f.visual_scale;
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_papyrus, vertices, 4, indices, 6);
|
|
}
|
|
break;}
|
|
case NDT_FENCELIKE:
|
|
{
|
|
video::SMaterial material_wood;
|
|
material_wood.setFlag(video::EMF_LIGHTING, false);
|
|
material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_wood.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
|
|
&data->m_temp_mods, tsrc, nodedef);
|
|
AtlasPointer pa_wood = tile_wood.texture;
|
|
material_wood.setTexture(0, pa_wood.atlas);
|
|
|
|
video::SMaterial material_wood_nomod;
|
|
material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
|
|
material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
|
|
NULL, tsrc, nodedef);
|
|
AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
|
|
material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
|
|
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
const f32 post_rad=(f32)BS/10;
|
|
const f32 bar_rad=(f32)BS/20;
|
|
const f32 bar_len=(f32)(BS/2)-post_rad;
|
|
|
|
v3f pos = intToFloat(p+blockpos_nodes, 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]={
|
|
0.4,0.4,0.6,0.6,
|
|
0.4,0.4,0.6,0.6,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1};
|
|
makeCuboid(&collector, post, &material_wood,
|
|
&pa_wood, 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]={
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6};
|
|
makeCuboid(&collector, bar, &material_wood_nomod,
|
|
&pa_wood_nomod, 1, c, xrailuv);
|
|
bar.MinEdge.Y -= BS/2;
|
|
bar.MaxEdge.Y -= BS/2;
|
|
makeCuboid(&collector, bar, &material_wood_nomod,
|
|
&pa_wood_nomod, 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]={
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6};
|
|
|
|
makeCuboid(&collector, bar, &material_wood_nomod,
|
|
&pa_wood_nomod, 1, c, zrailuv);
|
|
bar.MinEdge.Y -= BS/2;
|
|
bar.MaxEdge.Y -= BS/2;
|
|
makeCuboid(&collector, bar, &material_wood_nomod,
|
|
&pa_wood_nomod, 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 */
|
|
|
|
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));
|
|
|
|
content_t thiscontent = n.getContent();
|
|
if(n_minus_x.getContent() == thiscontent)
|
|
is_rail_x[0] = true;
|
|
if(n_plus_x.getContent() == thiscontent)
|
|
is_rail_x[1] = true;
|
|
if(n_minus_z.getContent() == thiscontent)
|
|
is_rail_z[0] = true;
|
|
if(n_plus_z.getContent() == thiscontent)
|
|
is_rail_z[1] = true;
|
|
|
|
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
|
|
|
|
// Assign textures
|
|
AtlasPointer ap = f.tiles[0].texture; // straight
|
|
if(adjacencies < 2)
|
|
ap = f.tiles[0].texture; // straight
|
|
else if(adjacencies == 2)
|
|
{
|
|
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
|
|
ap = f.tiles[0].texture; // straight
|
|
else
|
|
ap = f.tiles[1].texture; // curved
|
|
}
|
|
else if(adjacencies == 3)
|
|
ap = f.tiles[2].texture; // t-junction
|
|
else if(adjacencies == 4)
|
|
ap = f.tiles[3].texture; // crossing
|
|
|
|
video::SMaterial material_rail;
|
|
material_rail.setFlag(video::EMF_LIGHTING, false);
|
|
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_rail.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_rail.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
material_rail.setTexture(0, ap.atlas);
|
|
|
|
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
float d = (float)BS/16;
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y1()),
|
|
video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y1()),
|
|
video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y0()),
|
|
video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y0()),
|
|
};
|
|
|
|
// Rotate textures
|
|
int angle = 0;
|
|
|
|
if(adjacencies == 1)
|
|
{
|
|
if(is_rail_x[0] || is_rail_x[1])
|
|
angle = 90;
|
|
}
|
|
else if(adjacencies == 2)
|
|
{
|
|
if(is_rail_x[0] && is_rail_x[1])
|
|
angle = 90;
|
|
else if(is_rail_x[0] && is_rail_z[0])
|
|
angle = 270;
|
|
else if(is_rail_x[0] && is_rail_z[1])
|
|
angle = 180;
|
|
else if(is_rail_x[1] && is_rail_z[1])
|
|
angle = 90;
|
|
}
|
|
else if(adjacencies == 3)
|
|
{
|
|
if(!is_rail_x[0])
|
|
angle=0;
|
|
if(!is_rail_x[1])
|
|
angle=180;
|
|
if(!is_rail_z[0])
|
|
angle=90;
|
|
if(!is_rail_z[1])
|
|
angle=270;
|
|
}
|
|
|
|
if(angle != 0) {
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(angle);
|
|
}
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
collector.append(material_rail, vertices, 4, indices, 6);
|
|
break;}
|
|
}
|
|
}
|
|
}
|
|
|