continue;
// The face at Z+
- video::S3DVertex vertices[4] =
- {
+ video::S3DVertex vertices[4] = {
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED:
+ {
+ static const v3s16 dirs[6] = {
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+ TileSpec tiles[2];
+ tiles[0] = getNodeTile(n, p, dirs[0], data);
+ tiles[1] = getNodeTile(n, p, dirs[1], data);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ v3f pos = intToFloat(p, BS);
+ static const float a=BS/2;
+ static const float b=.876*(BS/2);
+ static const aabb3f frame_edges[12] = {
+ aabb3f( b, b,-a, a, a, a), // y+
+ aabb3f(-a, b,-a,-b, a, a), // y+
+ aabb3f( b,-a,-a, a,-b, a), // y-
+ aabb3f(-a,-a,-a,-b,-b, a), // y-
+ aabb3f( b,-a, b, a, a, a), // x+
+ aabb3f( b,-a,-a, a, a,-b), // x+
+ aabb3f(-a,-a, b,-b, a, a), // x-
+ aabb3f(-a,-a,-a,-b, a,-b), // x-
+ aabb3f(-a, b, b, a, a, a), // z+
+ aabb3f(-a,-a, b, a,-b, a), // z+
+ aabb3f(-a,-a,-a, a,-b,-b), // z-
+ aabb3f(-a, b,-a, a, a,-b) // z-
+ };
+ aabb3f glass_faces[6] = {
+ aabb3f(-a, a,-a, a, a, a), // y+
+ aabb3f(-a,-a,-a, a,-a, a), // y-
+ aabb3f( a,-a,-a, a, a, a), // x+
+ aabb3f(-a,-a,-a,-a, a, a), // x-
+ aabb3f(-a,-a, a, a, a, a), // z+
+ aabb3f(-a,-a,-a, a, a,-a) // z-
+ };
+
+ int visible_faces[6] = {0,0,0,0,0,0};
+ int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+ u8 i;
+ content_t current = n.getContent();
+ content_t content;
+ MapNode n2;
+ v3s16 n2p;
+ for(i=0; i<18; i++)
+ {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content_t n2c = n2.getContent();
+ //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i]=1;
+ }
+ for(i=0; i<6; i++)
+ {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content = n2.getContent();
+ const ContentFeatures &f2 = nodedef->get(content);
+ if (content == CONTENT_AIR || f2.isLiquid())
+ visible_faces[i]=1;
+ }
+ static const u8 nb_triplet[12*3] = {
+ 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
+ 2,0,11, 2,3,13, 5,0,10, 5,3,12,
+ 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
+ };
+
+ f32 tx1,ty1,tz1,tx2,ty2,tz2;
+ aabb3f box;
+ for(i=0; i<12; i++)
+ {
+ int edge_invisible;
+ if (nb[nb_triplet[i*3+2]]==1)
+ edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+ else
+ edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+ if (edge_invisible)
+ continue;
+ box=frame_edges[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc1[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+ }
+ for(i=0; i<6; i++)
+ {
+ if (visible_faces[i]==0)
+ continue;
+ box=glass_faces[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc2[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
+ }
+ break;}
case NDT_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,