/*
	Gets lighting value at face of node

	Parameters must consist of air and !air.
	Order doesn't matter.

	If either of the nodes doesn't exist, light is 0.

	parameters:
		daynight_ratio: 0...1000
		n: getNodeParent(p)
		n2: getNodeParent(p + face_dir)
		face_dir: axis oriented unit vector from p to p2

	returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
		v3s16 face_dir)
{
	try{
		u8 light;
		u8 l1 = n.getLightBlend(daynight_ratio);
		u8 l2 = n2.getLightBlend(daynight_ratio);
		if(l1 > l2)
			light = l1;
		else
			light = l2;

		// Make some nice difference to different sides

		// This makes light come from a corner
		/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
			light = diminish_light(diminish_light(light));
		else if(face_dir.X == -1 || face_dir.Z == -1)
			light = diminish_light(light);*/

		// All neighboring faces have different shade (like in minecraft)
		if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
			light = diminish_light(diminish_light(light));
		else if(face_dir.Z == 1 || face_dir.Z == -1)
			light = diminish_light(light);

		return light;
	}
	catch(InvalidPositionException &e)
	{
		return 0;
	}
}
// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
		if(content_features(n.d).param_type == CPT_LIGHT
				// Fast-style leaves look better this way
				&& content_features(n.d).solidness != 2)
		{
			light += decode_light(n.getLightBlend(daynight_ratio));
			light_count++;
		}
		else
		{
			if(n.d != CONTENT_IGNORE)
				ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	if(ambient_occlusion > 4)
	{
		ambient_occlusion -= 4;
		light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
	}

	return light;
}
Beispiel #3
0
	SmokePuffCSO(scene::ISceneManager *smgr,
			ClientEnvironment *env, const v3f &pos, const v2f &size)
	{
		infostream<<"SmokePuffCSO: constructing"<<std::endl;
		m_spritenode = smgr->addBillboardSceneNode(
				NULL, v2f(1,1), pos, -1);
		m_spritenode->setMaterialTexture(0,
				env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png"));
		m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
		m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
		//m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
		m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
		m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
		m_spritenode->setColor(video::SColor(255,0,0,0));
		m_spritenode->setVisible(true);
		m_spritenode->setSize(size);
		/* Update brightness */
		u8 light;
		bool pos_ok;
		MapNode n = env->getMap().getNodeNoEx(floatToInt(pos, BS), &pos_ok);
		light = pos_ok ? decode_light(n.getLightBlend(env->getDayNightRatio(),
							env->getGameDef()->ndef()))
		               : 64;
		video::SColor color(255,light,light,light);
		m_spritenode->setColor(color);
	}
void Particle::updateLight()
{
	u8 light = 0;

	v3s16 p = v3s16(
		floor(m_pos.X+0.5),
		floor(m_pos.Y+0.5),
		floor(m_pos.Z+0.5)
	);
	MapNode n = m_env->getClientMap().getNodeTry(p);
	if (n.getContent() != CONTENT_IGNORE)
		light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
	else
		light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);

	m_light = decode_light(light);
}
Beispiel #5
0
void Particle::updateLight()
{
	u8 light = 0;
	bool pos_ok;

	v3s16 p = v3s16(
		floor(m_pos.X+0.5),
		floor(m_pos.Y+0.5),
		floor(m_pos.Z+0.5)
	);
	MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
	if (pos_ok)
		light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
	else
		light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);

	m_light = decode_light(light + m_glow);
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
	assert(object); // Pre-condition
	if(object->getId() == 0)
	{
		u16 new_id = getFreeClientActiveObjectId(m_active_objects);
		if(new_id == 0)
		{
			infostream<<"ClientEnvironment::addActiveObject(): "
				<<"no free ids available"<<std::endl;
			delete object;
			return 0;
		}
		object->setId(new_id);
	}
	if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
		infostream<<"ClientEnvironment::addActiveObject(): "
			<<"id is not free ("<<object->getId()<<")"<<std::endl;
		delete object;
		return 0;
	}
	infostream<<"ClientEnvironment::addActiveObject(): "
		<<"added (id="<<object->getId()<<")"<<std::endl;
	m_active_objects[object->getId()] = object;
	object->addToScene(m_smgr, m_texturesource, m_irr);
	{ // Update lighting immediately
		u8 light = 0;
		bool pos_ok;

		// Get node at head
		v3s16 p = object->getLightPosition();
		MapNode n = m_map->getNodeNoEx(p, &pos_ok);
		if (pos_ok)
			light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
		else
			light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);

		object->updateLight(light);
	}
	return object->getId();
}
Beispiel #7
0
// get_node_light(pos, timeofday)
// pos = {x=num, y=num, z=num}
// timeofday: nil = current time, 0 = night, 0.5 = day
int ModApiEnvMod::l_get_node_light(lua_State *L)
{
	GET_ENV_PTR;

	// Do it
	v3s16 pos = read_v3s16(L, 1);
	u32 time_of_day = env->getTimeOfDay();
	if(lua_isnumber(L, 2))
		time_of_day = 24000.0 * lua_tonumber(L, 2);
	time_of_day %= 24000;
	u32 dnr = time_to_daynight_ratio(time_of_day, true);
	try{
		MapNode n = env->getMap().getNode(pos);
		INodeDefManager *ndef = env->getGameDef()->ndef();
		lua_pushinteger(L, n.getLightBlend(dnr, ndef));
		return 1;
	} catch(InvalidPositionException &e)
	{
		lua_pushnil(L);
		return 1;
	}
}
Beispiel #8
0
// get_node_light(pos, timeofday)
// pos = {x=num, y=num, z=num}
// timeofday: nil = current time, 0 = night, 0.5 = day
int ModApiEnvMod::l_get_node_light(lua_State *L)
{
	GET_ENV_PTR;

	// Do it
	v3s16 pos = read_v3s16(L, 1);
	u32 time_of_day = env->getTimeOfDay();
	if(lua_isnumber(L, 2))
		time_of_day = 24000.0 * lua_tonumber(L, 2);
	time_of_day %= 24000;
	u32 dnr = time_to_daynight_ratio(time_of_day, true);

	bool is_position_ok;
	MapNode n = env->getMap().getNodeNoEx(pos, &is_position_ok);
	if (is_position_ok) {
		INodeDefManager *ndef = env->getGameDef()->ndef();
		lua_pushinteger(L, n.getLightBlend(dnr, ndef));
	} else {
		lua_pushnil(L);
	}
	return 1;
}
Beispiel #9
0
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
		int oldvalue, bool *sunlight_seen_result)
{
	const bool debugprint = false;
	INodeDefManager *ndef = m_gamedef->ndef();
	static v3f z_directions[50] = {
		v3f(-100, 0, 0)
	};
	static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
		-1000,
	};
	if(z_directions[0].X < -99){
		for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
			z_directions[i] = v3f(
				0.01 * myrand_range(-100, 100),
				1.0,
				0.01 * myrand_range(-100, 100)
			);
			z_offsets[i] = 0.01 * myrand_range(0,100);
		}
	}
	if(debugprint)
		std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
	int sunlight_seen_count = 0;
	float sunlight_min_d = max_d*0.8;
	if(sunlight_min_d > 35*BS)
		sunlight_min_d = 35*BS;
	std::vector<int> values;
	for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
		v3f z_dir = z_directions[i];
		z_dir.normalize();
		core::CMatrix4<f32> a;
		a.buildRotateFromTo(v3f(0,1,0), z_dir);
		v3f dir = m_camera_direction;
		a.rotateVect(dir);
		int br = 0;
		float step = BS*1.5;
		if(max_d > 35*BS)
			step = max_d / 35 * 1.5;
		float off = step * z_offsets[i];
		bool sunlight_seen_now = false;
		bool ok = getVisibleBrightness(this, m_camera_position, dir,
				step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
				sunlight_min_d,
				&br, &sunlight_seen_now);
		if(sunlight_seen_now)
			sunlight_seen_count++;
		if(!ok)
			continue;
		values.push_back(br);
		// Don't try too much if being in the sun is clear
		if(sunlight_seen_count >= 20)
			break;
	}
	int brightness_sum = 0;
	int brightness_count = 0;
	std::sort(values.begin(), values.end());
	u32 num_values_to_use = values.size();
	if(num_values_to_use >= 10)
		num_values_to_use -= num_values_to_use/2;
	else if(num_values_to_use >= 7)
		num_values_to_use -= num_values_to_use/3;
	u32 first_value_i = (values.size() - num_values_to_use) / 2;
	if(debugprint){
		for(u32 i=0; i < first_value_i; i++)
			std::cerr<<values[i]<<" ";
		std::cerr<<"[";
	}
	for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
		if(debugprint)
			std::cerr<<values[i]<<" ";
		brightness_sum += values[i];
		brightness_count++;
	}
	if(debugprint){
		std::cerr<<"]";
		for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
			std::cerr<<values[i]<<" ";
	}
	int ret = 0;
	if(brightness_count == 0){
		MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
		if(ndef->get(n).param_type == CPT_LIGHT){
			ret = decode_light(n.getLightBlend(daylight_factor, ndef));
		} else {
			ret = oldvalue;
			//ret = blend_light(255, 0, daylight_factor);
		}
	} else {
		/*float pre = (float)brightness_sum / (float)brightness_count;
		float tmp = pre;
		const float d = 0.2;
		pre *= 1.0 + d*2;
		pre -= tmp * d;
		int preint = pre;
		ret = MYMAX(0, MYMIN(255, preint));*/
		ret = brightness_sum / brightness_count;
	}
	if(debugprint)
		std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
				<<sunlight_seen_count<<std::endl;
	*sunlight_seen_result = (sunlight_seen_count > 0);
	return ret;
}
Beispiel #10
0
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
		float step_multiplier, float start_distance, float end_distance,
		INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
		int *result, bool *sunlight_seen)
{
	int brightness_sum = 0;
	int brightness_count = 0;
	float distance = start_distance;
	dir.normalize();
	v3f pf = p0;
	pf += dir * distance;
	int noncount = 0;
	bool nonlight_seen = false;
	bool allow_allowing_non_sunlight_propagates = false;
	bool allow_non_sunlight_propagates = false;
	// Check content nearly at camera position
	{
		v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
		MapNode n = map->getNodeNoEx(p);
		if(ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates)
			allow_allowing_non_sunlight_propagates = true;
	}
	// If would start at CONTENT_IGNORE, start closer
	{
		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNodeNoEx(p);
		if(n.getContent() == CONTENT_IGNORE){
			float newd = 2*BS;
			pf = p0 + dir * 2*newd;
			distance = newd;
			sunlight_min_d = 0;
		}
	}
	for(int i=0; distance < end_distance; i++){
		pf += dir * step;
		distance += step;
		step *= step_multiplier;
		
		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNodeNoEx(p);
		if(allow_allowing_non_sunlight_propagates && i == 0 &&
				ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates){
			allow_non_sunlight_propagates = true;
		}
		if(ndef->get(n).param_type != CPT_LIGHT ||
				(!ndef->get(n).sunlight_propagates &&
					!allow_non_sunlight_propagates)){
			nonlight_seen = true;
			noncount++;
			if(noncount >= 4)
				break;
			continue;
		}
		if(distance >= sunlight_min_d && *sunlight_seen == false
				&& nonlight_seen == false)
			if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
				*sunlight_seen = true;
		noncount = 0;
		brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
		brightness_count++;
	}
	*result = 0;
	if(brightness_count == 0)
		return false;
	*result = brightness_sum / brightness_count;
	/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
			<<(*result)<<std::endl;*/
	return true;
}
void ClientEnvironment::step(float dtime)
{
	DSTACK(__FUNCTION_NAME);

	// Get some settings
	bool free_move = g_settings.getBool("free_move");
	bool footprints = g_settings.getBool("footprints");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	core::list<CollisionInfo> player_collisions;
	
	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = 0.001; // just some small value
	player_speed = lplayer->getSpeed().getLength();
	
	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = position_max_increment / player_speed;
	
	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;
	
	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;
	
	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}
		
		/*
			Handle local player
		*/
		
		{
			v3f lplayerpos = lplayer->getPosition();
			
			// Apply physics
			if(free_move == false && is_climbing == false)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(lplayer->swimming_up == false)
					speed.Y -= 9.81 * BS * dtime_part * 2;

				// Water resistance
				if(lplayer->in_water_stable || lplayer->in_water)
				{
					f32 max_down = 2.0*BS;
					if(speed.Y < -max_down) speed.Y = -max_down;

					f32 max = 2.5*BS;
					if(speed.getLength() > max)
					{
						speed = speed / speed.getLength() * max;
					}
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, *m_map, position_max_increment,
					&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);
		
	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(core::list<CollisionInfo>::Iterator
			i = player_collisions.begin();
			i != player_collisions.end(); i++)
	{
		CollisionInfo &info = *i;
		if(info.t == COLLISION_FALL)
		{
			//f32 tolerance = BS*10; // 2 without damage
			f32 tolerance = BS*12; // 3 without damage
			f32 factor = 1;
			if(info.speed > tolerance)
			{
				f32 damage_f = (info.speed - tolerance)/BS*factor;
				u16 damage = (u16)(damage_f+0.5);
				if(lplayer->hp > damage)
					lplayer->hp -= damage;
				else
					lplayer->hp = 0;

				ClientEnvEvent event;
				event.type = CEE_PLAYER_DAMAGE;
				event.player_damage.amount = damage;
				m_client_event_queue.push_back(event);
			}
		}
	}
	
	/*
		Stuff that can be done in an arbitarily large dtime
	*/
	for(core::list<Player*>::Iterator i = m_players.begin();
			i != m_players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		
		/*
			Handle non-local players
		*/
		if(player->isLocal() == false)
		{
			// Move
			player->move(dtime, *m_map, 100*BS);

			// Update lighting on remote players on client
			u8 light = LIGHT_MAX;
			try{
				// Get node at head
				v3s16 p = floatToInt(playerpos + v3f(0,BS+BS/2,0), BS);
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			player->updateLight(light);
		}
		
		/*
			Add footsteps to grass
		*/
		if(footprints)
		{
			// Get node that is at BS/4 under player
			v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS);
			try{
				MapNode n = m_map->getNode(bottompos);
				if(n.getContent() == CONTENT_GRASS)
				{
					n.setContent(CONTENT_GRASS_FOOTSTEPS);
					m_map->setNode(bottompos, n);
					// Update mesh on client
					if(m_map->mapType() == MAPTYPE_CLIENT)
					{
						v3s16 p_blocks = getNodeBlockPos(bottompos);
						MapBlock *b = m_map->getBlockNoCreate(p_blocks);
						//b->updateMesh(getDayNightRatio());
						b->setMeshExpired(true);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
			}
		}
	}
	
	/*
		Step active objects and update lighting of them
	*/
	
	for(core::map<u16, ClientActiveObject*>::Iterator
			i = m_active_objects.getIterator();
			i.atEnd()==false; i++)
	{
		ClientActiveObject* obj = i.getNode()->getValue();
		// Step object
		obj->step(dtime, this);

		if(m_active_object_light_update_interval.step(dtime, 0.21))
		{
			// Update lighting
			//u8 light = LIGHT_MAX;
			u8 light = 0;
			try{
				// Get node at head
				v3s16 p = obj->getLightPosition();
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			obj->updateLight(light);
		}
	}
}
void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool new_style_water = g_settings.getBool("new_style_water");
	bool new_style_leaves = g_settings.getBool("new_style_leaves");
	//bool smooth_lighting = g_settings.getBool("smooth_lighting");
	bool invisible_stone = g_settings.getBool("invisible_stone");
	
	float node_water_level = 1.0;
	if(new_style_water)
		node_water_level = 0.85;
	
	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	// Flowing water material
	video::SMaterial material_water1;
	material_water1.setFlag(video::EMF_LIGHTING, false);
	material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
	material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_water1.setFlag(video::EMF_FOG_ENABLE, true);
	material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
	AtlasPointer pa_water1 = g_texturesource->getTexture(
			g_texturesource->getTextureId("water.png"));
	material_water1.setTexture(0, pa_water1.atlas);

	// New-style leaves material
	video::SMaterial material_leaves1;
	material_leaves1.setFlag(video::EMF_LIGHTING, false);
	//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, 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;
	AtlasPointer pa_leaves1 = g_texturesource->getTexture(
			g_texturesource->getTextureId("leaves.png"));
	material_leaves1.setTexture(0, pa_leaves1.atlas);

	// Glass material
	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;
	AtlasPointer pa_glass = g_texturesource->getTexture(
			g_texturesource->getTextureId("glass.png"));
	material_glass.setTexture(0, pa_glass.atlas);

	// Wood material
	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;
	AtlasPointer pa_wood = g_texturesource->getTexture(
			g_texturesource->getTextureId("wood.png"));
	material_wood.setTexture(0, pa_wood.atlas);

	// General ground material for special output
	// Texture is modified just before usage
	video::SMaterial material_general;
	material_general.setFlag(video::EMF_LIGHTING, false);
	material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_general.setFlag(video::EMF_FOG_ENABLE, true);
	material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;


	// Papyrus material
	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 = g_texturesource->getTexture(
			g_texturesource->getTextureId("papyrus.png"));
	material_papyrus.setTexture(0, pa_papyrus.atlas);
	for(s16 z=0; z<MAP_BLOCKSIZE; z++)
	for(s16 y=0; y<MAP_BLOCKSIZE; y++)
	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
		
		/*
			Add torches to mesh
		*/
		if(n.d == CONTENT_TORCH)
		{
			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, 0,1),
				video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
				video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
			};

			v3s16 dir = unpackDir(n.dir);

			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);
			}

			// 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.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			material.MaterialType
					= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;

			if(dir == v3s16(0,-1,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_floor.png"));
			else if(dir == v3s16(0,1,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_ceiling.png"));
			// For backwards compatibility
			else if(dir == v3s16(0,0,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_floor.png"));
			else
				material.setTexture(0, 
						g_texturesource->getTextureRaw("torch.png"));

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(material, vertices, 4, indices, 6);
		}
		/*
			Signs on walls
		*/
		else if(n.d == CONTENT_SIGN_WALL)
		{
			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c(255,l,l,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, 0,1),
				video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
			};

			v3s16 dir = unpackDir(n.dir);

			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);
			}

			// 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, 
					g_texturesource->getTextureRaw("sign_wall.png"));

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(material, vertices, 4, indices, 6);
		}
		/*
			Add flowing water to mesh
		*/
		else if(n.d == CONTENT_WATER)
		{
			bool top_is_water = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
				top_is_water = true;
			
			u8 l = 0;
			// Use the light of the node on top if possible
			if(content_features(ntop.d).param_type == CPT_LIGHT)
				l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
			// Otherwise use the light of this node (the water)
			else
				l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c(WATER_ALPHA,l,l,l);
			
			// Neighbor water levels (key = relative position)
			// Includes current node
			core::map<v3s16, f32> neighbor_levels;
			core::map<v3s16, u8> neighbor_contents;
			core::map<v3s16, u8> neighbor_flags;
			const u8 neighborflag_top_is_water = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				u8 content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.d != CONTENT_IGNORE)
				{
					content = n2.d;

					if(n2.d == CONTENT_WATERSOURCE)
						level = (-0.5+node_water_level) * BS;
					else if(n2.d == CONTENT_WATER)
						level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
								* node_water_level) * BS;

					// Check node above neighbor.
					// NOTE: This doesn't get executed if neighbor
					//       doesn't exist
					p2.Y += 1;
					n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
					if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
						flags |= neighborflag_top_is_water;
				}
				
				neighbor_levels.insert(neighbor_dirs[i], level);
				neighbor_contents.insert(neighbor_dirs[i], content);
				neighbor_flags.insert(neighbor_dirs[i], flags);
			}

			//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
			//float water_level = neighbor_levels[v3s16(0,0,0)];

			// Corner heights (average between four waters)
			f32 corner_levels[4];
			
			v3s16 halfdirs[4] = {
				v3s16(0,0,0),
				v3s16(1,0,0),
				v3s16(1,0,1),
				v3s16(0,0,1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 cornerdir = halfdirs[i];
				float cornerlevel = 0;
				u32 valid_count = 0;
				for(u32 j=0; j<4; j++)
				{
					v3s16 neighbordir = cornerdir - halfdirs[j];
					u8 content = neighbor_contents[neighbordir];
					// Special case for source nodes
					if(content == CONTENT_WATERSOURCE)
					{
						cornerlevel = (-0.5+node_water_level)*BS;
						valid_count = 1;
						break;
					}
					else if(content == CONTENT_WATER)
					{
						cornerlevel += neighbor_levels[neighbordir];
						valid_count++;
					}
					else if(content == CONTENT_AIR)
					{
						cornerlevel += -0.5*BS;
						valid_count++;
					}
				}
				if(valid_count > 0)
					cornerlevel /= valid_count;
				corner_levels[i] = cornerlevel;
			}

			/*
				Generate sides
			*/

			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			s16 side_corners[4][2] = {
				{1, 2},
				{3, 0},
				{2, 3},
				{0, 1},
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				/*
					If our topside is water and neighbor's topside
					is water, don't draw side face
				*/
				if(top_is_water &&
						neighbor_flags[dir] & neighborflag_top_is_water)
					continue;

				u8 neighbor_content = neighbor_contents[dir];
				
				// Don't draw face if neighbor is not air or water
				if(neighbor_content != CONTENT_AIR
						&& neighbor_content != CONTENT_WATER)
					continue;
				
				bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
				
				// Don't draw any faces if neighbor is water and top is water
				if(neighbor_is_water == true && top_is_water == false)
					continue;
				
				video::S3DVertex vertices[4] =
				{
					/*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x0(), pa_water1.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x1(), pa_water1.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x1(), pa_water1.y0()),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x0(), pa_water1.y0()),
				};
				
				/*
					If our topside is water, set upper border of face
					at upper border of node
				*/
				if(top_is_water)
				{
					vertices[2].Pos.Y = 0.5*BS;
					vertices[3].Pos.Y = 0.5*BS;
				}
				/*
					Otherwise upper position of face is corner levels
				*/
				else
				{
					vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
					vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
				}
				
				/*
					If neighbor is water, lower border of face is corner
					water levels
				*/
				if(neighbor_is_water)
				{
					vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
					vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
				}
				/*
					If neighbor is not water, 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);

					vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(material_water1, vertices, 4, indices, 6);
			}
			
			/*
				Generate top side, if appropriate
			*/
			
			if(top_is_water == false)
			{
				video::S3DVertex vertices[4] =
				{
					/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x0(), pa_water1.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_water1.x1(), pa_water1.y1()),
					video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
							pa_water1.x1(), pa_water1.y0()),
					video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
							pa_water1.x0(), pa_water1.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 += water_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(material_water1, vertices, 4, indices, 6);
			}
		}
		/*
			Add water sources to mesh if using new style
		*/
		else if(n.d == CONTENT_WATERSOURCE && new_style_water)
		{
			//bool top_is_water = false;
			bool top_is_air = false;
			MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
				top_is_water = true;*/
			if(n.d == CONTENT_AIR)
				top_is_air = true;
			
			/*if(top_is_water == true)
				continue;*/
			if(top_is_air == false)
				continue;

			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c(WATER_ALPHA,l,l,l);
			
			video::S3DVertex vertices[4] =
			{
				/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
						pa_water1.x0(), pa_water1.y1()),
				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
						pa_water1.x1(), pa_water1.y1()),
				video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
						pa_water1.x1(), pa_water1.y0()),
				video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
						pa_water1.x0(), pa_water1.y0()),
			};

			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
				vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(material_water1, vertices, 4, indices, 6);
		}
		/*
			Add leaves if using new style
		*/
		else if(n.d == CONTENT_LEAVES && new_style_leaves)
		{
			/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
			u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
			video::SColor c(255,l,l,l);

			for(u32 j=0; j<6; j++)
			{
				video::S3DVertex vertices[4] =
				{
					/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
					video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x0(), pa_leaves1.y1()),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x1(), pa_leaves1.y1()),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x1(), pa_leaves1.y0()),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x0(), pa_leaves1.y0()),
				};

				if(j == 0)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(0);
				}
				else if(j == 1)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(180);
				}
				else if(j == 2)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-90);
				}
				else if(j == 3)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(90);
				}
				else if(j == 4)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(-90);
				}
				else if(j == 5)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(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_leaves1, vertices, 4, indices, 6);
			}
		}
		/*
			Add glass
		*/
		else if(n.d == CONTENT_GLASS)
		{
			u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
			video::SColor c(255,l,l,l);

			for(u32 j=0; j<6; j++)
			{
				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()),
				};

				if(j == 0)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(0);
				}
				else if(j == 1)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(180);
				}
				else if(j == 2)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-90);
				}
				else if(j == 3)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(90);
				}
				else if(j == 4)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(-90);
				}
				else if(j == 5)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(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);
			}
		}
		/*
			Add fence
		*/
		else if(n.d == CONTENT_FENCE)
		{
			u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
			video::SColor c(255,l,l,l);

			const f32 post_rad=(f32)BS/10;
			const f32 bar_rad=(f32)BS/20;
			const f32 bar_len=(f32)(BS/2)-post_rad;

			// The post - always present
			v3f pos = intToFloat(p+blockpos_nodes, BS);
			f32 postuv[24]={
					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,
					0.4,0.4,0.6,0.6};
			makeCuboid(material_wood, &collector,
				&pa_wood, c, pos,
				post_rad,BS/2,post_rad, 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);
			if(n2.d == CONTENT_FENCE)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.X += BS/2;
				pos.Y += BS/4;
				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(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, xrailuv);

				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, 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);
			if(n2.d == CONTENT_FENCE)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.Z += BS/2;
				pos.Y += BS/4;
				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(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, zrailuv);
				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, zrailuv);

			}

		}
#if 1
		/*
			Add stones with minerals if stone is invisible
		*/
		else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
		{
			for(u32 j=0; j<6; j++)
			{
				// NOTE: Hopefully g_6dirs[j] is the right direction...
				v3s16 dir = g_6dirs[j];
				/*u8 l = 0;
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
				if(content_features(n2.d).param_type == CPT_LIGHT)
					l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
				else
					l = 255;*/
				u8 l = 255;
				video::SColor c(255,l,l,l);
				
				// Get the right texture
				TileSpec ts = n.getTile(dir);
				AtlasPointer ap = ts.texture;
				material_general.setTexture(0, ap.atlas);
				video::S3DVertex vertices[4] =
 				{
					/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
					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,
						ap.x1(), ap.y1()),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
						ap.x1(), ap.y0()),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
						ap.x0(), ap.y0()),
				};

				if(j == 0)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(0);
				}
				else if(j == 1)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(180);
				}
				else if(j == 2)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-90);
				}
				else if(j == 3)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(90);
				}
				else if(j == 4)

				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_general, vertices, 4, indices, 6);
			}
		}
#endif
		else if(n.d == CONTENT_PAPYRUS)
		{
			u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
			video::SColor c(255,l,l,l);

			for(u32 j=0; j<4; j++)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
						pa_papyrus.x0(), pa_papyrus.y1()),
					video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
						pa_papyrus.x1(), pa_papyrus.y1()),
					video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
						pa_papyrus.x1(), pa_papyrus.y0()),
					video::S3DVertex(-BS/2,BS/2,0, 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 += 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);
			}
		}
		else if(n.d == CONTENT_RAIL)
		{
			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c(255,l,l,l);

			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));

			if(n_minus_x.d == CONTENT_RAIL)
				is_rail_x[0] = true;
			if(n_plus_x.d == CONTENT_RAIL)
				is_rail_x[1] = true;
			if(n_minus_z.d == CONTENT_RAIL)
				is_rail_z[0] = true;
			if(n_plus_z.d == CONTENT_RAIL)
				is_rail_z[1] = true;

			float d = (float)BS/16;
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
					0, 1),
				video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
					1, 1),
				video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
					1, 0),
				video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
					0, 0),
			};

			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;

			int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];

			// Assign textures
			if(adjacencies < 2)
				material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
			else if(adjacencies == 2)
			{
				if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
					material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
				else
					material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
			}
			else if(adjacencies == 3)
				material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
			else if(adjacencies == 4)
				material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));

			// 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);
		}
	}
}
Beispiel #13
0
void MapBlockObjectList::step(float dtime, bool server, u32 daynight_ratio)
{
	DSTACK(__FUNCTION_NAME);
	
	JMutexAutoLock lock(m_mutex);

	if(m_objects.empty())
		return;

	core::map<s16, bool> ids_to_delete;

	{
		DSTACKF("%s: stepping objects", __FUNCTION_NAME);

		for(core::map<s16, MapBlockObject*>::Iterator
				i = m_objects.getIterator();
				i.atEnd() == false; i++)
		{
			MapBlockObject *obj = i.getNode()->getValue();
			
			DSTACKF("%s: stepping object type %i", __FUNCTION_NAME,
					obj->getTypeId());

			obj->setBlockChanged();

			if(server)
			{
				// Update light
				u8 light = LIGHT_MAX;
				try{
					v3s16 relpos_i = floatToInt(obj->m_pos, BS);
					MapNode n = m_block->getNodeParent(relpos_i);
					light = n.getLightBlend(daynight_ratio);
				}
				catch(InvalidPositionException &e) {}
				obj->updateLight(light);
				
				bool to_delete = obj->serverStep(dtime, daynight_ratio);

				if(to_delete)
					ids_to_delete.insert(obj->m_id, true);
			}
			else
			{
				obj->clientStep(dtime);
			}
		}
	}

	{
		DSTACKF("%s: deleting objects", __FUNCTION_NAME);

		// Delete objects in delete queue
		for(core::map<s16, bool>::Iterator
				i = ids_to_delete.getIterator();
				i.atEnd() == false; i++)
		{
			s16 id = i.getNode()->getKey();

			MapBlockObject *obj = m_objects[id];
			obj->setBlockChanged();
			obj->removeFromScene();
			delete obj;
			m_objects.remove(id);
		}
	}
	
	/*
		Wrap objects on server
	*/

	if(server == false)
		return;
	
	{
		DSTACKF("%s: object wrap loop", __FUNCTION_NAME);

		for(core::map<s16, MapBlockObject*>::Iterator
				i = m_objects.getIterator();
				i.atEnd() == false; i++)
		{
			MapBlockObject *obj = i.getNode()->getValue();

			v3s16 pos_i = floatToInt(obj->m_pos, BS);

			if(m_block->isValidPosition(pos_i))
			{
				// No wrap
				continue;
			}

			bool impossible = wrapObject(obj);

			if(impossible)
			{
				// No wrap
				continue;
			}

			obj->setBlockChanged();

			// Restart find
			i = m_objects.getIterator();
		}
	}
}
Beispiel #14
0
void MapBlockObjectList::update(std::istream &is, u8 version,
		scene::ISceneManager *smgr, u32 daynight_ratio)
{
	JMutexAutoLock lock(m_mutex);

	/*
		Collect all existing ids to a set.

		As things are updated, they are removed from this.

		All remaining ones are deleted.
	*/
	core::map<s16, bool> ids_to_delete;
	for(core::map<s16, MapBlockObject*>::Iterator
			i = m_objects.getIterator();
			i.atEnd() == false; i++)
	{
		ids_to_delete.insert(i.getNode()->getKey(), true);
	}
	
	u8 buf[6];
	
	is.read((char*)buf, 2);
	u16 count = readU16(buf);

	for(u16 i=0; i<count; i++)
	{
		// Read id
		is.read((char*)buf, 2);
		s16 id = readS16(buf);
		
		// Read position
		// stored as x1000/BS v3s16
		is.read((char*)buf, 6);
		v3s16 pos_i = readV3S16(buf);
		v3f pos((f32)pos_i.X/1000*BS,
				(f32)pos_i.Y/1000*BS,
				(f32)pos_i.Z/1000*BS);

		// Read typeId
		is.read((char*)buf, 2);
		u16 type_id = readU16(buf);
		
		bool create_new = false;

		// Find an object with the id
		core::map<s16, MapBlockObject*>::Node *n;
		n = m_objects.find(id);
		// If no entry is found for id
		if(n == NULL)
		{
			// Insert dummy pointer node
			m_objects.insert(id, NULL);
			// Get node
			n = m_objects.find(id);
			// A new object will be created at this node
			create_new = true;
		}
		// If type_id differs
		else if(n->getValue()->getTypeId() != type_id)
		{
			// Delete old object
			delete n->getValue();
			// A new object will be created at this node
			create_new = true;
		}

		MapBlockObject *obj = NULL;

		if(create_new)
		{
			/*dstream<<"MapBlockObjectList adding new object"
					" id="<<id
					<<std::endl;*/

			if(type_id == MAPBLOCKOBJECT_TYPE_SIGN)
			{
				obj = new SignObject(m_block, id, pos);
			}
			else if(type_id == MAPBLOCKOBJECT_TYPE_RAT)
			{
				obj = new RatObject(m_block, id, pos);
			}
			else if(type_id == MAPBLOCKOBJECT_TYPE_ITEM)
			{
				obj = new ItemObject(m_block, id, pos);
			}
			else
			{
				// This is fatal because we cannot know the length
				// of the object's data
				throw SerializationError
				("MapBlockObjectList::update(): Unknown MapBlockObject type");
			}

			if(smgr != NULL)
				//obj->addToScene(smgr, daynight_ratio);
				obj->addToScene(smgr);

			n->setValue(obj);
		}
		else
		{
			obj = n->getValue();
			obj->updatePos(pos);
			/*if(daynight_ratio != m_last_update_daynight_ratio)
			{
				obj->removeFromScene();
				obj->addToScene(smgr, daynight_ratio);
			}*/
		}

		// Now there is an object in obj.
		// Update it.
		
		obj->update(is, version);
		obj->setBlockChanged();

		/*
			Update light on client
		*/
		if(smgr != NULL)
		{
			u8 light = LIGHT_MAX;
			try{
				v3s16 relpos_i = floatToInt(obj->m_pos, BS);
				MapNode n = m_block->getNodeParent(relpos_i);
				light = n.getLightBlend(daynight_ratio);
			}
			catch(InvalidPositionException &e) {}
			obj->updateLight(light);
		}
		
		// Remove from deletion list
		if(ids_to_delete.find(id) != NULL)
			ids_to_delete.remove(id);
	}

	// Delete all objects whose ids_to_delete remain in ids_to_delete
	for(core::map<s16, bool>::Iterator
			i = ids_to_delete.getIterator();
			i.atEnd() == false; i++)
	{
		s16 id = i.getNode()->getKey();

		/*dstream<<"MapBlockObjectList deleting object"
				" id="<<id
				<<std::endl;*/

		MapBlockObject *obj = m_objects[id];
		obj->removeFromScene();
		delete obj;
		m_objects.remove(id);
	}

	m_last_update_daynight_ratio = daynight_ratio;
}
Beispiel #15
0
void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector, IGameDef *gamedef)
{
	INodeDefManager *nodedef = gamedef->ndef();

	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool new_style_water = g_settings->getBool("new_style_water");
	
	float node_liquid_level = 1.0;
	if(new_style_water)
		node_liquid_level = 0.85;
	
	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	/*// General ground material for special output
	// Texture is modified just before usage
	video::SMaterial material_general;
	material_general.setFlag(video::EMF_LIGHTING, false);
	material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_general.setFlag(video::EMF_FOG_ENABLE, true);
	material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/

	for(s16 z=0; z<MAP_BLOCKSIZE; z++)
	for(s16 y=0; y<MAP_BLOCKSIZE; y++)
	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
		const ContentFeatures &f = nodedef->get(n);

		// Only solidness=0 stuff is drawn here
		if(f.solidness != 0)
			continue;
		
		switch(f.drawtype){
		default:
			infostream<<"Got "<<f.drawtype<<std::endl;
			assert(0);
			break;
		case NDT_AIRLIKE:
			break;
		case NDT_LIQUID:
		{
			/*
				Add water sources to mesh if using new style
			*/
			assert(nodedef->get(n).special_materials[0]);
			//assert(nodedef->get(n).special_materials[1]);
			assert(nodedef->get(n).special_aps[0]);

			video::SMaterial &liquid_material =
					*nodedef->get(n).special_materials[0];
			/*video::SMaterial &liquid_material_bfculled =
					*nodedef->get(n).special_materials[1];*/
			AtlasPointer &pa_liquid1 =
					*nodedef->get(n).special_aps[0];

			bool top_is_air = false;
			MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			if(n.getContent() == CONTENT_AIR)
				top_is_air = true;
			
			if(top_is_air == false)
				continue;

			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
			video::SColor c = MapBlock_LightColor(
					nodedef->get(n).alpha, l);
			
			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()),
			};

			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
				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_FLOWINGLIQUID:
		{
			/*
				Add flowing liquid to mesh
			*/
			assert(nodedef->get(n).special_materials[0]);
			assert(nodedef->get(n).special_materials[1]);
			assert(nodedef->get(n).special_aps[0]);

			video::SMaterial &liquid_material =
					*nodedef->get(n).special_materials[0];
			video::SMaterial &liquid_material_bfculled =
					*nodedef->get(n).special_materials[1];
			AtlasPointer &pa_liquid1 =
					*nodedef->get(n).special_aps[0];

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
			content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;
			
			u8 l = 0;
			// Use the light of the node on top if possible
			if(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
			// Otherwise use the light of this node (the liquid)
			else
				l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
			video::SColor c = MapBlock_LightColor(
					nodedef->get(n).alpha, l);
			
			// Neighbor liquid levels (key = relative position)
			// Includes current node
			core::map<v3s16, f32> neighbor_levels;
			core::map<v3s16, content_t> neighbor_contents;
			core::map<v3s16, u8> neighbor_flags;
			const u8 neighborflag_top_is_same_liquid = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				content_t content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.getContent() != CONTENT_IGNORE)
				{
					content = n2.getContent();

					if(n2.getContent() == c_source)
						level = (-0.5+node_liquid_level) * BS;
					else if(n2.getContent() == c_flowing)
						level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
								+ 0.5) / 8.0 * node_liquid_level) * BS;

					// Check node above neighbor.
					// NOTE: This doesn't get executed if neighbor
					//       doesn't exist
					p2.Y += 1;
					n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
					if(n2.getContent() == c_source ||
							n2.getContent() == c_flowing)
						flags |= neighborflag_top_is_same_liquid;
				}
				
				neighbor_levels.insert(neighbor_dirs[i], level);
				neighbor_contents.insert(neighbor_dirs[i], content);
				neighbor_flags.insert(neighbor_dirs[i], flags);
			}

			// Corner heights (average between four liquids)
			f32 corner_levels[4];
			
			v3s16 halfdirs[4] = {
				v3s16(0,0,0),
				v3s16(1,0,0),
				v3s16(1,0,1),
				v3s16(0,0,1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 cornerdir = halfdirs[i];
				float cornerlevel = 0;
				u32 valid_count = 0;
				u32 air_count = 0;
				for(u32 j=0; j<4; j++)
				{
					v3s16 neighbordir = cornerdir - halfdirs[j];
					content_t content = neighbor_contents[neighbordir];
					// If top is liquid, draw starting from top of node
					if(neighbor_flags[neighbordir] &
							neighborflag_top_is_same_liquid)
					{
						cornerlevel = 0.5*BS;
						valid_count = 1;
						break;
					}
					// Source is always the same height
					else if(content == c_source)
					{
						cornerlevel = (-0.5+node_liquid_level)*BS;
						valid_count = 1;
						break;
					}
					// Flowing liquid has level information
					else if(content == c_flowing)
					{
						cornerlevel += neighbor_levels[neighbordir];
						valid_count++;
					}
					else if(content == CONTENT_AIR)
					{
						air_count++;
					}
				}
				if(air_count >= 2)
					cornerlevel = -0.5*BS;
				else if(valid_count > 0)
					cornerlevel /= valid_count;
				corner_levels[i] = cornerlevel;
			}

			/*
				Generate sides
			*/

			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			s16 side_corners[4][2] = {
				{1, 2},
				{3, 0},
				{2, 3},
				{0, 1},
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid &&
						neighbor_flags[dir] & neighborflag_top_is_same_liquid)
					continue;

				content_t neighbor_content = neighbor_contents[dir];
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);
				
				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;
				
				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);
				
				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid == true
						&& top_is_same_liquid == false)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				video::SMaterial *current_material = &liquid_material;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_material = &liquid_material_bfculled;
				
				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()),
				};
				
				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if(top_is_same_liquid)
				{
					vertices[2].Pos.Y = 0.5*BS;
					vertices[3].Pos.Y = 0.5*BS;
				}
				/*
					Otherwise upper position of face is corner levels
				*/
				else
				{
					vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
					vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
				}
				
				/*
					If neighbor is liquid, lower border of face is corner
					liquid levels
				*/
				if(neighbor_is_same_liquid)
				{
					vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
					vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
				}
				/*
					If neighbor is not liquid, lower border of face is
					lower border of node
				*/
				else
				{
					vertices[0].Pos.Y = -0.5*BS;
					vertices[1].Pos.Y = -0.5*BS;
				}
				
				for(s32 j=0; j<4; j++)
				{
					if(dir == v3s16(0,0,1))
						vertices[j].Pos.rotateXZBy(0);
					if(dir == v3s16(0,0,-1))
						vertices[j].Pos.rotateXZBy(180);
					if(dir == v3s16(-1,0,0))
						vertices[j].Pos.rotateXZBy(90);
					if(dir == v3s16(1,0,-0))
						vertices[j].Pos.rotateXZBy(-90);
						
					// Do this to not cause glitches when two liquids are
					// side-by-side
					/*if(neighbor_is_same_liquid == false){
						vertices[j].Pos.X *= 0.98;
						vertices[j].Pos.Z *= 0.98;
					}*/

					vertices[j].Pos += intToFloat(p + 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;
			AtlasPointer pa_glass = f.tiles[0].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;
			AtlasPointer pa_leaves1 = f.tiles[0].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);

			for(u32 j=0; j<6; j++)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x0(), pa_leaves1.y1()),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x1(), pa_leaves1.y1()),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x1(), pa_leaves1.y0()),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
						pa_leaves1.x0(), pa_leaves1.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_leaves1, vertices, 4, indices, 6);
			}
		break;}
		case NDT_ALLFACES_OPTIONAL:
			// This is always pre-converted to something else
			assert(0);
			break;
		case NDT_TORCHLIKE:
		{
			v3s16 dir = unpackDir(n.param2);
			
			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.y1()),
				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.x1(), ap.y0()),
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
						ap.x0(), ap.y0()),
			};

			v3s16 dir = unpackDir(n.param2);

			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;
			AtlasPointer pa_wood = f.tiles[0].texture;
			material_wood.setTexture(0, pa_wood.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;

			// The post - always present
			v3f pos = intToFloat(p+blockpos_nodes, BS);
			f32 postuv[24]={
					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,
					0.4,0.4,0.6,0.6};
			makeCuboid(material_wood, &collector,
				&pa_wood, c, pos,
				post_rad,BS/2,post_rad, 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)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.X += BS/2;
				pos.Y += BS/4;
				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(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, xrailuv);

				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, 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)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.Z += BS/2;
				pos.Y += BS/4;
				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(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, zrailuv);
				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, 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;}
		}
	}
}
void ClientEnvironment::step(float dtime)
{
	DSTACK(FUNCTION_NAME);

	/* Step time of day */
	stepTimeOfDay(dtime);

	// Get some settings
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool free_move = fly_allowed && g_settings->getBool("free_move");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	std::vector<CollisionInfo> player_collisions;

	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = lplayer->getSpeed().getLength();

	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = 1;
	if(player_speed > 0.001)
		dtime_max_increment = position_max_increment / player_speed;

	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;

	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;

	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		/*
			Handle local player
		*/

		{
			// Apply physics
			if(!free_move && !is_climbing)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(!lplayer->in_liquid)
					speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;

				// Liquid floating / sinking
				if(lplayer->in_liquid && !lplayer->swimming_vertical)
					speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;

				// Liquid resistance
				if(lplayer->in_liquid_stable || lplayer->in_liquid)
				{
					// How much the node's viscosity blocks movement, ranges between 0 and 1
					// Should match the scale at which viscosity increase affects other liquid attributes
					const f32 viscosity_factor = 0.3;

					v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
					f32 dl = d_wanted.getLength();
					if(dl > lplayer->movement_liquid_fluidity_smooth)
						dl = lplayer->movement_liquid_fluidity_smooth;
					dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);

					v3f d = d_wanted.normalize() * dl;
					speed += d;
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, this, position_max_increment,
				&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);

	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
		i != player_collisions.end(); ++i) {
		CollisionInfo &info = *i;
		v3f speed_diff = info.new_speed - info.old_speed;;
		// Handle only fall damage
		// (because otherwise walking against something in fast_move kills you)
		if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
			continue;
		// Get rid of other components
		speed_diff.X = 0;
		speed_diff.Z = 0;
		f32 pre_factor = 1; // 1 hp per node/s
		f32 tolerance = BS*14; // 5 without damage
		f32 post_factor = 1; // 1 hp per node/s
		if(info.type == COLLISION_NODE)
		{
			const ContentFeatures &f = m_client->ndef()->
				get(m_map->getNodeNoEx(info.node_p));
			// Determine fall damage multiplier
			int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
			pre_factor = 1.0 + (float)addp/100.0;
		}
		float speed = pre_factor * speed_diff.getLength();
		if(speed > tolerance)
		{
			f32 damage_f = (speed - tolerance)/BS * post_factor;
			u16 damage = (u16)(damage_f+0.5);
			if(damage != 0){
				damageLocalPlayer(damage, true);
				MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
				m_client->event()->put(e);
			}
		}
	}

	/*
		A quick draft of lava damage
	*/
	if(m_lava_hurt_interval.step(dtime, 1.0))
	{
		v3f pf = lplayer->getPosition();

		// Feet, middle and head
		v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
		MapNode n1 = m_map->getNodeNoEx(p1);
		v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
		MapNode n2 = m_map->getNodeNoEx(p2);
		v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
		MapNode n3 = m_map->getNodeNoEx(p3);

		u32 damage_per_second = 0;
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n1).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n2).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n3).damage_per_second);

		if(damage_per_second != 0)
		{
			damageLocalPlayer(damage_per_second, true);
		}
	}

	// Protocol v29 make this behaviour obsolete
	if (getGameDef()->getProtoVersion() < 29) {
		/*
			Drowning
		*/
		if (m_drowning_interval.step(dtime, 2.0)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			u8 drowning_damage = c.drowning;
			if (drowning_damage > 0 && lplayer->hp > 0) {
				u16 breath = lplayer->getBreath();
				if (breath > 10) {
					breath = 11;
				}
				if (breath > 0) {
					breath -= 1;
				}
				lplayer->setBreath(breath);
				updateLocalPlayerBreath(breath);
			}

			if (lplayer->getBreath() == 0 && drowning_damage > 0) {
				damageLocalPlayer(drowning_damage, true);
			}
		}
		if (m_breathing_interval.step(dtime, 0.5)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			if (!lplayer->hp) {
				lplayer->setBreath(11);
			} else if (c.drowning == 0) {
				u16 breath = lplayer->getBreath();
				if (breath <= 10) {
					breath += 1;
					lplayer->setBreath(breath);
					updateLocalPlayerBreath(breath);
				}
			}
		}
	}

	// Update lighting on local player (used for wield item)
	u32 day_night_ratio = getDayNightRatio();
	{
		// Get node at head

		// On InvalidPositionException, use this as default
		// (day: LIGHT_SUN, night: 0)
		MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);

		v3s16 p = lplayer->getLightPosition();
		node_at_lplayer = m_map->getNodeNoEx(p);

		u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
		final_color_blend(&lplayer->light_color, light, day_night_ratio);
	}

	/*
		Step active objects and update lighting of them
	*/

	g_profiler->avg("CEnv: num of objects", m_active_objects.size());
	bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
	for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
		i != m_active_objects.end(); ++i) {
		ClientActiveObject* obj = i->second;
		// Step object
		obj->step(dtime, this);

		if(update_lighting)
		{
			// Update lighting
			u8 light = 0;
			bool pos_ok;

			// Get node at head
			v3s16 p = obj->getLightPosition();
			MapNode n = m_map->getNodeNoEx(p, &pos_ok);
			if (pos_ok)
				light = n.getLightBlend(day_night_ratio, m_client->ndef());
			else
				light = blend_light(day_night_ratio, LIGHT_SUN, 0);

			obj->updateLight(light);
		}
	}

	/*
		Step and handle simple objects
	*/
	g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
	for(std::vector<ClientSimpleObject*>::iterator
		i = m_simple_objects.begin(); i != m_simple_objects.end();) {
		std::vector<ClientSimpleObject*>::iterator cur = i;
		ClientSimpleObject *simple = *cur;

		simple->step(dtime);
		if(simple->m_to_be_removed) {
			delete simple;
			i = m_simple_objects.erase(cur);
		}
		else {
			++i;
		}
	}
}